Roblox Grows Up: What a Maturing, IP-Driven Audience Means for Traditional Game Publishers

Roblox Grows Up: What a Maturing, IP-Driven Audience Means for Traditional Game Publishers

Roblox was the most-played game on PC and console by hours in the first half of 2026, and its audience is growing up. This free report from Newzoo, developed in partnership with GEEIQ, looks at what that maturing, IP-driven audience means for traditional game publishers.

It brings together Newzoo's player and engagement data with GEEIQ's tracking of brand activations on Roblox since 2021, and shows which formats have worked, which publishers have already moved, and where the opening is.

Foreword by Charles Hambro, CEO & Co-founder, GEEIQ: "Brands have spent five years testing Roblox. Publishers can use the results."

4.05bn
hours played on Roblox in H1 2026
Roblox4.05bn
Fortnite2.89bn
Minecraft2.28bn
553
media and entertainment activations tracked since 2021
9
26
109
187
166
56
20212022202320242025H1 26
69%
of those activations went inside games players already love
10
game publishers have activated on Roblox

Sources: Newzoo Game Performance Monitor (hours played); GEEIQ (activations and publishers).

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