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Innovation of the Day: Roblox claims two crowns: most played and most blocked

Why?

Most Played:

  • High Engagement: Kids are spending an average of 139 minutes per day on Roblox, indicating its immense popularity and engaging nature.

  •  Virtual World Appeal: Roblox offers a virtual world where Gen Alpha can create, play, and socialize. This multi-faceted platform provides various forms of entertainment and social interaction, keeping users engaged for extended periods.   

Most Blocked:

  • Screen Time Concerns:  The surging screen time associated with Roblox is a major concern for parents who are trying to limit their children's digital device usage.

  •  In-App Monetization: Roblox's business model relies heavily on in-app purchases. The article mentions virtual items with "jaw-dropping prices," like a USD 20,000 necklace. This raises concerns about unchecked spending and the potential for children to be drawn into expensive virtual transactions.   

  • Safety Concerns: Despite Roblox introducing safety measures, it's still the most blocked app. This suggests that parents may still have underlying concerns about safety and content on the platform, even with implemented safeguards.

In short, Roblox is incredibly popular and engaging for young users, leading to high playtime and making it the "most played." However, this same high engagement, combined with concerns about screen time, in-app spending, and online safety, also makes it the "most blocked" app as parents attempt to manage their children's digital habits and online experiences.

Why is the topic trending?

Roblox's dual status as both the most played and most blocked app, coupled with Gen Alpha's surging screen time and digital spending, makes this topic highly relevant. It highlights the growing influence of virtual platforms on young consumers and raises concerns about digital dependence and unchecked spending, prompting discussions among parents, educators, and brands.

Overview

A new Qustodio report reveals that Roblox is the most played and most blocked app among young users (ages 4-18). Gen Alpha is spending over 4 hours daily on mobile devices, engaging in gaming, shopping, and social commerce. Their spending power is rapidly increasing, reaching trillions of dollars. This trend presents both opportunities and challenges for brands, as they need to adapt their strategies to engage with these young, digitally native consumers while addressing concerns about screen time and digital wellbeing.

Detailed Findings

  • Roblox Dominance: Roblox is the most played app, with kids spending an average of 139 minutes daily on the platform, a 9-minute increase from last year. It is also the most blocked app, indicating parental concerns about its usage.

  • In-App Monetization: Roblox's business model relies on in-app purchases, with virtual items reaching extremely high prices (e.g., $20,000 for a necklace).

  • Gen Alpha Spending Power: Gen Alpha's spending power is projected to reach USD 5.5 trillion by 2029.

  • Shifting Marketing Strategies: Brands are urged to rethink marketing strategies to target Gen Alpha directly, not just their millennial parents, as these young consumers migrate from platforms like Roblox to TikTok and other social media.

  • Virtual Engagement: Gen Alpha's loyalty lies in virtual worlds where they play, socialize, and interact with brands. Purina is cited as an example of a brand engaging Gen Alpha through virtual pet fostering within these platforms.

  • Screen Time Concerns:  Surging screen time raises concerns about digital dependence and unchecked spending among young users.

Key Takeaway

The key takeaway is that Gen Alpha is a digitally native and economically powerful consumer group deeply engaged in virtual worlds like Roblox. Brands must adapt their strategies to connect with them in these spaces, while also being mindful of the growing concerns around screen time and digital wellbeing.

Main Trend

  • Trend Name: Gen Alpha's Virtual Consumption

  • Description of the Trend: This trend describes the increasing dominance of virtual platforms in Gen Alpha's lives, encompassing not just entertainment and socialization but also commerce. It highlights their comfort with digital spending and the shift of their loyalty towards brands that engage them within these virtual environments.

Consumer Motivation

Gen Alpha consumers are motivated by:

  • Entertainment and Play: Roblox and similar platforms offer immersive entertainment and gaming experiences.

  • Socialization: These platforms are key spaces for social interaction and community building among Gen Alpha.

  • Creative Expression: Virtual worlds allow for self-expression and creativity through avatars, virtual item ownership, and participation in virtual communities.

  • Digital Native Comfort: Gen Alpha is inherently comfortable with digital environments and digital transactions, making in-app purchases and virtual spending feel natural.

What is driving the trend?

  • Digital Native Generation: Gen Alpha has grown up entirely in a digital world, making them inherently comfortable with online platforms and virtual interactions.

  • Accessibility of Mobile Devices:  Widespread access to mobile devices from a young age facilitates increased screen time and engagement with digital platforms.

  • Platform Engagement: Platforms like Roblox are designed to be highly engaging, encouraging prolonged usage and in-app spending.

  • Brand Integration: Brands are increasingly recognizing the importance of reaching Gen Alpha in virtual spaces, further driving the trend by creating branded experiences within these platforms.

Motivation Beyond the Trend

Beyond entertainment and socialization, Gen Alpha's engagement in virtual worlds is driven by a desire for:

  • Identity Formation: Virtual platforms provide spaces for young users to explore and express their identities.

  • Community Belonging:  These platforms foster a sense of community and belonging among like-minded individuals.

  • Skill Development:  Some virtual platforms offer opportunities for skill development, creativity, and even potential future economic opportunities within the virtual economy.

Description of Consumers

  • Age: Gen Alpha, specifically ages 4-18 (report data range), with a focus on pre-teens as the oldest Alphas are turning 15 in 2025.

  • Gender: Not specified, likely a broad appeal across genders for platforms like Roblox.

  • Income:  While Gen Alpha themselves may not have high individual incomes, they influence household spending and are becoming direct consumers with increasing personal spending power. The report analyzes data from households across the US, UK, France, Spain, and Australia, suggesting a focus on developed economies.

  • Lifestyle: Digitally native, high mobile device usage, engaged in gaming and virtual worlds, comfortable with online shopping and social commerce, influenced by digital trends and communities.

Conclusions

Gen Alpha is a significant consumer cohort with substantial and growing digital influence. Their engagement with platforms like Roblox and their increasing spending power necessitate that brands adapt their strategies to connect with them in virtual spaces. However, this must be balanced with an awareness of and response to growing concerns about screen time and digital wellbeing.

Implications for Brands

Brands need to:

  • "Gen Alpha-proof" Customer Journeys:  Re-evaluate every stage of the customer journey, from product discovery to aftercare, to ensure it resonates with Gen Alpha's digital habits.

  • Engage in Virtual Worlds:  Explore opportunities to connect and co-create with Gen Alpha within virtual platforms like Roblox and emerging metaverse spaces.

  • Rethink Marketing Strategies: Shift marketing focus to directly target Gen Alpha, moving beyond solely targeting millennial parents.

  • Consider In-App and Social Commerce:  Integrate in-app purchase options and social commerce strategies to align with Gen Alpha's natural digital spending behaviors.

  • Balance Engagement with Responsibility:  Be mindful of screen time concerns and potentially incorporate elements of digital wellbeing into brand messaging and engagement strategies.

Implication for Society

Society needs to address:

  • Digital Dependence:  Growing screen time and digital engagement raise concerns about potential digital dependence among young users.

  • Unchecked Spending: The ease of in-app purchases and digital transactions necessitates education and tools to promote responsible digital spending habits.

  • Child Online Safety:  While platforms like Roblox are implementing safety measures, ongoing vigilance and development of robust safety protocols are crucial to protect young users in virtual spaces.

Implications for Consumers

Gen Alpha consumers will experience:

  • Increased Brand Engagement in Virtual Spaces: Brands will increasingly target them within their preferred virtual environments.

  • More In-App Purchase Opportunities:  Digital spending will become even more integrated into their online experiences.

  • Potential for Enhanced Virtual Experiences:  Brand investment in virtual worlds could lead to richer and more engaging virtual experiences for Gen Alpha.

  • Continued Scrutiny of Screen Time:  They will likely face ongoing discussions and potential limitations regarding their screen time and digital habits from parents and educators concerned about digital wellbeing.

Implication for Future

The future will likely see:

  • Further Growth of Virtual Economies: Virtual worlds will become even more significant economic spaces, particularly for younger generations.

  • Blurring Lines Between Physical and Digital Commerce:  The integration of physical and digital commerce will deepen, with Gen Alpha leading the way in seamless online and offline shopping experiences.

  • Increased Focus on Digital Wellbeing:  Concerns about digital wellbeing and responsible technology use will become more prominent, influencing platform design, parental controls, and brand messaging.

Consumer Trend

  • Trend Name: Virtual Native Consumption

  • Detailed Description:  This consumer trend describes how Gen Alpha, as digital natives, are naturally integrating consumption into their virtual lives. Shopping, brand interaction, and even economic activity are becoming seamlessly woven into their virtual experiences within platforms like Roblox and other digital spaces.

Consumer Sub Trend

  • Trend Name:  Playful Commerce

  • Detailed Description:  For Gen Alpha, commerce is becoming increasingly playful and integrated with entertainment. Brands that can create fun, engaging, and gamified shopping experiences within virtual worlds will resonate most effectively with this demographic.

Big Social Trend

  • Trend Name:  Metaverse Generation

  • Detailed Description:  Gen Alpha is the first generation to grow up with the concept of the metaverse as a tangible, evolving reality. Their social interactions, entertainment, and increasingly, their economic activities are taking place within these immersive digital environments, shaping a new era of digital social interaction and commerce.

Worldwide Social Trend

  • Trend Name:  Global Digital Childhood

  • Detailed Description:  Across the globe, childhood is increasingly digitized. Mobile devices and online platforms are central to how children learn, play, socialize, and consume, creating a shared global digital childhood experience with both opportunities and challenges.

Social Drive

  • Social Drive Name:  Digital Immersion and Connection

  • Detailed Description:  The core social drive is the desire for digital immersion and connection. Gen Alpha seeks to deeply engage with digital environments for entertainment, social interaction, and a sense of belonging within online communities. This drive shapes their consumption habits and brand preferences in both virtual and physical worlds.

Learnings for Brands to Use in 2025

Brands in 2025 should learn to:

  • Prioritize Virtual Presence:  Establish a meaningful and engaging presence on platforms where Gen Alpha spends their time, such as Roblox and TikTok.

  • Embrace Playful and Gamified Marketing:  Incorporate gamification and playful elements into marketing strategies to capture Gen Alpha's attention in virtual spaces.

  • Facilitate Co-Creation:  Offer opportunities for Gen Alpha to co-create and personalize brand experiences within virtual worlds, fostering loyalty and engagement.

  • Integrate Seamless Digital Commerce:  Make purchasing and transactions seamless within virtual environments and across digital touchpoints.

  • Address Digital Wellbeing Concerns:  Subtly incorporate messaging and initiatives that acknowledge and address concerns about screen time and responsible digital engagement.

Strategy Recommendations for Brands to Follow in 2025

  • Develop Branded Experiences within Roblox: Create interactive games, virtual worlds, or branded items within Roblox to engage Gen Alpha users directly.

  • Partner with Gen Alpha Influencers in Virtual Spaces: Collaborate with popular Gen Alpha creators and influencers within platforms like Roblox and TikTok.

  • Run In-Game Events and Promotions: Host virtual events, contests, and promotions within gaming platforms to drive brand awareness and engagement.

  • Offer Virtual and Physical Product Bundles:  Integrate virtual and physical product offerings to cater to Gen Alpha's blended online and offline consumption habits.

  • Invest in Social Listening and Trend Analysis:  Continuously monitor Gen Alpha's online conversations and trends to adapt marketing strategies and product offerings in real-time.

Final Sentence (Key Concept) Describing Main Trend

Gen Alpha's dominance on platforms like Roblox and their growing digital spending power underscore the rise of virtual native consumption, where young consumers seamlessly integrate commerce into their virtual lives, demanding brands meet them in these digital spaces.

What Brands & Companies Should Do in 2025 to Benefit from Trend and How to Do It.

In 2025, brands should capitalize on Gen Alpha's virtual consumption trend by:

  • Virtual World Investment:  Allocate marketing budget and resources to develop engaging and interactive brand experiences within metaverse-like platforms and gaming environments.

  • Authentic Virtual Engagement:  Ensure brand engagement in virtual spaces is authentic, playful, and genuinely adds value to the Gen Alpha user experience, rather than being perceived as intrusive advertising.

  • Data-Driven Virtual Strategy:  Utilize data and analytics to understand Gen Alpha's virtual behaviors and preferences to refine virtual marketing and engagement strategies.

  • Community Building in Virtual Spaces:  Focus on building communities and fostering genuine connections with Gen Alpha consumers within virtual platforms, rather than solely pushing products.

Final Note:

  • Core Trend: Virtual Native Consumption - Gen Alpha seamlessly integrates consumption into their virtual lives.

  • Core Strategy: Immersive Virtual Engagement - Brands must create authentic and engaging experiences within virtual worlds to connect with Gen Alpha.

  • Core Industry Trend: Metaverse Marketing - Marketing is increasingly shifting towards metaverse and virtual platform engagement to reach younger demographics.

  • Core Consumer Motivation: Digital Immersion and Connection - Gen Alpha seeks deep engagement and social connection within digital environments, influencing their consumption.

Final Conclusion

Gen Alpha's virtual native consumption is reshaping the consumer landscape. For brands to succeed in 2025 and beyond, they must embrace immersive virtual engagement strategies, authentically connect with Gen Alpha within their preferred digital spaces, and recognize the growing importance of virtual worlds in shaping consumer behavior and brand loyalty.

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