Roblox
Roblox is a user-generated online gaming platform and game creation system developed by Roblox Corporation, enabling users to design, share, and play interactive 3D experiences using tools like Roblox Studio and the Luau programming language.[1]
Founded in 2004 by David Baszucki and Erik Cassel and publicly launched in 2006, the San Mateo, California-based company has grown into a major digital economy, with developers collectively earning billions through its virtual currency, Robux, which facilitates in-game purchases and premium features.[1][2]
As of the second quarter of 2025, Roblox reports 111.8 million daily active users, predominantly youth, alongside 3.1 million developers creating content that attracts billions of hours of engagement annually.[3][4]
The platform's open ecosystem has driven innovations in user-generated content and metaverse-like social interactions but has also drawn significant criticism for persistent child safety risks, including documented cases of grooming and exploitation by predators exploiting lax moderation.[5][6]
Platform Fundamentals
Core Mechanics and User Experience
Roblox's core mechanics center on players controlling customizable 3D avatars within multiplayer experiences, which are user-generated virtual environments built from modular parts, models, and scripted behaviors. Avatars function as persistent digital representations, supporting advanced R15 skeletal rigging for fluid animations, body scaling, and accessory attachments, with customization options spanning clothing, emotes, and dynamic heads to enable personal expression across sessions.[7] Experiences leverage a client-server architecture, where servers authoritatively handle simulation, resolving conflicts and replicating state updates to clients via Roblox's networking layer to maintain consistency for up to 200 concurrent players per instance.[8] Fundamental gameplay interactions rely on Roblox's rigid body physics engine, which simulates forces on assemblies of parts connected by constraints like welds, motors, and springs, facilitating collisions, gravity at 196.2 studs/second² (approximating 9.81 m/s² scaled to Roblox units), and momentum-based movement such as character jumping (default 50 studs height), slope traversal up to 89° (Humanoid.MaxSlopeAngle property default), and object propulsion.[9][10] Client-side prediction allows responsive input handling—WASD keys or thumbsticks for locomotion, mouse or touch for camera control—while servers validate actions to prevent exploits, with physics ticking at 240 Hz for precision in fast-paced scenarios.[9] Scripted elements using Luau (a performant Lua variant) define experience-specific rules, from simple obby platforms to complex simulations, executed server-side for authoritative logic and client-side for UI and effects.[11] User experience prioritizes seamless cross-platform accessibility, with the Roblox client optimizing rendering and controls for PC, mobile, Xbox, PlayStation, and VR devices, including touch gestures for inventory management and auto-scaling UI for varying screen sizes. Navigation occurs through a personalized home dashboard curating experiences via algorithmic recommendations based on play history, social signals, and trending data, supplemented by search, categories, and user-generated thumbnails for discovery. Social integration enhances immersion through proximity-based voice chat (introduced platform-wide in 2023), text filtering for safety, connections, and group systems enabling coordinated play, though moderated to comply with age restrictions and content policies. Accessibility features include adjustable graphics settings and keyboard shortcuts, supporting over 70 million daily active users as of mid-2025 by minimizing barriers to entry while emphasizing community moderation for reported issues.[12]Development Tools and Scripting
Roblox Studio serves as the primary integrated development environment (IDE) for creating experiences on the platform, available as a free application for Windows and macOS.[13] It equips developers with tools for building 3D worlds, including terrain generation, part modeling, lighting setup, and asset importation from external sources like Blender or Maya.[14] The interface features a hierarchical explorer for managing game objects, a properties panel for editing attributes, and a viewport for real-time 3D previewing and testing.[14] Scripting in Roblox relies on Luau, a performance-optimized fork of Lua 5.1 tailored for the platform's server-client architecture and large-scale simulations.[15] Roblox adopted Lua 5.1 as its scripting language around 2006 to enable user-generated content with embeddable, lightweight code.[15] Over time, modifications accumulated for speed, type safety, and Roblox-specific features like gradual typing and bytecode optimizations, culminating in the full transition to Luau on August 27, 2019.[16] Luau became open-source on November 3, 2021, under the MIT license, allowing external contributions while maintaining Roblox's core implementation.[16] Developers write Luau code within Roblox Studio's script editor, which supports syntax highlighting, auto-completion, and debugging tools like breakpoints and variable inspection.[11] Scripts execute in distinct contexts: server-side Scripts handle global logic and data persistence, LocalScripts run client-side for user interface and input handling, and ModuleScripts facilitate reusable code modules required across contexts. Roblox enforces sandboxing to prevent scripts from accessing system resources directly, ensuring security through APIs for physics (via the physics engine), networking (RemoteEvents and RemoteFunctions), and data stores for persistent user data.[11] This structure supports collaborative development, with version control integration via external tools like Git, though Roblox's Team Create feature enables real-time multi-user editing since its introduction in 2015.Content Creation and Game Design
Roblox content creation primarily occurs through Roblox Studio, a free integrated development environment provided by Roblox Corporation for designing and scripting user-generated experiences.[17] Launched alongside the platform's early iterations and continuously updated, Roblox Studio enables creators to build 3D environments using tools for part placement, terrain generation, and solid modeling, facilitating rapid prototyping without advanced coding prerequisites.[18] As of 2025, over 6.7 million active experiences have been developed using this tool by approximately 3.1 million creators.[19] Game design in Roblox emphasizes modular construction, where creators assemble basic geometric primitives—such as blocks, spheres, and cylinders—into complex structures, enhanced by physics simulations inherent to the engine.[20] The Toolbox integrates a vast repository of pre-made models, scripts, and effects from the community, accelerating development while allowing customization.[21] Typical workflows begin with core mechanics prototyping using placeholders for assets and environments, followed by iterative refinement of visuals, gameplay loops, and user interfaces to align with Roblox's multiplayer framework.[22] Scripting constitutes a critical layer of game design, powered by Luau, Roblox's proprietary extension of Lua 5.1 introduced around 2006 and evolved for performance, type safety, and sandboxed execution.[15] Luau supports gradual typing, optimization for real-time interactions, and integration with Roblox's API for handling events like player inputs, collisions, and data persistence, enabling diverse genres from simulations to battle royales.[23] Creators embed scripts within objects to define behaviors, such as procedural generation or AI logic, with Roblox providing official tutorials for beginners to advanced techniques.[24] Asset creation extends design capabilities through the Creator Store and Marketplace, where millions of community-uploaded resources—including 3D models, audio files, textures, and plugins—are available for import and monetization.[25] Developers can author custom assets externally using compatible software like Blender for meshes or Audacity for sounds, then upload them via Roblox Studio for validation against platform standards, ensuring compatibility and moderation compliance.[26] This ecosystem promotes collaborative design, with groups pooling assets and scripts, though reliance on user-generated content introduces variability in quality and necessitates creator vetting for functionality.[27]Virtual Economy and Monetization
Robux System and Transactions
Robux serves as the primary virtual currency within the Roblox platform, enabling users to purchase avatar customizations, game passes, developer products, and access to premium experiences. Introduced on May 14, 2007, it replaced the earlier Roblox points system to facilitate a structured in-game economy.[28] Users primarily acquire Robux through direct purchases using real-world currency via credit or debit cards, PayPal, or Roblox gift cards redeemable from retailers.[29] Roblox Premium subscribers receive monthly Robux stipends—ranging from 450 to 2,200 Robux depending on the tier—along with bonuses of up to 35% on additional purchases.[30] Transactions involving Robux occur through various mechanisms, including in-experience purchases where players spend Robux on virtual items or features created by developers, with Roblox retaining a 30% marketplace fee on most sales.[31] Trading allows Premium members to exchange Robux alongside limited or limited-unique items with other users, subject to Roblox's moderation to prevent scams, though unauthorized third-party exchanges persist as a risk.[32] Gifting functionality, introduced to enable direct Robux transfers, requires users to generate shareable links for recipients' accounts, processed through official payment gateways like Xsolla.[33] Purchase pricing tiers provide approximately 0.0125 USD per Robux at base rates, such as 800 Robux for 9.99 USD, though exact bundles vary by region and platform to account for local currencies and taxes.[34] All transactions are logged in users' purchase histories accessible via Roblox's support portal, with refunds limited to cases of unauthorized charges or platform errors, emphasizing the non-refundable nature of spent Robux.[35] Roblox enforces strict policies against external Robux generation methods, deeming them violations that can result in account termination, as no legitimate free Robux exists beyond promotional events.[36]Developer Exchange Program
The Roblox Developer Exchange Program (DevEx) enables eligible creators to convert earned Robux—generated from monetized experiences, game passes, developer products, and private server sales—into United States dollars.[37] Launched to incentivize content creation, the program processes exchanges through a third-party payment provider, Tipalti, with creators required to maintain a verified DevEx portal account for submissions.[38] Earned Robux excludes purchased Robux and reflects revenue after Roblox's platform fees, typically around 30% retained by creators from user expenditures.[31] Exchanges occur in batches, with estimated balances viewable in the creator dashboard, though final amounts depend on verification and tax withholding.[39] Eligibility requires creators to be at least 13 years of age, hold a minimum of 30,000 earned Robux (a threshold lowered from higher amounts effective January 31, 2023), possess a Roblox-verified email address, and submit a valid tax form via the DevEx portal.[38] [40] Roblox Premium membership is necessary to generate earned Robux eligible for exchange, as non-premium users cannot participate in revenue-sharing mechanisms.[31] Accounts must comply with Roblox's terms, including no violations that could lead to moderation actions affecting payout eligibility; repeated offenses may disqualify participants.[37] Creators under 13 cannot access DevEx directly, though group earnings may route through adult administrators meeting criteria.[38] The exchange rate has evolved to reflect platform growth and economic adjustments. Initially set lower, it increased to $0.0035 per earned Robux on March 1, 2017, enabling a cashout of approximately $105 for the 30,000 minimum.[41] On September 5, 2025, at 10:00 AM PT, Roblox raised the rate to $0.0038 per earned Robux for all new earnings thereafter, yielding about $114 for 30,000 Robux and representing an 8.5% effective increase for creators.[42] [43] Prior earnings remain at the $0.0035 rate until fully cashed out, with hybrid balances calculated separately in the dashboard.[39] Payouts are subject to U.S. tax reporting, with international creators facing withholding based on treaty status, and Roblox does not guarantee monthly processing but aims for efficiency post-verification.[38]Economic Incentives and Creator Earnings
Roblox incentivizes content creation through multiple monetization channels, primarily via the accumulation of Earned Robux from user expenditures on virtual items, game passes, and in-experience purchases, where developers typically receive a revenue share after platform fees.[31] The platform's marketplace fee structure allocates approximately 70% of Robux spent by users to creators for their content, with Roblox retaining the remainder to cover operational costs, though this has been adjusted periodically to enhance creator shares, such as through Robux pricing changes in late 2024 that increased relative developer revenue.[44] Additional incentives include Engagement-Based Payouts (EBP), which reward developers with Robux proportional to the time Premium subscribers spend in their experiences relative to total platform engagement, calculated daily based on active spender metrics.[31] In June 2025, Roblox introduced Creator Rewards as an evolution of EBP, emphasizing community growth metrics alongside engagement to further align payouts with long-term value creation.[44] Creators convert Earned Robux to real currency via the Developer Exchange (DevEx) program, requiring eligibility criteria such as a Premium membership, being at least 13 years old (or 18 for direct payouts in some regions), a minimum of 30,000 Earned Robux, and compliance with platform terms including tax documentation.[37] As of September 5, 2025, the DevEx rate stands at $0.0038 per Earned Robux, an 8.5% increase from prior levels—the first such adjustment in eight years—allowing compliant creators to cash out at higher effective yields.[43] [45] From March 2024 to March 2025, global DevEx payouts exceeded $1 billion, reflecting a 31% year-over-year growth and underscoring the platform's expanding creator economy.[46] Earnings distribution is highly skewed, with top performers capturing disproportionate shares while the median remains modest. The top 10 independent developers averaged $33.9 million annually in recent data, the top 100 averaged $6 million, and the top 1,000 averaged around $820,000–$980,000, representing multi-fold increases since 2019 (e.g., 5.5x for top 10).[47] [48] In contrast, the median DevEx participant earned $1,575 over the past year among the 24,500+ qualifying creators.[31] To encourage premium content, Roblox introduced tiered revenue shares for paid-access experiences in 2024: 50% for $9.99 entry, scaling to 70% for $49.99, enabling higher upfront earnings beyond standard Robux streams.[49] These mechanisms, while fostering innovation, have drawn scrutiny for platform dependency, as Roblox controls payout algorithms and fees, potentially limiting creator autonomy despite rising aggregate incentives.[50]Historical Development
Inception and Prototype Phase (2004–2006)
Roblox originated from the vision of David Baszucki and Erik Cassel, who had previously collaborated on Interactive Physics, educational physics simulation software, at Knowledge Revolution, a company Baszucki founded in 1998 and later sold.[51][52] Seeking to create an online platform for user-generated 3D experiences, they incorporated Roblox Corporation on March 23, 2004, in San Mateo, California.[1] Initial development began in late 2003 under prototype names such as GoBlocks and DynaBlocks, focusing on a block-based building system inspired by physical simulations and toys like Lego.[53][54] The prototype emphasized core mechanics including voxel-based construction, basic physics interactions, and multiplayer connectivity, allowing users to build and explore simple worlds.[55] By early 2004, the name shifted to Roblox—a portmanteau of "robots" and "blocks"—and the "ROBLOX" trademark was filed on March 29.[53] Development during this phase involved iterative testing of the Lua-based scripting precursor and server architecture to support persistent user-created content, though early builds were limited to internal or closed testing.[56] Beta testing commenced in 2005, inviting select users to experiment with place creation and gameplay, refining features like avatar customization and social interactions ahead of public access.[57] The platform remained in prototype and beta stages through 2006, addressing scalability challenges for simultaneous multiplayer sessions and content moderation basics, culminating in the full release on September 1, 2006.[58] This period laid the foundational technology enabling Roblox's user-driven ecosystem, prioritizing accessibility for novice creators over advanced graphics.[59]Early Commercialization and Community Building (2007–2009)
In May 2007, Roblox introduced Robux as its primary virtual currency on May 14, enabling users to purchase customizable accessories such as the Red Baseball Cap, the platform's first hat released on May 29 for 7 Robux.[28][60] This shift from free-only access to microtransactions represented the initial phase of commercialization, allowing the company to generate revenue directly from user spending on personalization features amid a still nascent user base exceeding 20,000 registered accounts by April.[61] Commercial efforts intensified with the launch of Builders Club on August 16, a tiered subscription service priced starting at $5.95 monthly, which granted subscribers expanded privileges including up to 100 place creation slots (versus 5 for non-subscribers), item trading, and daily stipends of Robux or equivalent currency.[62][63] Builders Club addressed limitations in free-tier scalability, incentivizing investment in content creation and fostering a paid user segment that contributed to early financial sustainability without external venture capital until later that year. By late 2007, total users surpassed 50,000, reflecting modest but steady adoption driven by these monetization hooks.[61] Community building during this period emphasized iterative platform enhancements and social incentives to retain creators and players. Regular client updates, such as version 0.3.368.0 in March 2007, improved stability and scripting tools, while 2008 additions like PayPal payments for Builders Club on February 24 and seasonal gifts (e.g., Bluesteel items for Leap Year) encouraged participation and gifting economies.[64][65] The starter place received educational signposts in late 2008 to guide newcomers in building mechanics, transitioning to a winter theme by March 2009, which helped integrate novices into the user-generated content ecosystem.[66] These developments culminated in a $2.2 million funding round in August 2009 led by Altos Ventures and First Round Capital, providing resources for server scaling as user IDs entered the low millions, though active engagement remained concentrated among dedicated builders.[67] The focus on creator tools and community-driven events laid causal groundwork for organic growth, prioritizing retention through empowerment rather than aggressive marketing, with verifiable early traction evidenced by sequential user milestone achievements.[61]Steady Expansion (2010–2015)
During the period from 2010 to 2015, Roblox sustained consistent expansion in its user base and content ecosystem without relying on significant new external funding rounds beyond prior seed investments totaling $10.5 million led by Altos Ventures and First Round Capital.[63] The platform's registered accounts surpassed 10 million by 2010, reflecting organic adoption driven by word-of-mouth among young users and the appeal of user-generated experiences.[68] By December 2011, Roblox had created over 20 million accounts, with monthly unique visitors exceeding 7 million, and users generating more than 5.4 million new games in that year alone, underscoring the platform's maturing creator economy.[69] This growth stemmed from iterative enhancements to core tools like Roblox Studio, which empowered developers to build more complex simulations using Lua scripting, fostering a diverse library of games ranging from obstacle courses to role-playing environments. Revenue reached $52.3 million in 2015, primarily from Robux virtual currency sales and premium memberships, indicating financial viability through internal monetization rather than venture capital infusions.[70] The expansion emphasized community-driven content moderation and safety features, such as improved reporting tools introduced around 2015, to handle increasing concurrent users while maintaining accessibility for children.[71] Geographically, adoption spread beyond North America, with steady increases in international engagement, though the core demographic remained preteens and teens attracted to the platform's low-barrier entry for creation and play. This phase solidified Roblox as a niche leader in user-generated gaming, setting the foundation for later acceleration without disruptive pivots or over-reliance on advertising.Hypergrowth and Pandemic Surge (2016–2020)
From 2016 to 2019, Roblox transitioned from steady expansion to hypergrowth, driven by enhancements in mobile accessibility, expanded content libraries, and international outreach. Daily active users (DAUs) rose from approximately 8 million in 2016 to 12 million by the end of 2018, reflecting a compound annual growth rate exceeding 20 percent, fueled by improved cross-platform play and a burgeoning ecosystem of user-generated experiences.[4] Revenue surged correspondingly, climbing from under $50 million in 2017 to $335 million in 2018 and $435 million in 2019, primarily through increased Robux transactions and premium subscriptions, as the platform optimized its virtual economy to incentivize creator content.[4] In March 2017, Roblox secured $82 million in funding led by Meritech Capital Partners and Index Ventures, supporting server scaling and global localization efforts.[72] By September 2018, a Series F round raised another $150 million, valuing the company at around $2.5 billion and enabling further infrastructure investments amid rising concurrent player peaks.[73] This momentum intensified in 2020 amid the COVID-19 pandemic, as global lockdowns confined children and teens to home environments, boosting demand for virtual social and creative outlets. DAUs nearly doubled from 17.1 million in 2019 to 33.4 million by year-end, with quarterly averages exceeding 30 million in the latter half, as users logged billions of additional engagement hours for remote playdates and homeschooling-adjacent activities.[4] [74] Revenue more than doubled to $924 million, with bookings—reflecting deferred revenue from virtual currency sales—accelerating due to heightened parental spending on in-app purchases during isolation periods.[4] Roblox's S-1 filing in November 2020 explicitly attributed this surge to pandemic-induced behavioral shifts, including increased online socialization among youth, though the platform's pre-existing tools for collaborative world-building provided a causal foundation beyond mere lockdown effects.[75] In February 2020, a Series G funding round of $150 million, led by Andreessen Horowitz, valued Roblox at $4 billion, anticipating sustained scalability amid the crisis.[73] The period marked Roblox's evolution into a quasi-social network for digital natives, with over 260 million new user registrations in 2019–2020 alone, amplifying network effects as viral experiences like role-playing simulations drew in younger demographics seeking peer interaction.[76] While pandemic restrictions provided exogenous demand, Roblox's endogenous strengths—such as low-barrier content creation and cross-device compatibility—underpinned retention, evidenced by DAU/MAU ratios climbing above 20 percent by late 2020, indicating habitual use rather than transient spikes.[12] This hypergrowth phase solidified Roblox's position as a leading metaverse precursor, though it also strained moderation resources amid reports of unfiltered user interactions in unsupervised virtual spaces.[77]Post-Pandemic Maturation and Innovations (2021–2025)
Roblox Corporation transitioned to public markets on March 10, 2021, through a direct listing on the New York Stock Exchange, with shares opening at $64.50 and closing at $69.50, yielding a market capitalization of $38.26 billion.[78] This event followed a $520 million private financing round in January 2021 at a $29.5 billion valuation, reflecting investor confidence in the platform's post-pandemic trajectory despite lacking traditional underwriters.[79] As a public company, Roblox faced heightened scrutiny on profitability, reporting annual net losses including $940 million in 2024 amid investments in infrastructure and content moderation.[80] Financial maturation emphasized sustained revenue expansion without pandemic-era hypergrowth, with annual bookings reaching levels supporting 29% year-over-year revenue increase to $3.60 billion in 2024 and $1.08 billion in Q2 2025 alone.[81][12] Daily active users and engagement hours grew steadily, enabling operational efficiencies like improved margins by over 620 basis points in fiscal 2024.[81] However, challenges emerged, including lawsuits alleging addictive design elements targeting minors, filed as early as 2025, which highlighted ongoing debates over platform responsibility for user behavior.[68] Innovations focused on empowering creators through enhanced tools and economic incentives, as showcased at the annual Roblox Developers Conference (RDC). In September 2025, RDC unveiled AI-driven tools to accelerate content creation, a new engine supporting advanced experiences, and reimagined discovery systems to better surface user-generated content.[82] Roblox also introduced an 8.5% boost to creator revenue shares, alongside features like adaptive animations, makeup options for avatars, and Studio updates including the Assistant for code generation and Cube 3D/Mesh APIs for asset creation.[45][83] These developments, part of the 2025 Creator Roadmap's spring update delivering over 45 features, aimed at reducing development barriers and enhancing experience quality.[84] The period saw refinement in safety and moderation, with voice safety classifiers and extended services to mitigate risks in social interactions, reflecting maturation toward a more robust ecosystem.[84] Annual events like the Roblox Innovation Awards continued to recognize top creator achievements, such as "Grow a Garden", which won multiple categories including Best New Experience and Best Simulation, and set a platform record at the time for highest concurrent players with approximately 22.4 million, later surpassed by "Steal a Brainrot" peaking at 25.8 million in October 2025, establishing the highest concurrent player count for any single game on Roblox and globally, fostering community-driven evolution.[85][86][87][88] Overall, these efforts positioned Roblox as a maturing platform prioritizing scalable innovation over explosive user acquisition.User Demographics and Engagement
Growth Metrics and User Statistics
Roblox reported 111.8 million daily active users (DAUs) in the second quarter of 2025, marking a 41 percent year-over-year increase.[89] This growth outpaced prior periods, driven by expansions in user-generated content and international markets, with DAUs among users aged 13 and older rising 54 percent year-over-year to comprise 64 percent of the total.[89] Engagement metrics further underscored this expansion, as users accumulated 27.4 billion hours on the platform during the quarter, a 58 percent year-over-year rise.[89] The platform achieved a record 47.4 million concurrent users in August 2025, surpassing previous highs and exceeding Steam's peak of 41.2 million recorded earlier that year.[90] Monthly unique payers reached 23.4 million in Q2 2025, up 42 percent from the prior year, indicating sustained monetization amid broader adoption.[89] Independent estimates place monthly active users (MAUs) at approximately 380 million for 2025, though Roblox prioritizes DAU as its core engagement measure due to the platform's session-based nature.[91] Historical growth reflects a compound trajectory, with DAUs accelerating from roughly 23.6 million in early 2020—prior to pandemic lockdowns—to over 70 million by late 2024, fueled by remote socialization trends and viral user experiences.[92] Pre-2020 figures hovered below 20 million annually, underscoring the platform's reliance on network effects and content virality for scale rather than traditional marketing.[4] By mid-2025, year-to-date DAU averages exceeded 100 million quarterly, with concurrent peaks tripling from 10.6 million in Q3 2024.[90] These metrics highlight Roblox's maturation into a high-engagement ecosystem, where user retention correlates strongly with creator-driven innovations over exogenous events.Age, Gender, and Geographic Profiles
As of the second quarter of 2025, users aged 13 and older constituted 64% of Roblox's daily active users, reflecting accelerated growth in this cohort at 54% year-over-year compared to 22% for users under 13.[93][94] This older demographic also drives the majority of engagement, accounting for 66% of total hours played.[19] Users aged 17 and older represent about 41% of the audience, contributing to a maturing user base amid platform evolution toward more complex experiences.[95] Secondary analyses estimate that 56% of users are under 16, with roughly 36-39% aged 13 or younger and 20% aged 9 or under, indicating a core appeal to preteens and early teens despite the rising proportion of older participants.[12][96][80] Roblox exhibits a slight male skew in gender distribution, with males comprising 51-53% of users, females 39-44%, and the remainder undisclosed or unknown.[91][96] The platform's geographic profile is diverse and expanding, with the Asia-Pacific region leading at 35.7% of the total user base, fueled by high growth rates such as 76% year-over-year DAU increases in APAC during Q2 2025.[97][93] North America accounts for about 18-20% of DAUs, dominated by the United States at approximately 20% of global users.[12][98] Europe represents around 21% of DAUs, while emerging markets like Brazil (10%) and Russia (8%) contribute significantly to the remainder.[99][98] Nearly half of DAUs (47%) originate from the United States, Canada, and Europe combined.[100]| Top Countries by User Share | Approximate Percentage |
|---|---|
| United States | 20% |
| Brazil | 10% |
| Russia | 8% |