Q1, Q2, Q3 and Q4 for each year; 2026 shows Q2 2026
| Quarter | US & Canada | Europe | APAC | ROW |
|---|---|---|---|---|
| Q1 2019 | 1.09 billion | 0.85 billion | 0.41 billion | 0.62 billion |
| Q2 2019 | 1.19 billion | 0.87 billion | 0.52 billion | 0.67 billion |
| Q3 2019 | 1.46 billion | 0.97 billion | 0.52 billion | 0.78 billion |
| Q4 2019 | 1.26 billion | 1.05 billion | 0.60 billion | 0.79 billion |
| Q1 2020 | 1.68 billion | 1.40 billion | 0.74 billion | 1.06 billion |
| Q2 2020 | 3.22 billion | 2.41 billion | 1.17 billion | 1.79 billion |
| Q3 2020 | 3.01 billion | 2.29 billion | 1.29 billion | 2.12 billion |
| Q4 2020 | 2.81 billion | 2.27 billion | 1.27 billion | 2.08 billion |
| Q1 2021 | 3.16 billion | 2.73 billion | 1.45 billion | 2.34 billion |
| Q2 2021 | 2.91 billion | 2.36 billion | 1.73 billion | 2.73 billion |
| Q3 2021 | 3.02 billion | 2.56 billion | 2.43 billion | 3.16 billion |
| Q4 2021 | 2.51 billion | 2.73 billion | 2.69 billion | 2.89 billion |
| Q1 2022 | 2.85 billion | 3.06 billion | 2.96 billion | 2.95 billion |
| Q2 2022 | 2.93 billion | 2.82 billion | 2.81 billion | 2.73 billion |
| Q3 2022 | 3.7 billion | 3.4 billion | 2.9 billion | 3.4 billion |
| Q4 2022 | 3.2 billion | 3.5 billion | 2.9 billion | 3.1 billion |
| Q1 2023 | 3.5 billion | 4.1 billion | 3.2 billion | 3.8 billion |
| Q2 2023 | 3.4 billion | 3.7 billion | 3.3 billion | 3.6 billion |
| Q3 2023 | 4.1 billion | 4.3 billion | 3.5 billion | 4.1 billion |
| Q4 2023 | 3.8 billion | 4.2 billion | 3.7 billion | 3.8 billion |
| Q1 2024 | 3.9 billion | 4.5 billion | 3.9 billion | 4.3 billion |
| Q2 2024 | 4.2 billion | 4.3 billion | 4.5 billion | 4.3 billion |
| Q3 2024 | 5 billion | 5 billion | 5 billion | 5 billion |
| Q4 2024 | 4 billion | 5 billion | 5 billion | 5 billion |
| Q1 2025 | 5 billion | 5 billion | 6 billion | 6 billion |
| Q2 2025 | 6 billion | 6 billion | 9 billion | 7 billion |
| Q3 2025 | 8 billion | 9 billion | 12 billion | 11 billion |
| Q4 2025 | 6 billion | 8 billion | 11 billion | 10 billion |
| Q1 2026 | 6 billion | 6 billion | 10 billion | 9 billion |
| Q2 2026 | 6 billion | 6 billion | 10 billion | 8 billion |
Asia Pacific recorded 10 billion engagement hours on Roblox in Q2 2026, which is 33.3% of the 30 billion hours recorded globally. The Rest of the World came second with 8 billion hours, and the US & Canada and Europe tied at 6 billion hours each.
Compared to Q2 2025, Asia Pacific and the Rest of the World each added 1 billion hours. The US & Canada and Europe stayed flat at 6 billion hours over the same period.
Roblox Engagement in every region is below the peak set in Q3 2025. In that quarter, Asia Pacific reached 12 billion hours, the Rest of the World 11 billion, Europe 9 billion, and the US & Canada 8 billion, for a total of 40 billion hours. Since then, Europe and the Rest of the World have each lost 3 billion hours, while Asia Pacific and the US & Canada have each lost 2 billion. That puts worldwide hours engaged 25% below the peak.
The regional order looked very different in the early years. The US & Canada led every quarter from Q1 2019 to Q2 2021, starting at 1.09 billion hours in Q1 2019 when Asia Pacific had only 0.41 billion. Asia Pacific first took the top spot in Q2 2024 with 4.5 billion hours, and it has been the sole leader in every quarter since Q2 2025. Its hours engaged have grown about 24.4 times since Q1 2019, compared to about 5.5 times for the US & Canada.
Engagement hours follow the user base closely. Data on Roblox active users by region shows that Asia Pacific had 41 million daily active users in Q2 2026, the highest of any region. The Rest of the World had 34 million, Europe had 26 million, and the US & Canada had 22 million. Asia Pacific holds about one third of the 123 million daily users, which matches its one third share of hours engaged.
The US & Canada tells a different story. The region has the smallest user base, yet it ties with Europe on hours engaged. Its 6 billion hours spread across 22 million daily users works out to about 3 hours per user per day. Asia Pacific comes in at about 2.7 hours per user per day, while the Rest of the World and Europe sit at about 2.6 and 2.5 hours.
Hours engaged and revenue do not always move together. Roblox revenue by quarter reached $1.46 billion in Q2 2026, the highest figure on record, even though worldwide engagement hours fell from 40 billion in Q3 2025 to 30 billion. Revenue grew in each of the three quarters after the engagement peak, rising from $1.36 billion to $1.46 billion.
This means Roblox now earns more for every hour users spend on the platform. Revenue per hour engaged was about 4.9 cents in Q2 2026, up from about 3.4 cents in Q3 2025. Back in Q1 2019, Roblox made about 3.7 cents per hour on $110.5 million in revenue and 2.97 billion hours engaged.
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