Key takeaways

  • Roblox reports 123 million daily players, and since this year a world can be built for 5 to 8s with chat off and a platform review before any child plays.

  • Barbie DreamHouse Tycoon has recorded 618 million visits since October 2023 and Netflix's KPop Demon Hunters 106 million since December 2025. Both hold players for about 13 minutes a session.

  • A million visits at 12-minute sessions is worth about £288,000 of attention at social CPMs. The best-monetised games earn around £15,000 from the same million through in-game purchases.

  • Revenue has three sources. The shelf: a code on the pack lifted sales velocity 27.4% for Froot Loops and 22% for Lunchables. Other brands: a game holding about 1,000 players at a time can start to command five-figure activation fees. Players: last and light, because Roblox's US 18 to 34s monetise over 50% higher than its under-18s.

  • A brand's own world has an edge over a creator's game of the same size when selling to guest brands: the guest knows who it's dealing with and can check its brand-safety standards.

  • The game feeds the packaging, the series and the YouTube channel and they feed it back. Blippi's Roblox world has helped drive 291 million views on a dedicated YouTube channel; Dandy's World went from Roblox to a shop at American Dream mall.

  • Mattel put its mobile games business into a 300-person studio to "extend physical play to the virtual world". Hasbro runs an "asset-light licensing model". Neither rests on a kids' world's in-game shop.

The part that's easy to agree with

A brand with a young audience has a list of places it could be next and someone has to make the case for each one. Most of the list comes with an understood model. A licensing deal pays a royalty, retail media pays back in direct sales, an app pays in subscriptions. The gaming bullet point comes with a sizeable audience and a question. Everyone accepts the audience is there, but nobody can say definitively what the returns are, so the can gets kicked down the road.

Addressing the three questions

Take them in order: where the audience is, how long it stays and where the money comes from.

Reach. Roblox reports 123 million daily players¹. Since this year a world can be built for 5 to 8s with chat off and it goes through the platform's review before any child can play it². Barbie DreamHouse Tycoon has recorded 618 million visits since October 2023 and Netflix's KPop Demon Hunters 106 million since December³.

Time. Both games hold players for 13 minutes a session³. In Edition 9 I modelled 12-minute sessions and one million visits to be worth about £288,000 of attention at social CPMs. The best-monetised games earn around £15,000 from one million visits via in-game purchasing. The attention is an asset in itself, but the question is how to convert that attention into something tangible?

Line

How it pays

What's public

The shelf

A code on the pack opens something in the game, and sales velocity follows

Froot Loops: 27.4% sales velocity growth. Lunchables: 22% on coded packs. Both reported through award entries

Other brands

A world with an audience is a venue, and the guest pays, not the player. From about 1,000 players at a time, a world can start to command five-figure activation fees, rising with the audience and with no obvious ceiling

Live Nation sells sponsored stages in Music Festival Tycoon. Spin Master hosted adidas in Toca Boca World in August

Players

Cosmetics and things that deepen play, priced for participation

About £15,000 per million visits in the top tenth of a genre; the median earns £850. One of the biggest kids' games reported lower in-game purchases in the second quarter

The shelf is probably the best-understood route for children's brands. Kellogg's did it on Roblox from 2021 and Kraft Heinz in 2024, and the mechanism is still viable: a QR code on the pack, offering a reward in the game, gives a lift at the till⁴. (Cereal brands, in particular, have done this for years: free toys inside, coupons and discounts to collect. It’s the oldest trick in branded gaming.) Because real-world shopping inside a Roblox world is only open to US players aged 13 and over, children's brands need to see the money at the till, with the game incentives on the packaging driving it².

B2B revenue from other brands is what makes a world more than just an expense. Once a game holds an audience, other brands will pay to appear in it. I’ve written before about the companies becoming landlords. Going by the quotes that reached us this year from studios hosting brands in their games, a game holding about 1,000 players at a time can start to command five-figure fees for a single activation, and the fee climbs as the audience does. A brand's own world at the same size has an edge that games by Roblox creators don't: the guest knows who it's dealing with. A creator's game at 1,000 concurrent players is run by someone the guest brand has probably never heard of. A children's brand's world at 1,000 players carries a name and brand-safety standards a partner can check before it commits. That edge only lasts as long as the world does, and I’ve looked at why most branded worlds don’t survive their second year.

There's no price ceiling as such, a world that keeps growing keeps raising its price⁵. The limiting factor is more likely to be when a game makes so much from in-game monetisation that it no longer needs to entertain brand sponsorships. The game chooses its price and brand-fit affects it as much as player count. A guest that doesn't naturally fit the game pays more, because it risks upsetting the players the host depends on, and the fee has to cover that risk. Provided players remain happy, this is the one revenue source that costs nothing in retention, because the player isn't the one paying (see more in Edition 9).

Player revenue comes last deliberately. Younger players spend less: Roblox says its US 18-34s monetise more than 50% higher than under-18s⁷. A brand world that leans heavily into revenue from children more than likely damages the return visits that sustain all the other benefits. Revenue has to be present because Roblox’s recommendation system counts spending among its signals, so transactions do have to exist, but keep them light. Edition 9 covered what monetisation in a branded world is for.

Traffic goes in every direction (The flywheel)

What makes the three lines work is that the game isn't a silo next to the packaging, the series, the app and the YouTube channel. It's plugged into all of them and, when done well, fans move between them easily.

Netflix's KPop Demon Hunters had a fan-built game on Roblox 13 days after release. The official world followed five months later, built by a studio already on the platform, and the movie has also gone into Fortnite, in October 2025, into Toca Boca World from 27 October and into a ticketed attraction at Netflix House in November³.

Sesame Workshop built Neighborhood Adventures for ages four and up to "meet children and families where they are", and it has achieved 30 million visits in its first year⁸.

Moonbug launched a Blippi game on Roblox in 2023 (with our help) and said at the time it was to "expand our YouTube content pipeline into gaming, with a dedicated channel". Three years on, the world is at 31 million visits and has helped drive 291 million views on the Blippi Plays YouTube channel⁹.

Dandy's World did things the other way around: an IP born on Roblox, with 7.7 billion visits, and this month a shop at American Dream mall whose stock changes with the game's Halloween event¹⁰. A brand with a shelf and a screen already owns both ends of that loop.

Roblox said in September it's testing whether games that bring new players onto the platform should rank higher and browser play with no app download is due on Chrome by the end of the year¹¹. A creator's audience is already on Roblox, whereas a brand's knows its packaging, its shows and its channels, so both changes matter more to brands than to anyone else.

What Mattel did

One of the biggest statements of intent comes from a toy company. In August, Mattel absorbed its mobile games business, with about 20 million monthly players, into a new studio of nearly 300 people that will develop, publish and run games using its own brands, Roblox and Fortnite included, to "extend physical play to the virtual world"¹².

Hasbro's third-quarter results this week describe another model: "our asset-light licensing model lets great partners extend our brands"¹³. Two approaches to the same question. Both treat games as a business with a timeline and a P&L, and neither of them rely on a kids' world's in-game shop to justify the business.

Where that leaves a brand

For brand games built for older players, the shop can be the route, because older players spend. For a children's brand whose players are under 13, it isn't. The argument there is attention at a scale and duration no other channel offers for this audience. Then convert at the shelf, rent to other brands once the audience is there and feed all the other touchpoints in the brand's flywheel. When written in those terms, gaming and Roblox make their argument just as well as any other channel.

Daniel O'Sullivan LFG Studio · [email protected]

FAQ

How do brands make money on Roblox? Three ways, and for a children's brand the in-game shop is the smallest. A code on the pack that opens something in the game lifts sales at the till: Froot Loops reported 27.4% sales velocity growth and Lunchables 22% on coded packs. Once a world holds an audience, other brands pay to appear in it. Player spending comes last, because under-13s spend less and leaning on them damages the return visits that produce everything else.

Is a Roblox world worth it for a children's brand? The case rests on attention rather than in-game revenue. Roblox reports 123 million daily players and branded worlds such as Barbie DreamHouse Tycoon hold players for about 13 minutes a session. A million visits at that session length is worth about £288,000 of attention at social CPMs, against about £15,000 from the best-monetised games' in-game purchases. The attention converts at the shelf, through hosting other brands and through the brand's other touchpoints.

How much can a branded Roblox game charge other brands? Based on quotes to LFG from Roblox studios in 2026, a game holding about 1,000 players at a time can start to command five-figure fees for a single activation, and the fee rises with the audience. The game sets the price. A brand's own world has an edge over a creator's game of the same size, because the guest brand knows who it is dealing with and can check its brand-safety standards first.

Can brands sell products inside Roblox? Only to US players aged 13 and over, under Roblox's commerce rules. For a children's brand the money runs the other way: from the game to the till, with the incentive on the packaging.

Can a Roblox game be built for children aged 5 to 8? Yes. Roblox Kids covers ages 5 to 8. Chat is off by default and only a linked parent account can enable it, and every game is evaluated with age-checked players aged 16 and over, including a safety review, before it opens to children.

How does a Roblox world fit with a brand's other channels? It works as part of the loop rather than a silo. KPop Demon Hunters went from film to a fan-built Roblox game in 13 days, then to an official world, Fortnite, Toca Boca World and a Netflix House attraction. Moonbug built its Blippi world to feed a YouTube channel that has since passed 291 million views. Dandy's World went the other way, from a Roblox game to a shop at American Dream mall.

What are Mattel and Hasbro doing in games? In August 2026 Mattel folded its mobile games business, about 20 million monthly players, into a studio of nearly 300 people to develop, publish and run games on its brands, including on Roblox and Fortnite. Hasbro's Q3 2026 results describe an "asset-light licensing model" in which partners run the games. Both treat games as a business line with a P&L.

Footnotes

  1. Roblox Corporation, Q2 2026 Earnings Shareholder Letter, 30 July 2026: 123 million average daily active users.

  2. Roblox Creator Hub, Kids and Select: Roblox Kids is ages 5 to 8, chat is off by default and a linked parent account can enable it; a game is evaluated with age-checked players aged 16 and over, including a safety review, before it opens to Kids. Roblox Creator Hub, Commerce products: "only US-based users can purchase commerce products" and buyers "must be 13+ years of age". Both read 21 October 2026.

  3. Rotrends, read 20 and 21 October 2026: Barbie DreamHouse Tycoon (created 17 April 2023, 618.1M visits, 13.2-minute sessions) and KPop Demon Hunters (created 5 December 2025, 106.5M visits, 13.7-minute sessions). The fan-made Kpop Demon Hunters RP was created on 3 July 2025, 13 days after the film's release. Toca Boca World: License Global, 'KPop Demon Hunters' is coming to Toca Boca World, 15 October 2026. Netflix House: Netflix Tudum, 22 September 2026. Fortnite: CGMagazine, 2 October 2025.

  4. Froot Loops: WARC, Kellogg's Froot Loops: Froot Loops World on Roblox, free campaign summary: 27.4% sales velocity growth; full case, 9 August 2023, a WARC Awards for Effectiveness entry: QR codes on cereal boxes; the world launched in December 2021. Lunchables: GEEIQ, 3 brands using Roblox to sell more, 22 January 2025: "Packs with Roblox QR codes sold at a 22% higher rate than non-QR code packs"; also Flowcode, Lunchables case study, and WARC, Kraft Heinz Lunchables: Lunchables Playables, 12 November 2024, a Jay Chiat Awards entry.

  5. Brand activation fees quoted to LFG by Roblox game studios between March and August 2026, grouped by each game's 14-day average concurrent players at the time of the quote; studios, brands and figures withheld. The quotes predate Roblox's partner fee on integrations, which applies from 1 January 2027; brand-owned worlds are exempt from it (Edition 6).

  6. Player revenue per million visits: Edition 9, Roblox genre benchmarks at the developer exchange rate. The table's "one of the biggest kids' games": Spin Master, Q2 2026 financial results, 30 July 2026: Digital Games revenue $44.1M, down 4.8%, "driven by lower in-game purchases in Toca Boca World". Roblox, Roblox fuels next wave of high-fidelity games for over-18 players, 30 April 2026: "In the U.S., the 18 to 34 user cohort on Roblox monetizes over 50% higher than our under 18 users" (Q1 2026 estimates, age-checked).

  7. Rotrends, Sesame Street: Neighborhood Adventures, read 21 October 2026: created 17 September 2025, 30.7M visits. Chat and the quote: Sesame Workshop, Sesame Street: Neighborhood Adventures launches on Roblox, 7 October 2025.

  8. Rotrends, Find The Blippis, read 21 October 2026: created 21 September 2023, 31.8M visits. Announced as Blippi's Playground, the same game since renamed Find The Blippis: License Global, Moonbug Entertainment announces 'Blippi's Playground' Roblox experience, 18 October 2023, quoting Ed Barton, Moonbug's vice president of gaming and interactive; the Halloween event of 27 to 29 October 2023 premiered the episode "Blippi's Jack-o'-Lantern". YouTube, Blippi Plays - Video Games for Kids (@BlippiRoblox), read 22 October 2026: 291.7 million views, 452,000 subscribers, 771 videos, joined 10 October 2023; the channel links to the same Roblox game.

  9. Rotrends, Dandy's World, read 21 October 2026. Pop-up: License Global, Brand licensing round-up, week of 16 October, 16 October 2026.

  10. David Baszucki, RDC 2026: The World Needs More Play, Roblox newsroom, 11 September 2026: "testing optimizing discovery for direct growth, measured by how many new players a game brings to the platform"; "by the end of this year, players will be able to join a game in-browser on Chrome".

  11. Licensing International, Mattel Game Studios forms to accelerate digital games, 13 August 2026.

  12. Hasbro, Q3 2026 results, 20 October 2026. Chris Cocks: "Our asset-light licensing model lets great partners extend our brands while we focus on what we do best."