![]() ![]() ![]() Looking at these numbers makes you wonder why Meta would ever allow Roblox on the Quest in the first place. Imagine the problems we could solve if that energy was directed elsewhere, but that’s another story. Here’s where Roblox gets interesting: with its combination of a gaming hub and social community, it now has 32.6 million daily active users and a staggering 30.6 billion hours of engagement. The games – from simulations to multiplayer experiences – are free and supported by in-app purchases. There are plenty of other virtual worlds available, but Roblox only hosts games created by users and developers. Today, it’s billed as a forerunner of the coming metaverse – an online creation platform and storefront where users can access and play games created by others. The platform is old as far as virtual worlds go – almost as old as Second Life, beginning in 2004. Roblox has seen massive growth over the past five years: But there are issues here, which – no surprise – spill over to the broader issues of educational institutions using metaverse-like platforms. With the rapidly growing interest from educators especially in K12, Roblox may be an early test case of the use of virtual world platforms in learning. It has a heavy youth-centric user base – the largest age group on the platform is 16-year-olds, who make up two-thirds of its users. But getting Roblox on the standalone Quest will open it up to a broader audience in virtual reality and bring us a small step closer to the metaverse. #Roblox is officially coming to another device soon… can anyone guess what it is? □□ /QhKLo3mHZYĬurrently, you can access Roblox through PCVR, which already makes it available on the Quest if you have a wired or wireless connection to a PC (instructions here). Get ready to experience the ✨ metaverse ✨ in a new, immersive way. We have no official confirmation on the incredibly popular Roblox platform coming to the Meta’s Quest 2 headset, but it seems likely from yesterday’s tweet from Roblox: ![]()
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