Roblox - where Gen Alpha finds sports fandom
…before they ever watch a full game
There’s a pretty significant proportion of Gen Alpha that is forming its relationship with sport on a platform that most sports media executives have never opened.
Did you know that on Roblox in January, a consistent average of 74,000 players were simultaneously playing one single volleyball game during the whole month? The number peaked at 316,000 concurrent players on Sat 24th January. These are players that are learning the rules and building social connections around Volleyball often before they’ve set foot on a court or watched a live match.
Young gamers are deciding their sports identity on Roblox via creators and communities, not traditional sports organisations. If right holders dismiss Roblox or think of it in terms of short-term monetisation rather than affinity-building, they risk being permanently excluded from fandom decisions being formed right now. Research too supports this shift; a report by WSC Sports shows that 54% of Gen Z fans have discovered a new team or league through social platforms such as TikTok and YouTube. So, if half of sports discovery now happens through algorithm-driven media, then Roblox, where algorithm-driven game discovery meets sports, is the logical next frontier for Gen Alpha.
I’m told it is wise to insert a TLDR at this point: On Roblox the sports games garnering most fandom are NOT created by official sports IP, they’re unofficial and designed as living, social spaces, not brand showcases. This contrasts with EA Sports FC (formerly FIFA) and NBA 2K, both of which are official titles that dominated in console gaming. This countertrend prompted me to track sports games on Roblox to find patterns that might challenge how sports rights holders think about engagement strategy for future fans. What struck me is who is absent. What is also interesting is the style of games that hook the most players, and the communities they forge; almost none of them are official league or federation led.
What happens when young gamers are forming their sports identity in a space where sports organisations are anonymous? Where users are learning to love a sport via developers who have no connection to rights holders? Where each passing month, the window for traditional sports to insert themselves into these relationships narrows? Gen A’s habits - that are being shaped now - will have significant implications for distribution strategy, engagement strategy and future commercialisation. In short, NOTHING about sports fandom can be assumed with this cohort.
A short Roblox primer
If you think Roblox is niche, you’re wrong. With 151 million daily active users Roblox is potentially the new front door to sports fandom for Gen Alpha. The majority of users are 13+, with only 40% being under 13 and the fastest growing user segment is 17-24. The global geographical split is 29.5% Asia Pacific, 23% Europe, 28% United States and Canada and 19.4% Rest of the World and in Q3 2024 alone, the equivalent of over 4 MILLION years’ worth of time was spent on Roblox. It’s gravitational pull for Gen A is not to be underestimated.
Of their predecessors, Gen Z, more than 90% consume sports content via social media (Oliver Wyman, 2025) so it follows that Gen Alpha are even more digitally native. They no longer passively inherit traditional fandom pathways, instead they are forming their sports identities being influenced in immersive social environments where play and participation, not viewing, defines their experience.
This analysis tracks the top 50 Sports & Racing games through January 2026, examining engagement patterns, retention signals and what they reveal about how kids and teens discover and engage with sport.
The January picture
January 2026 saw a predictable market contraction as students returned to school after the holiday break. Total engagement across the top 50 Sports & Racing games dropped 20%. But this immediately provides a useful stress test: which sports games retained their audiences better when playtime hours became scarce?
The answer tells us something important about the differing quality of engagement that sports games are generating, and it’s not what people in sports media might assume.
How do individual sports stack up?
The distribution of different sports on Roblox challenges assumptions. Volleyball, a sport that struggles for broadcast attention in many markets, currently commands 40% of all sports engagement in the Top 50. Football/Soccer, despite global popularity, fragments across seven games of inconsistent quality.
Basketball stands out as a resilient category, losing only 9.2% of engagement while the overall market dropped 20% - play might have been sustained by the halo of the launch of Unrivaled League in the US, a 3v3 Basketball league that reflects a type of gameplay popular on Roblox. In contrast, Tennis suffered most, declining 29%.
There are many reasons for these differences, but they often tell us something important about sports media, about user demands and how to gain loyalty on a platform like Roblox.
A single volleyball game (Volleyball Legends) attracts more concurrent players than all licensed sports IP in the Top 50 combined.
The volleyball phenomenon
Volleyball Legends held 40.5% of engagement in the Top 50 in Sports on Roblox. To put this in perspective: a single, unofficial, unbranded volleyball experience attracts more players than all licensed sports properties I tracked, combined.
The game maintains a 95.82% user rating and 16 minute average play sessions, this puts it in the top percentiles. Players are not sampling the game then leaving; they are staying. This depth of engagement suggests that players are developing genuine affinity for volleyball as a sport, they’re learning the mechanics and forming community around the game. It’s powerful stuff, yet I’ve spoken to execs at federations that are simply unaware of these behaviours.
This type of engagement reflects a broader generational need. Research shows that 86% of kids and teens are connected to at least one fandom (SuperAwesome, 2025). For many, online friendships are as important as real-life connections, so when 74,000 concurrent players engage with volleyball on Roblox, they are not merely playing a game, they are finding community in a way that feels more accessible than live sport IRL.
For volleyball leagues it is an extraordinary opportunity that is largely being passed up. Tens of thousands of young players are primed for conversion to real-world volleyball fans. There is a path from Roblox to live viewing, to ticket purchase and even participation (the latter was proved by The R&A in their Roblox partnership with TopGolf, but that’s for another newsletter), but are those leagues willing to take players down the path?
If they aren’t, the risk is not that volleyball is missing a marketing opportunity, it’s that fandom is being built without them. Those 74,000 concurrent players are developing belonging around volleyball, yet the creators/developers facilitating it have no relationship with organised volleyball whatsoever. When these players eventually age into being ticket-buyers and subscription-payers, their sense of what volleyball means will have been shaped entirely outside of federation influence. That’s not a gap a federation can easily close.
Football: Fragmentation and the IP conundrum
Football presents the most fragmented sport on Roblox, with seven of the top games sharing 53,336 total average CCU (concurrent users) for the month. The average rating of 84.5% is the lowest of any major sport, which means the quality variance amongst games is extreme: ratings range from 74.5% to 96.7%, a 22pt spread.
What’s most compelling here though is that the data challenges long held assumptions about the value of licensed IP on gaming platforms.
Blue Lock: Rivals, a fan-originated game (meaning here that it was developed by an individual and has since been acquired by a studio) is based on the popular football anime, It outperforms FIFA Super Soccer by 2.2x on engagement while delivering a 15pt higher rating (96.7% vs 81.9%). Blue Lock: Rivals also generates longer game sessions: 13.4 minutes versus FIFA's 8.6 minutes.
Sports + anime
It may have come to your notice that anime is a massively popular and growing genre amongst teens in Europe and North America. The groundswell of fandom affects sports in 2 ways, not only is the aesthetic super popular in game design (it’s influencing fashion, viewing and webtoons too) but anime is also a genre that has used sports in storytelling for decades. There is the iconic Slam Dunk (a classic sports anime and manga series from the 90s about a high school bad boy who joins the basketball team to impress a girl and credited for popularising basketball in Japan) and there’s also Haikyu!! a Japanese manga series following a boy determined to be a great volleyball player despite his small stature. It’s no coincidence that Volleyball Legends was originally called Haikyu Legends before what I imagine was a strongly worded email from Shueisha, the original publisher.
This is a noteworthy inversion. For a sports game built around fictional characters to outperform the official FIFA product on almost every metric challenges the assumptions held within sports media. Social-first players are choosing narrative over official sports badging of games, and it has implications. It means that users no longer trust and respect the official sports IP as much as they admire creators and their ability to craft engaging sports games. The second implication is harder for rights holders to accept: authenticity now belongs to native experiences not branded ones. And that means revenue too. Blue Lock delivers stronger retention and monetisation because a developer built a game worth playing, moreso than FIFA.
Basketball: community events are the growth engine
Basketball tells the clearest story about what drives success on Roblox. The category proved most resilient in January, declining only 9.2% against the 20% market drop. The sport on Roblox may have been sustained by external factors such as the hype around Unrivaled League, but when we look closer we see that the resilience was driven almost entirely by one game: Basketball Zero.
Why?
Basketball Zero was the only sports game to grow in January, posting a 10.2% increase while everything else declined. The game holds a 98.44% user rating, the highest of any sports title I tracked, paired with 16+ minute average play session. Basketball Zero is special, it’s had 898 million visits and has outstanding community engagement. It is this ability to motivate a basketball loving community that is interesting – the developers have honed a style and gameplay system with abilities and rarity that players talk about across YouTube and Reddit. They make frequent code drops in community forums to drive re-engagement, and they have an in-built competitive community that organise tournaments using Reddit and Discord.
This kind of thing is not expensive to execute, but it requires attention, responsiveness and investment in the game as a living community rather than just a product. It proves that players gravitate to games where someone is actually paying attention to them.
The only sports game to grow in January was also the highest-rated. Quality and a vibrant community are not nice-to-haves on platforms where young audiences have infinite choice.
Across the full sports category, the pattern holds. Games rated 95% or higher and with an active community tend to show remarkable consistency. Here’s a lesson for any official sports IP considering the platform; ‘launch, announce and go quiet’ is not a strategy but an expensive mistake.
NFL: when official IP works (with a caveat)
NFL Universe Football tells a different story. The game holds 84.5% of American Football engagement in Sports on Roblox and likely benefitted from NFL playoff buzz in January. Session times of 19.3 minutes were the longest in the sports category, suggesting the complexity of American Football translates well to the platform.
Licensed IP may work better for sports with complex rule sets that benefit from authentic presentation, but in truth the NFL partnered their way to legitimacy. Ultimate Football was a game, created in 2018 and rebranded in 2024 following a partnership with the NFL to include all 32 official teams.They didn’t create the gameplay and feel, that was already done, but kudos to them for seeing that they would not be able to replicate organically what a passionate developer had already built over years. The community and the earned trust of players who had been showing up since 2018.
Gen A’s kind of fandom
SuperAwesome’s 2025 study of UK children aged 4-18 found that Roblox ranks alongside Netflix, TikTok, and Disney+ as a primary platform where young people engage with their fandoms. The study explicitly identifies Roblox as “a key channel for kids and tweens” during the trial phase of fandom discovery. With this in mind, this January tracking points to several considerations for sports orgs to think about on Roblox as a way to reach young sports fans.
Gameplay quality is everything
On a platform where audiences have infinite choice and zero switching costs, gameplay predicts everything. Games rated 95%+ generate 6x the engagement of games rated below 85%. The FIFA experience, despite brand recognition, delivered the lowest rating and shortest sessions of most major football games. Brand alone no longer protects market position if the product underperforms.
Fan-originated content sets the bar
Blue Lock: Rivals shows that passionate communities built around adjacent fandoms (anime) can outcompete official sports properties. These creators understand what young audiences want: narrative engagement, social mechanics and visual distinctiveness. Rights holders should view this as a signal of what excellence looks like on Roblox. It’s unique.
Session time reveals engagement depth
Average session length correlates strongly with resilience. Games delivering 15+ minute sessions (Volleyball Legends, Basketball: Zero, NFL Universe) held audiences better during the January platform contraction. Short sessions = higher churn. If your Roblox presence generates short sessions, players are not building loyalty,
The pathway exists, but needs building
74,000 young players engaging with volleyball on Roblox represents an extraordinary pipeline for federations and leagues. Similar opportunities exist across basketball and other sports but the route to real-world fandom needs constructing. Cross-promotion and content that bridges virtual and physical events remain underdeveloped.
Monitor trajectories, they could be a clue to new format popularity
Basketball Zero’s trajectory, growing 10.2% during a market contraction and Neo Tennis gaining share against an established incumbent show potential category disruption. Tracking which game formats are growing, especially over time, may indicate interesting gameplay trends that federations and tournaments could exploit in real life. For example fast-paced tie-break tournaments, 3v3 challenges are formats on Roblox that translate to real life.
THE BOTTOM LINE
Gen Alpha is forming sports preferences in places like Roblox before traditional sports media reaches them. Right now, that fandom is happening almost entirely outside the influence of official rights holders. The games that understand community and gameplay are capturing valuable emotional real estate that used to be heartland for teams and leagues. The longer sports organisations don’t engage fans there, the harder time they’ll have when they try to recapture Gen A’s attention.
But does it REALLY matter?
There’s a tempting assumption in sports media that young audiences will eventually graduate to traditional platforms. That Roblox is a ‘phase’ and when these players want real sports, they’ll find their way to streaming and ticketing.
I’m not sure you can count on that any longer. These are fandom habits being made largely without input from organisations who assume they’ll inherit these fans later. But habits have a tendency to cement, and it might be someone else entirely that sweeps up your fan.
The Sport Industry Report 2026 captures this shift directly: “Among 18 to 34-year-old sports fans who use social media, 77% believe that it has become the main place where sports culture is created and contested.” Roblox, with its social architecture, represents an evolution of this principle.







This is a great read! With real sports investing in shorter versions (3x3 basketball, Sevens football, 1 Point Slams) and FIFA partnering with TikTok for the upcoming World Cup, it seems they understand they have to meet Gen Z halfway. It will be interesting to see if this will also translate to Gen Alpha or if it will be seen as “just a phase”.
Jo this was quite the read. I’ve been a Roblox shareholder for many years now, pieces like this foster my thesis that $RBLX is still under valued.
It’s almost as if Roblox is perceived to be the place younger folk are at a certain time of their life before they leave for good. If Roblox is “a phase” what do you think are some of the things they can do to keep users around for longer?