ClassDojo-paying families bought Roblox more often
Share with at least one observed Roblox purchase from August 18, 2025–August 18, 2026
Share with a Roblox purchase
Source: YipitData U.S. e-receipt panel. ClassDojo-paying families with children n=909; other established families with children n=336,621.
Chart data
| Series | Share with a Roblox purchase |
|---|---|
| ClassDojo-paying families | 18% |
| Other families with children | 5% |
How much did Roblox buyers spend?
Roblox-buying ClassDojo families spent an average of $301.60 during the year, versus $101.53 among Roblox buyers in the comparison group. Their median spending was $42.11 versus $19.97. The large gap between average and median means a smaller number of high spenders raised the average.
Does this show that Roblox competes directly with ClassDojo?
No. The analysis shows that the same families paid ClassDojo and bought Roblox, but not which child used either product or whether one purchase affected the other. ClassDojo payment does not cause Roblox spending; both may reflect families that are more comfortable buying digital products for children.
Assumptions & Methodologies
We analyzed YipitData’s U.S. e-receipt panel from August 18, 2025–August 18, 2026. The ClassDojo group included 909 established, recently active payers with at least one child in the household data. Paid receipts covered observable ClassDojo products billed through Apple, Google, or the web. The comparison included 336,621 other established panelists with children. Roblox purchase rates count at least one U.S.-dollar receipt; spending includes only receipts reaching a connected inbox. Household-child data was populated for about 40% of ClassDojo payers, and the results show association rather than causality or product substitution.
