Indeed, it is Roblox’s diverse user base, which spans people accessing the service by computers, game consoles, mobile devices and now VR that makes the platform attractive to developers and gaming studios. The arrangement garnered more than 1 million users in its first five days, according to Roblox CEO David Baszucki. New partnerships, such as that with Meta’s Quest virtual reality (VR) headsets, are key to bringing in more customers, Lampen says. The company uses bookings to measure by the amount of virtual Robux currency that users use to purchase in-game assets, like special powers, virtual clothing and accessories for their digital avatars. Still, the platform saw a 22% increase in bookings to $780 million, slightly below the consensus of $789 million, according to data from FactSet. Average on-platform outlay per user fell 3% to $11.92. But the gains did not translate to increased on-platform sales, as users spent less while exploring different games on Roblox. The 17-24 age group, historically that with the largest spending per user, grew 36%. “It presents some challenges for developers, but not ones that I guess could be overcome,” he says.Īn average of 65.5 million daily active users went into the platform in the quarter, up 25% from the previous year. Programmers would be able to use paid marketing to lure users to their own worlds. While the new tools (and new games) could increase competition for existing developers, Lampen says this is good for users, who will have more options. Developers get, on average, a 24.5% cut of robux transactions in their specific games, with the rest going to Roblox. Roblox allows programmers to create games that appear in the company’s Metaverse and earn robux, Roblox’s in-game currency. In February, Roblox announced that it would add AI-driven products into its creator and editor suites, making it easier for developers to devise new games. Any growth is likely to come from new users and AI integration, says Lampen.
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