gamers who play Roblox and have kids who play Roblox, an October 2022 survey found that 27 percent of respondents spent six to ten hours per week playing with or watching their child play Roblox game experiences. Roblox games are also utilized as a family experience - among U.S. Among children in the United States, 21 percent of Roblox users spent more than ten hours per week on the gaming platform. In the fourth quarter of 2023, gamers aged 13 years and older generated 9.3 billion hours worth of engagement with Roblox games, compared to 5.9 billion hours by younger players. Roblox engagement across the entire family Additionally, over half of Roblox users were male, and more than eight in ten of Roblox users signed up for the platform via mobile. gamers aged 18 to 34 did not play Roblox games, and this share of non-usage only increased with age. With more than four in ten Roblox gamers being 12 years old or younger, Roblox has managed to target a specific user demographic. Only 18 percent of Roblox audiences were aged 25 years and older. Additionally, 21 percent of Roblox games users were under the age of nine. It might never make a profit but early investors and founders will as well as the game developers and Youtubers and their stock price will be as meaningful as most of the other zero-profit companies that crop up these days.As of December 2023, gaming company Roblox Corporation reported that 21 percent of Roblox games users worldwide were aged from nine to 12 years. It looks like a terrible game to play but I guess the creativity and social aspect of it is appealing to kids like the World of Warcraft MMO style gaming and Minecraft building. Kids are playing these games for hours and watching videos of other people playing on Youtube. These videos look crazy and they have millions of views. This is the kind of thing Apple Arcade could use but ideally much better quality than this: They were kids who started playing on the platform when they were younger and turned into developers, like these: Some developers are making a lot of money building games on the platform, the couple mentioned in that article made $49k in a month. Those costs jumped 69 percent last year to $264.2 million."īecause they have in-game chat and it involves kids, they have around 1,000 admins to check everything is ok for the millions of users. Roblox’s second-biggest expense, behind developer fees, is infrastructure, privacy and safety. They are animatronic robots, programmed to please. Welcome to your new summer job at Freddy Fazbears Pizza, where kids and parents alike come for entertainment and food as far as the eye can see The main attraction is Freddy Fazbear, of course and his two friends. That far outpaced the company’s sales growth of 82 percent last year, when it booked $923.9 million in total revenue. A device with at least 2 GB of RAM is required for this game to run properly. "Roblox said in the latest update to its prospectus that it paid developers $328.7 million last year, up almost 200 percent from 2019. Their biggest costs are paying developers to build for the platform and infrastructure: Investors will be hoping that eventually they will grow/maintain their users the same way Minecraft has and lower their costs. The company posted a loss of $253.3 million in 2020, which was significantly worse than its loss of $71 million the year before." " Roblox brings in a lot of revenue, as the company made $923.9 million in 2020 (+82%), with active daily users climbing to an astonishing 32.6 million.
![roadblocks game app roadblocks game app](https://66.media.tumblr.com/420997e8a72f3c6c8608e599f55d4ea5/tumblr_noahxhzgHv1u7u9xmo1_640.jpg)
Roblox currently makes substantial losses: Snapchat has a business model that looks like it can never be profitable but the founder is a billionaire.
![roadblocks game app roadblocks game app](https://www.dob5.com/d/file/p/20210205/1a444b732c475f352cf9bec7d96925dd.png)
![roadblocks game app roadblocks game app](https://d3l33xeimmvnma.cloudfront.net/sites/default/files/smartgames_roadblock_thumbnail_3.jpg)
It took Amazon around 20 years to turn into the success it is today. It took Twitter 13 years to make a profit ( ). They all hope it eventually turns into something profitable like Twitter and Amazon. Look at Snapchat, they have never made a profit in 9 years and valued at $88b. The early investors want to see a return so they inflate the values of the stock basing it on revenue and active users and that's how they make money by selling inflated shares to new investors and the company selling shares then uses that income to fund their operation for years. and it's already pretty widely known among the kids as far as I can see. I don't really get that, as I don't see why their revenue would shoot up suddenly because of the public-trading. I think an article I saw earlier today said something about valuation being about 26x or something like that. Roblox has been a craze among the kids for years now. Well, the latest craze seems to be on Wall Street.