The listing particulars contain a remarkable 52 pages of risk factors, including regulatory and legal factors, a future perception that it is failing to protect users, systems outages and, potentially, the illegal use of Robux. Image: Roblox sales rose to more than $900m last year. Yet many will be sceptical about this company's ability to turn those sales into profits. "We're seeing developers come onto the platform." "That virtual economy has been scaling with our user and engagement growth. He added: "What's really exciting is Roblox bringing people together and helping people stay together and that will continue. Sales momentum clearly rose during the pandemic, as people were unable to leave home for large parts of the year, but Mr Baszucki believes the trend will continue. One big question a lot of investors have is whether the company's meteoric growth - sales rose from $325m in 2018 to $508.4m in 2019 and to $923.9m in 2020 - is sustainable. He also stressed the company's contribution to wider society in helping children and young adults to learn to code and gain skills as software developers. Mr Baszucki said an important part of the community on Roblox was that, unlike some other social media platforms, it was a "safe and civil place". Image: Roblox depends on user-generated content. "The more friends that each of our users has playing together on the platform, the more valuable and engaging the platform becomes," Roblox says. Users typically invite their friends to play with them who, in theory, invite their friends in turn. The company also seeks to build its user base through a virtuous circle. The theory is that, as the number of users grows, they will spend more Robux, in turn providing an incentive for developers to come up with increasingly engaging content. The revenues from this are split between the company itself and those who develop the games on its platform.Ī number of the platform's leading content creators are said to make more than a million dollars a year from the activity. Players then pay for ways to enhance their user experience - allowing them to advance in their game, or clothe and equip their avatar - with a virtual currency called Robux. Participants create their own games - there were more than 11 million launched last year alone - and these are free to play. Image: Gaming has been among the winners as people stay at home during the pandemic
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