Yesterday, Roblox made good on its plans to go public, with workers and former traders promoting lots of of thousands and thousands of shares in a direct itemizing on the New York Inventory Alternate. In a non-public funding spherical in January, these shares had been value $45. When the market closed Wednesday, they had been promoting at $69.50, a worth that valued Roblox Corp. as an entire at $45.3 billion (as of this writing, Roblox Corp.’s inventory worth peaked at $77.30 and presently sits at $72.72 in Thursday morning buying and selling).

How did this firm, whose single title has develop into a sport platform unto itself, develop into value greater than main sport publishers like Digital Arts and Take-Two? To assist reply that query, we put collectively this deep dive into the numbers which might be powering the Roblox revolution. They paint an image of an organization with a particularly younger and extremely engaged person base that has ballooned throughout the 2020 pandemic quarantine. However Roblox can be an organization that’s presently struggling to transform its big and rising annual revenues into profitability.

(Until in any other case famous, numbers are sourced from SEC paperwork or Roblox’s personal web site)

Valuations

Roblox

  • Jan. 2017: $500 million
  • July 2018: $2.3 billion
  • Feb. 2020: $3.9 billion
  • Jan. 2021: $29.5 billion
  • March 10, 2021: $45.3 billion

(Sources: 1, 2, 3)

Different gaming firms (present valuations)

  • Ubisoft: $9.58 billion
  • Take-Two: $19.43 billion
  • Digital Arts: $38.09 billion
  • Roblox: $45.3 billion
  • Activision: $72.23 billion
  • Tencent: $843.86 billion

Earnings

Income

  • 2018: $312.8 million
  • 2019: $488 million
  • 2020: $923.9 million

Bookings

(i.e., whole purchases or robux digital foreign money, together with robux not spent that yr)

  • 2018: $499 million
  • 2019: $694.3 million
  • 2020: $1.88 billion

Web losses

  • 2018: $88.1 million
  • 2019: $71 million
  • 2020: $253.3 million
That guy with the money bags hat should be <em>Roblox</em>'s new mascot
Enlarge / That man with the cash luggage hat ought to be Roblox‘s new mascot

Consumer base

Each day Energetic Customers

  • This fall 2018: 13.7 million
  • Q1 2019: 15.8 million
  • Q2 2019: 17.1 million
  • Q3 2019: 18.4 million
  • This fall 2019: 19.1 million
  • Q1 2020: 23.6 million
  • Q2 2020: 33.4 million
  • Q3 2020: 36.2 million
  • This fall 2020: 37.1 million
  • $57.7: Common spending per every day energetic person in 2020

Complete playtime

  • 2018: 9.4 billion hours
  • 2019: 13.7 billion hours
  • 2020: 30.6 billion hours (2.6 hours per common every day energetic person per day)

Demographics

  • 25%: Proportion of Roblox customers below 9
  • 29%: Proportion of Roblox customers aged 9-12
  • 13%: Proportion of Roblox customers aged 13-16
  • 16%: Proportion of Roblox customers aged 17-24
  • 14%: Proportion of Roblox customers 25 or older
  • 72%: Proportion of Roblox customers taking part in on cell platforms
  • 25%: Proportion of Roblox customers taking part in on PCs
  • 3%: Proportion of Roblox customers taking part in on sport consoles
  • 33%: Proportion of Roblox customers from US and Canada
  • 29%: Proportion of Roblox customers from Europe
  • 15%: Proportion of Roblox customers from Asia

Consumer-generated content material

  • 18 million: Complete variety of user-generated “experiences” Roblox Corp. says are on its platform.
  • 90%: Proportion of participant hours spent on the highest 1,000 hottest of these experiences.
  • 20 billion: Complete variety of visits/performs for “Undertake Me!” the preferred Roblox expertise (Source)
  • 8 million: Complete variety of energetic player-developers creating Roblox content material.
  • 1.27 million: Variety of these player-developers who generated in-game robux earnings from their creations in 2020.
  • 4,300: Participant-developers who earned the equal of at the very least $350 in robux in 2020 (and certified for the Developer Alternate Program to transform these robux to actual cash).
  • 1,287: Participant-developers who earned the equal of at the very least $10,000 in robux in 2020.
  • 305: Participant-developers who earned the equal of at the very least $100,000 in robux in 2020.
  • 36: Participant-developers who earned the equal of at the very least $1 million in robux in 2020.
  • 3: Participant-developers who earned the equal of at the very least $10 million in robux in 2020.

Complete “alternate charges” paid to player-developers

  • Q1 2018: $16.279 million
  • Q2 2018: $16.495 million
  • Q3 2018: $18 million
  • This fall 2018: $21.1 million
  • Q1 2019: $22.72 million
  • Q2 2019: $23.29 million
  • Q3 2019: $26.2 million
  • This fall 2019: $39.76 million
  • Q1 2020: $44.5 million
  • Q2 2020: $85.05 million
  • Q3 2020: $85.47 million
  • This fall 2020: $113.71 million
  • 36%: Share of whole Roblox revenues paid in alternate charges to player-developers in 2020.

Itemizing picture by Roblox

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