Matt Ball has a must-read post on the paradoxical phenomena of Roblox: In terms of active users, it's both the most popular metaverse platform by far and most popular online game in the world, but somehow continues to be unprofitable. (Second Life, despite a tiny user base compared to Roblox, makes an estimated $20-30 million in annual profit.)
Roblox began this year with 354 million monthly active users, counted 400 million MAU in July, currently has 380 million MAU, and averages 350 million MAU through 2024. (Data via Matt, citing RTrack.) In other words, the platform already started 2024 with more users than the entire United States has people, but Roblox is still likely to reach half a billion MAU in the very near future.
As to why it's currently unprofitable, Matt's post delves deep into all the details. Key factors include heavy research and development spending, deep app store fees charged by Apple and Google for payments through Roblox's mobile app, and low monetizing users (since most of them are kids).
But as Matt writes, Roblox the company is working to address that last challenge:
Not only is Roblox continuing to grow its 13+ and 18+ playerbase, the company released a new photo ID-based 17+ age verification system in 2023 that enables eligible users to play age-gated content (i.e. content that is specifically made for adults and might have more or higher fidelity violence, gun-based play, etc., or more aggressive monetization loops). The same platform tools that are used to produce 17+ content can also be used to produce higher-end experiences (PlayStation is evidence of the premium users will pay for “premium” games). Moreover, Roblox continues to benefit from increases in its cultural cachet (which should enable higher prices for Roblox’s virtual goods), as well as more playtime per user (PlayStation has higher player ARPU in part because it has about twice the hours played per user per month).
That includes fostering AAA-like Roblox games like Battlelines. The underlying challenge will be leaping over what I call the Metaverse Age Cliff, where usage tends to drop off sharply when virtual world users reach their early 20s. The company seems keenly aware of this, adding a telephony feature and promising user-to-user dating experiences. Then again, Intrance and LAGurlz, creators of the hit Roblox experience Starving Artists featured in my book, met online as Roblox creators in their teens, are now twentysomethings who live together and run a successful Roblox development studio. Avatar love finds a way.
Anyway, read all of Matt's post here.
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