Roblox(RBLX)

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Roblox(RBLX.US)Q2电话会:未来目标是占据1800亿美元全球游戏内容市场10%份额
Zhi Tong Cai Jing· 2025-08-01 13:17
Core Insights - Roblox reported Q2 2025 revenue of $1.1 billion, a 21% year-over-year increase, with bookings reaching $1.4 billion, up 51%, marking a historical high [1] - Daily Active Users (DAU) reached 111.8 million, a 41% increase year-over-year, with user engagement time totaling 27.4 billion hours, up 58% [1] - The company raised its fiscal year 2025 revenue guidance to a growth of 22% to 25%, and bookings guidance to a growth of 34% to 37% [1] Financial Performance - Q2 revenue: $1.1 billion, up 21% YoY [1] - Bookings: $1.4 billion, up 51% YoY, a historical high [1] - Developer Exchange (DevEx) revenue: $316.4 million, up 52% YoY, also a historical high [1] User Engagement - DAU: 111.8 million, up 41% YoY [1] - Monthly unique paying users: 23.4 million, up 42% YoY, a historical high [1] - User engagement time: 27.4 billion hours, up 58% YoY [1] Future Outlook - The company aims to capture 10% of the $180 billion global gaming content market [1] - Q3 guidance assumes a return to baseline growth trends for recently viral content [1] - Q4 outlook includes uncertainties due to the timing of bookings [1] Platform Development - The platform is enhancing its infrastructure to support over 30 million concurrent users [2] - A hybrid approach of bare-metal infrastructure and cloud services is being utilized for scalability [2] - The introduction of in-game AI features is expected to foster new experiences and developer growth [3] Monetization Strategy - The company is developing a comprehensive ecosystem with various monetization tools for creators [4] - The introduction of reward video ads is anticipated to enhance monetization opportunities [5] - The "Creator Rewards Program" aims to align incentives with long-term platform health [7] Market Expansion - Strong growth in the Asia-Pacific region attributed to improved infrastructure and translation quality [4] - The platform is successfully attracting older demographics, with a notable increase in users aged 13 and above [8][9] - Viral hits like "Grow a Garden" are expanding the user base and engagement [8][9] Content Innovation - The success of "Grow a Garden" is attributed to its unique asynchronous gameplay and effective recommendation algorithms [9][10] - The platform's content rotation reflects ongoing innovation and vitality [3] - The company is focused on optimizing discovery mechanisms to enhance user engagement [7][10]
Roblox第二季度电话会:未来目标是占据1800亿美元全球游戏内容市场10%份额
news flash· 2025-08-01 13:17
Roblox第二季度电话会:未来目标是占据1800亿美元全球游戏内容市场10%份额 智通财经8月1日电,Roblox(RBLX.US)召开2025年二季度财报电话会。公司二季度收入达到11亿美元, 同比增长21%。未来展望上,公司目标是占据1800亿美元全球游戏内容市场10%的份额。第三季度展望 上,指导中保守假设最近病毒式热门内容的参与度和支出将回归基础增长趋势。第四季度展望上,预测 存在一些不确定性,因通常在第四季度最后几天和几周内实现大部分预订。 ...
Roblox CEO David Baszucki: 10% of global gaming content will run on Roblox someday
CNBC Television· 2025-08-01 12:40
Financial Performance & Growth - Roblox's engagement numbers raised its annual forecast [1] - Even without "Grow a Garden", year-on-year growth would have been well above 20% [6] - Over 9 billion hours were spent on the platform per month in the last quarter [10] - Over 13 daily active users (DAUs) grew at 64% in the last quarter [12] Strategic Vision & Innovation - Roblox aims to reinvent how people build and consume games [3] - Roblox believes 10% of global gaming content will run on its platform someday [5][12] - The company is creating conditions for new viral hits to emerge, similar to "Grow a Garden" [6][7] - Roblox is innovating in genres like sports, racing, and role-playing games [7] Platform & User Engagement - "Grow a Garden" had over 20 million people playing simultaneously, entering the Guinness Book of World Records [4] - Five experiences on Roblox have 10 million people playing them every day [4] - Time spent on Roblox is social time, involving interaction with friends [10][11] Future Development - Roblox is exploring dating features for users 17 and up, with ID requirements [13][14] - The implementation of dating features will align with local norms in different countries [14][15]
Roblox shares soar on Q2 bookings beat, upbeat guidance
Proactiveinvestors NA· 2025-07-31 15:54
Group 1 - Proactive provides fast, accessible, informative, and actionable business and finance news content to a global investment audience [2] - The company focuses on medium and small-cap markets while also covering blue-chip companies, commodities, and broader investment stories [3] - Proactive's news team delivers insights across various sectors including biotech, pharma, mining, natural resources, battery metals, oil and gas, crypto, and emerging technologies [3] Group 2 - Proactive is committed to adopting technology to enhance workflows and improve content production [4] - The company utilizes automation and software tools, including generative AI, while ensuring all content is edited and authored by humans [5]
美股异动 Q2日均活跃用户创历史新高 “元宇宙第一股”Roblox(RBLX.US)涨超13%
Jin Rong Jie· 2025-07-31 14:55
本文源自:智通财经网 周四,Roblox(RBLX.US)股价走高,截至发稿,该股涨超13%,报142美元。公司Q2营收10.8亿美元, 同比增长21%。日均活跃用户增长41%,达到1.118亿,创下历史新高。用户参与时长也同比跃升58%, 达到274亿小时。这一增长很大程度上得益于"种植园"等病毒式传播的热门游戏。财务方面,第二季度 预订额达14.4亿美元,远超市场预期的12.4亿美元。Roblox大幅上调了2025财年的预订收入预期,从此 前的52.9亿-53.6亿美元提高至58.7亿-59.7亿美元。公司还预计第三季度预订额将达到15.9亿-16.4亿美 元,同样超出了此前13.5亿美元的预期。 ...
Q2日均活跃用户创历史新高 “元宇宙第一股”Roblox(RBLX.US)涨超13%
Zhi Tong Cai Jing· 2025-07-31 14:35
周四,Roblox(RBLX.US)股价走高,截至发稿,该股涨超13%,报142美元。公司Q2营收10.8亿美元, 同比增长21%。日均活跃用户增长41%,达到1.118亿,创下历史新高。用户参与时长也同比跃升58%, 达到274亿小时。这一增长很大程度上得益于"种植园"等病毒式传播的热门游戏。财务方面,第二季度 预订额达14.4亿美元,远超市场预期的12.4亿美元。Roblox大幅上调了2025财年的预订收入预期,从此 前的52.9亿-53.6亿美元提高至58.7亿-59.7亿美元。公司还预计第三季度预订额将达到15.9亿-16.4亿美 元,同样超出了此前13.5亿美元的预期。 ...
美股异动 | Q2日均活跃用户创历史新高 “元宇宙第一股”Roblox(RBLX.US)涨超13%
智通财经网· 2025-07-31 14:30
周四,Roblox(RBLX.US)股价走高,截至发稿,该股涨超13%,报142美元。公司Q2营收10.8亿美元, 同比增长21%。日均活跃用户增长41%,达到1.118亿,创下历史新高。用户参与时长也同比跃升58%, 达到274亿小时。这一增长很大程度上得益于"种植园"等病毒式传播的热门游戏。财务方面,第二季度 预订额达14.4亿美元,远超市场预期的12.4亿美元。Roblox大幅上调了2025财年的预订收入预期,从此 前的52.9亿-53.6亿美元提高至58.7亿-59.7亿美元。公司还预计第三季度预订额将达到15.9亿-16.4亿美 元,同样超出了此前13.5亿美元的预期。 ...
Roblox (RBLX) Reports Q2 Loss, Beats Revenue Estimates
ZACKS· 2025-07-31 14:16
Core Insights - Roblox reported a quarterly loss of $0.41 per share, which was better than the Zacks Consensus Estimate of a loss of $0.46, but worse than a loss of $0.32 per share a year ago, resulting in an earnings surprise of +10.87% [1] - The company achieved revenues of $1.44 billion for the quarter ended June 2025, exceeding the Zacks Consensus Estimate by 11.56%, and showing significant growth from $955.18 million year-over-year [2] - Roblox shares have increased approximately 115.9% since the beginning of the year, outperforming the S&P 500's gain of 8.2% [3] Earnings Outlook - The current consensus EPS estimate for the upcoming quarter is -$0.26 on revenues of $1.4 billion, and for the current fiscal year, it is -$1.43 on revenues of $5.55 billion [7] - The estimate revisions trend for Roblox was mixed ahead of the earnings release, resulting in a Zacks Rank 3 (Hold), indicating expected performance in line with the market [6] Industry Context - The Gaming industry, to which Roblox belongs, is currently ranked in the top 38% of over 250 Zacks industries, suggesting a favorable outlook compared to the bottom 50% [8] - Empirical research indicates a strong correlation between near-term stock movements and trends in earnings estimate revisions, which can be tracked by investors [5]
Roblox stock soars 16% after revenue beat, strong user growth
CNBC· 2025-07-31 14:01
Core Insights - Roblox stock increased by 16% following the announcement of second-quarter revenue that exceeded expectations due to strong user growth [1] - The company reported net bookings of $1.44 billion, representing a 51% increase year-over-year, surpassing analyst expectations of $1.24 billion [1] - Daily active users reached 111.8 million, a 41% year-over-year increase, while hours engaged totaled 27.4 billion, up 58% year-over-year [1] User Engagement and Strategy - The company’s daily active users were expected to be 106 million according to StreetAccount [2] - CEO David Baszucki attributed the year-over-year growth to strategic investments in infrastructure, performance, discovery, and the virtual economy, fostering a thriving ecosystem for creators [2] - The company aims to capture 10% of the global gaming content market [2]