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Magnitude Of Roblox's Q2 Beat Unexpected, Says Analyst
Benzinga· 2025-08-01 16:11
Roblox Corp RBLX is experiencing a significant market shift, with second-quarter bookings and user engagement metrics signaling a robust recovery, despite a mixed financial report.The gaming platform, propelled by viral game successes and expanding reach, is seeing a positive reevaluation of its growth outlook.Following the release of its quarterly results, Wall Street analysts have revised their price forecasts upward. Wedbush’s Alicia Reese raised her forecast from $142 to $165, maintaining an Outperform ...
Roblox: Massive Asia User Growth Turns The Tide (Upgrade)
Seeking Alpha· 2025-08-01 15:58
The stock market is almost prohibitively expensive to invest in today, and as we move through the Q2 earnings season, it's becoming quite evident that investors need to see perfection to keep rallies afloat. I'm becoming more skeptical of big momentum plays, butWith combined experience of covering technology companies on Wall Street and working in Silicon Valley, and serving as an outside adviser to several seed-round startups, Gary Alexander has exposure to many of the themes shaping the industry today. He ...
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
Shares of Roblox, they have soared uh and were soaring yesterday, up, by the way, now up another 10% after the gaming platform beating earnings expectations. Engagement numbers also raised its annual forecast. Joining us right now is uh Dave Bizooki.Uh he is Roblox's CEO. Uh known as Builder Man to me, though you don't really do the builder man thing, I don't think as much as you used to on the platform. David, it's good to see you, sir. >> Great to see you, Andrew.Thanks for having me on. >> Uh so, you ble ...
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]
Roblox(RBLX) - 2025 Q2 - Earnings Call Transcript
2025-07-31 13:32
Financial Data and Key Metrics Changes - In Q2 2025, Roblox reported revenue of $1.1 billion, representing a 21% year-on-year increase [10] - Q2 bookings reached $1.4 billion, up 51% year-on-year, with strong growth across all regions [10] - Daily Active Users (DAUs) were 111.8 million, a 41% increase year-on-year [11] - Monthly unique payers reached 23.4 million, up 42%, setting a new all-time record [13] - Developer Exchange (DevEx) amounted to $316.4 million, up 52% year-on-year, also a new all-time record [13] Business Line Data and Key Metrics Changes - Bookings growth was particularly strong in APAC, which grew by 75%, with notable increases in Japan (over 50%), India (over 90%), and Indonesia (over 150%) year-on-year [10][11] - The number of experiences with over 10 million DAUs increased, with five experiences achieving this milestone, including new hits launched in the last twelve months [14] Market Data and Key Metrics Changes - The U.S. and Canada saw bookings growth of 43%, while APAC's growth was driven by strategic markets [10] - Engagement hours in Q2 reached 27.4 billion, up 58% year-on-year, with significant growth in APAC (95%) and the U.S. and Canada (35%) [12] Company Strategy and Development Direction - Roblox aims to capture 10% of the global gaming content market, with a focus on enhancing platform performance, discovery, and creator economy [10][14] - The company is investing in global infrastructure and personalization to improve user experience and content discovery [16] - Innovations in safety and privacy tools are being prioritized, including the introduction of trusted connections and age estimation [18] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in the company's ability to capitalize on multiple tailwinds, including the UGC creator economy and advancements in AI [28] - The company raised its fiscal year 2025 guidance, expecting revenue growth of 22% to 25% and bookings growth of 34% to 37% year-on-year [32][34] - Management noted that while current trends are positive, there is a need for caution in extrapolating Q2's extraordinary results over a longer period [34] Other Important Information - The company launched an IP license manager and catalog, partnering with major brands like Lionsgate and Netflix [20] - A new creator rewards program was introduced to better align incentives with long-term platform health [85] Q&A Session Summary Question: How much capacity does the system have to absorb the surge in demand? - Management highlighted the ability to handle over 30 million concurrent players, utilizing a mix of bare metal infrastructure and cloud services to manage demand effectively [38][39] Question: What are the implications of the ecosystem changes for developer growth? - Management noted that the success of viral hits like Grow a Garden is attracting more developers to the platform, with ongoing improvements in technology and discovery [44][55] Question: How is Grow a Garden impacting new customer acquisition? - Management confirmed that Grow a Garden is bringing in new users, with a notable increase in older demographics engaging with the platform [94][96] Question: What is the status of the Google partnership for advertising? - Management indicated that the integration of rewarded video ads is progressing well, with strong interest from creators [74][75]
Roblox(RBLX) - 2025 Q2 - Earnings Call Transcript
2025-07-31 13:30
Financial Data and Key Metrics Changes - In Q2 2025, Roblox reported revenue of $1,100,000,000, representing a 21% increase year on year [7] - Q2 bookings reached $1,400,000,000, up 51% year on year [7] - Daily Active Users (DAUs) were 111,800,000, an increase of 41% year on year [8] - Monthly unique payers in Q2 were 23,400,000, up 42%, setting a new all-time record [10] - Developer Exchange (DevEx) was $316,400,000, up 52% year on year, also a new all-time record [10] Business Line Data and Key Metrics Changes - Bookings growth was strong across all regions, with the U.S. and Canada seeing a 43% increase, while APAC grew by 75% [8] - Notable year-on-year Q2 bookings growth included Japan over 50%, India over 90%, and Indonesia over 150% [8] Market Data and Key Metrics Changes - In Q2, the U.S. and Canada DAUs grew by 21%, while APAC DAUs increased by 76% [9] - Engagement hours reached 27,400,000,000, up 58% year on year, with significant growth in APAC at 95% [9] Company Strategy and Development Direction - Roblox aims to capture 10% of the global gaming content market, with a focus on performance, quality, and discovery [6][11] - The company is investing in global infrastructure, personalization, and discovery to enhance user experience and creator success [12][13] - Innovations in safety and privacy tools were introduced, including trusted connections and age estimation [15][16] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in the company's ability to capitalize on multiple tailwinds, including the UGC creator economy and advancements in AI [24] - The full-year 2025 revenue guidance was raised to a growth of 22% to 25% year on year, with bookings growth expected at 34% to 37% [27][29] Other Important Information - The company highlighted the success of new viral hits, with five experiences exceeding 10,000,000 DAUs [11] - A new creator rewards program was introduced to better align incentives with long-term platform health [82] Q&A Session Summary Question: How much capacity does the system have to absorb the surge in demand? - The company is pushing numbers above 30,000,000 concurrent players and has optimized its infrastructure to handle this load without excessive CapEx [33][34] Question: How do you see the ecosystem implications of recent changes? - The company believes that the growth of non-top 10 experiences is significant, with more than half of the growth in experience spend coming from these titles [26] Question: What is the impact of Grow a Garden on new customer acquisition? - Grow a Garden has attracted new users, particularly older demographics, and is expected to help drive engagement across the platform [91][92] Question: Can you discuss the Google partnership on the advertising side? - The company is seeing strong interest in rewarded video ads and has onboarded nearly 100 publishers, with plans to expand this monetization avenue [70][71]
“元宇宙第一股”Roblox(RBLX.US)活跃破亿! 风靡全球的“美版QQ农场”点燃增长引擎
智通财经网· 2025-07-31 13:27
Core Viewpoint - Roblox, known as the "first stock of the metaverse," unexpectedly raised its annual bookings forecast while reporting over 100 million daily active users, driven by the success of viral games like "Grow a Garden," leading to a pre-market stock surge of over 20% [1][7] Financial Performance - The net loss widened from $205.9 million in the same period last year to $278.4 million, with total expenses rising nearly 24% to $1.4 billion [1] - Revenue increased by 21% to $1.08 billion, but fell short of the expected $1.11 billion [1] - Second-quarter bookings were approximately $1.44 billion, exceeding the market's general estimate of $1.32 billion [4] User Engagement - The average daily active users surged by 41% to 111.8 million, with user engagement time increasing by 58% to 27.4 billion hours [2][7] - "Grow a Garden," a mini-farm simulation game, significantly contributed to user engagement and bookings growth [2][7] Future Outlook - Roblox now expects fiscal year 2025 bookings to be between $5.87 billion and $5.97 billion, up from a previous estimate of $5.29 billion to $5.36 billion, and above Wall Street's expectations [3] - The management anticipates third-quarter bookings to be between $1.59 billion and $1.64 billion, significantly higher than the market's expectation of $1.35 billion [3] Revenue Model - Roblox's revenue primarily comes from user-generated content and the sale of its in-game currency "Robux," which is the core source of its bookings [4] - The company also generates revenue through developer shares, advertising, and brand collaborations, enhancing its revenue diversification [4] Market Position - Roblox is positioning its platform as a hub for social interaction, commerce, and advertising, which has excited investors and led to a doubling of its stock price this year [3][7] - The platform's unique "metaverse" approach allows users to create, share, and play games, attracting a growing number of adult users with higher spending power [6][7]
Roblox(RBLX) - 2025 Q2 - Earnings Call Presentation
2025-07-31 12:30
Q2 2025 Supplemental Materials July 31, 2025 Forward-Looking Statements This presentation and the live webcast and Q&A session which will be held at 530 a.m. Pacific Time/830 a.m. Eastern Time on Thursday, July 31, 2025 contain "forward-looking statementsˮ within the meaning of the "safe harborˮ provisions of the Private Securities Litigation Reform Act of 1995, including but not limited to, statements regarding our vision to connect one billion users with optimism and civility, our vision to reach 10% of t ...