Group 1 - Roblox's Q4 revenue reached $1.415 billion, a 43% year-over-year increase, while net loss widened to $316 million from $220 million, a nearly 44% increase [1] - The company reported a bookings increase of 63% to $2.22 billion, exceeding market expectations of $2.05 billion [1] - Daily Active Users (DAUs) grew to 144 million, a 69% increase year-over-year, surpassing market expectations of 138 million [1] Group 2 - For Q1 2026, Roblox expects bookings to be between $1.69 billion and $1.74 billion, above market expectations of $1.68 billion [3] - The company will stop providing annual guidance starting in 2027 due to inherent business volatility, focusing instead on quarterly guidance [3] - Roblox has faced criticism regarding the safety of underage users and has implemented mandatory age verification in certain markets, with 60% of daily users in those markets completing verification [3] Group 3 - The implementation of age verification has had a "low single-digit percentage negative impact" on bookings growth, but the company sees significant long-term strategic opportunities from accurate age data [3] - Among daily active users, 38% are aged 13 to 17, 35% are under 13, and 27% are over 18, indicating a younger user base than previously reported [3] - The company considers its scale among younger users a "valuable strategic asset" [3]
Roblox(RBLX.US)Q4业绩与用户增长双超预期 用户低龄化趋势凸显长期战略布局