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Roblox: Low-Cost Online Entertainment Minimally Impacted by Any Economic Downturn
PYMNTS.com· 2025-05-02 00:52
Core Viewpoint - Roblox aims to capture 10% of the gaming market in consumer spending, citing its low-cost entertainment model and historical resilience during economic downturns [1][4]. Financial Performance - The company's revenue increased by 29% year over year, reaching approximately $1.035 billion, while bookings rose by 31% to $1.207 billion [3]. - Average daily active users grew by 26% to 97.8 million, and average monthly unique payers increased by 29% to 20.2 million [3]. Market Position and Strategy - Roblox currently holds 3% of the gaming market and plans to expand by diversifying its platform to support various genres, including sports, racing, role-playing, and battle games [4]. - The growth in bookings is no longer concentrated among a few popular experiences; instead, experiences ranked No. 11 to No. 50 have seen growth accelerate from 5% to over 100% [5].
Roblox (RBLX) Q1 Earnings: Taking a Look at Key Metrics Versus Estimates
ZACKS· 2025-05-01 15:30
For the quarter ended March 2025, Roblox (RBLX) reported revenue of $1.21 billion, up 30.6% over the same period last year. EPS came in at -$0.32, compared to -$0.43 in the year-ago quarter.The reported revenue compares to the Zacks Consensus Estimate of $1.15 billion, representing a surprise of +5.35%. The company delivered an EPS surprise of +21.95%, with the consensus EPS estimate being -$0.41.While investors scrutinize revenue and earnings changes year-over-year and how they compare with Wall Street exp ...