RBLXNYSEServices-Prepackaged SoftwareUS GAAP · USD

Roblox Corp

Roblox Corp operates an immersive gaming and creation platform that lets users explore, create, and share interactive experiences through its Roblox Client, Roblox Studio, and Roblox Cloud. The company serves a global community of users and creators, with a business model built around virtual content, creator tools, and platform infrastructure.

Liikevaihto4 891milj. USD
+35,8 %v/v
Liikevoitto (EBIT)−1 232milj. USD
−15,9 %v/v
EBIT-marginaali−25,2%
+4,3 %-yks.v/v
Nettotulos−1 065milj. USD
−13,9 %v/v
Vapaa kassavirta1 355milj. USD
+110,9 %v/v

Tilikausi 2025 · muutos edellisvuodesta

Kehitys 2020–2025

−2 00002 0004 0006 000milj. USD2020: 924 milj. USD2020: EBIT −266 milj. USD20202021: 1 919 milj. USD2021: EBIT −495 milj. USD20212022: 2 225 milj. USD2022: EBIT −924 milj. USD20222023: 2 799 milj. USD2023: EBIT −1 259 milj. USD20232024: 3 602 milj. USD2024: EBIT −1 063 milj. USD20242025: 4 891 milj. USD2025: EBIT −1 232 milj. USD20254 891−1 232
LiikevaihtoLiikevoitto (EBIT)

Liiketoiminta

Osuus liikevaihdosta
Virtual content and access88 %

Sale of or access to virtual items and experiences on the Roblox Platform.

Roblox Premium7 %

Monthly subscription that includes Robux and in-experience benefits.

Advertising and sponsored content3 %

Ads, sponsored experiences, and sponsored items sold to creators and brands.

Licensing and other revenue2 %

Small licensing and other ancillary revenue streams.

Asiakkaat

Roblox sells primarily to consumers who purchase Robux or subscribe to Roblox Premium, while most users access the platform for free and spend time in experiences created by others. Creators are a second core customer group: they use Roblox Studio and related services to build, publish, monetize, and scale experiences. Brands and advertisers also buy sponsored placements and ad products to reach Roblox’s user base.

Consumers / players

Buy Robux and Premium to access virtual items, avatar customization, and in-experience enhancements.

Creators and developers

Use Roblox Studio and platform services to build, publish, monetize, and operate experiences.

Advertisers and brands

Buy ads, sponsored experiences, and sponsored items to reach Roblox users and creators.

Third-party payment channels

App stores, card networks, and prepaid channels used to process Robux purchases.

Strategia

Roblox’s strategy centers on deepening engagement through more creator tools, better discovery, and safer shared experiences that keep users and creators active on the platform. It is also building advertising and other monetization layers alongside the core virtual-content economy, while investing in infrastructure and localization to support global scale.

Grow the creator ecosystemKeskipitkä aikaväli

More creators and better tools increase content supply, engagement, and monetization opportunities.

Increase monetization efficiencyLyhyt aikaväli

Improving Robux purchasing channels and platform economics can support creator payouts and platform economics.

Expand advertising and sponsored contentKeskipitkä aikaväli

Ads and sponsored placements diversify revenue beyond virtual items.

Maintain trust and safetyPitkä aikaväli

User safety and civil interactions are central to retention, regulatory compliance, and brand trust.

Maantiede

Roblox serves a global audience, with creators from over 170 countries and users in over 180 countries accessing the platform. The company localizes content into multiple languages and adjusts content, payment limits, and consent requirements by age and location, which makes geography important to product design and compliance. Its exposure is broad rather than concentrated in one market, with international regulation and localization affecting how the platform operates.

Riskit

Roblox faces regulatory, safety, and cybersecurity risks because its platform hosts user-generated content and serves children and teens across many jurisdictions. Its revenue also depends on a small share of paying users, seasonal demand, and complex revenue-recognition estimates tied to virtual-item lifetimes and deferred revenue.

Järjestetty vakavuuden mukaan
MatalaKohtalainenKorkeaMatalaKohtalainenKorkeaVaikutus →Todennäköisyys →Regulatory and online safety compliance1Cybersecurity and data breach2Dependence on paying-user conversion3Open-source and network disruption risk4Seasonality and demand volatility5
Vaikutus on riskin vakavuus ja todennäköisyys sen toteutumisen todennäköisyys lähivuosina, molemmat arvioitu yhtiön raporttien perusteella. Numerot vastaavat listaa.
  1. Regulatory and online safety complianceVaikutus: KorkeaTodennäköisyys: Korkea

    The platform hosts user-generated content and serves minors, exposing it to privacy, consent, and platform-liability rules.

    KohdistuuUSUKEEASwitzerlandOther jurisdictions
  2. Cybersecurity and data breachVaikutus: KorkeaTodennäköisyys: Kohtalainen

    Roblox stores user, creator, and payment-related data and relies on cloud infrastructure and third parties.

    KohdistuuPlatform systemsOpen-source softwareThird-party processors
  3. Dependence on paying-user conversionVaikutus: KorkeaTodennäköisyys: Matala

    Only a small portion of users pay, so monetization depends on converting and retaining a limited payer base.

    Kohdistuu: Robux and Premium monetization

  4. Open-source and network disruption riskVaikutus: KeskitasoTodennäköisyys: Kohtalainen

    The platform uses open-source software and cloud infrastructure that can be vulnerable to attack or malfunction.

    Kohdistuu: Roblox Cloud and internal systems

  5. Seasonality and demand volatilityVaikutus: KeskitasoTodennäköisyys: Matala

    Bookings and user spending can vary by quarter and holiday periods, making results less predictable.

    Kohdistuu: Global consumer spending patterns

Kirjanpito

Harkinnanvaraiset erät
Revenue recognition for virtual items

Durable items are recognized over the estimated life of a paying user, so estimate changes move revenue timing.

Vaikutus: Can materially affect quarterly revenue and deferred revenue balances

Estimated average lifetime of paying users

The company uses retention data to estimate how long users remain active and consume virtual items.

Vaikutus: Directly affects revenue deferral and recognition patterns

Deferred revenue

Bookings collected in advance are recognized later as performance obligations are satisfied.

Vaikutus: Important for cash flow interpretation and revenue timing

Chargebacks, refunds, and taxes

Reported revenue is net of transaction-related deductions and government taxes.

Vaikutus: Affects net revenue and comparability across payment channels and geographies

Julkisesti listattuja yhtiöitä, joilla on samankaltainen liiketoiminta.

Päivitetty: 24.9.2026