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Communication Services | Electronic Gaming & Multimedia
📊 THE BOTTOM LINE
Roblox Corporation operates a dominant free-to-play online video game platform with a robust user-generated content ecosystem. Despite strong user engagement and revenue growth, the company faces ongoing challenges in monetization and achieving consistent profitability. Its virtual economy, driven by Robux, enables a unique creator-driven model.
⚖️ RISK VS REWARD
Currently, Roblox trades at US$96.28. Analyst price targets range from a low of US$65.00 to a high of US$180.00, with an average of US$144.30. This suggests a potential upside of approximately 49.88% to the average target, but also a significant downside risk of 32.50% to the low target. The stock exhibits a high beta, indicating higher volatility.
🚀 WHY RBLX COULD SOAR
⚠️ WHAT COULD GO WRONG
🎯 WHY THIS MATTERS
Roblox's unique creator-driven business model fosters a vast ecosystem of user-generated content, which is a powerful retention mechanism and a significant barrier to entry for competitors. However, its reliance on optional in-game purchases for monetization, especially from a younger demographic, presents ongoing profitability challenges and regulatory considerations.
Roblox thrives on millions of user-created games and experiences, making the platform infinitely diverse and constantly refreshed. This vast library of content, developed by a global community of creators (ranging from young gamers to professional studios), drives high user engagement and retention. It creates a network effect where more creators attract more users, and vice-versa, making it difficult for new platforms to replicate the sheer volume and variety of content.
With approximately 150 million daily active users, Roblox benefits from strong network effects. The value of the platform increases with each new user who joins, creating more players for experiences and more potential customers for creators. The social aspect of connecting and communicating within shared virtual spaces fosters a powerful sense of community, increasing user loyalty and making it less likely for users to migrate to competing platforms that lack a similar critical mass.
Roblox has established its own virtual currency, Robux, which is central to its economy. Users purchase Robux with real money to make in-game purchases, and creators earn Robux based on engagement and sales within their experiences. This controlled economy provides Roblox with a significant revenue share and a strong incentive for creators to build on the platform, reinforcing its unique monetization model and creating a distinct marketplace for virtual goods and services.
🎯 WHY THIS MATTERS
These advantages collectively create a powerful, self-reinforcing platform. The UGC model ensures continuous innovation, while network effects and the virtual economy foster a loyal community and a unique monetization channel, establishing a significant competitive moat that is challenging for newcomers to breach.
David Baszucki
Founder & CEO
David Baszucki is the visionary founder and CEO of Roblox, establishing the company in 2004. He is known for his commitment to empowering users to create and interact in immersive 3D experiences, fostering a robust community and virtual economy. His leadership drives the platform's long-term metaverse strategy.
The competitive landscape for Roblox is highly dynamic, spanning across traditional video gaming, social media platforms, and emerging metaverse environments. Key competitors include other online gaming platforms, social networking sites vying for user engagement, and tech giants investing in virtual worlds. Competition revolves around attracting and retaining users and creators, content innovation, and effective monetization strategies.
📊 Market Context
Competitor
Description
vs RBLX
Minecraft (Microsoft)
A sandbox video game where players explore and create worlds using 3D blocks. Known for its open-ended gameplay and creative freedom.
Minecraft offers a similar creative sandbox experience but lacks Roblox's integrated developer tools and virtual economy, primarily relying on direct game sales and marketplace content.
Fortnite (Epic Games)
A popular online video game known for its battle royale mode and evolving virtual events. Expanding into a broader social and creative platform.
Fortnite competes for user engagement and has its own creator tools (Creative mode), but Roblox's focus is solely on user-generated experiences and a more open, persistent metaverse.
Rec Room
A free-to-play virtual reality social club and game creation platform, focusing on user-generated rooms and mini-games.
Rec Room offers a similar user-generated content and social experience but has a smaller user base and is more focused on VR, whereas Roblox has broader platform accessibility.
Roblox
30%
Minecraft
25%
Fortnite
20%
Others
25%
1
1
8
15
8
Low Target
US$65
-32%
Average Target
US$144
+50%
High Target
US$180
+87%
Current: US$96.28
Medium Probability
Enhanced in-game advertising, premium subscriptions, or new paid features could significantly boost Average Bookings Per Daily Active User (ABPDAU). A 10% increase in ABPDAU could translate to hundreds of millions in additional revenue, drastically improving operating leverage and moving towards profitability.
Medium Probability
Successful penetration into high-growth international markets or attracting a significantly older user base beyond its core demographic could substantially expand Roblox's total addressable market and user count, leading to sustained double-digit revenue growth for years.
Medium Probability
Breakthroughs in VR/AR integration, AI-powered content creation, or new social features could solidify Roblox's position as a leading metaverse platform. This could attract more developers and drive engagement, potentially leading to increased platform fees and developer incentives for cutting-edge experiences.
High Probability
Despite revenue growth, Roblox has struggled with profitability due to high development and infrastructure costs, and developer payouts. Continued unprofitability could lead to sustained cash burn, pressure on financial flexibility, and a decline in investor confidence, potentially impacting its ability to fund future growth.
High Probability
The online gaming and metaverse space is highly competitive, with established players and new entrants vying for users' attention. Increased competition from platforms like Fortnite, Minecraft, or new metaverse initiatives could lead to user churn, decreased engagement, or the need for higher marketing spend, impacting revenue growth and margins.
Medium Probability
Given its large user base of minors, Roblox faces significant regulatory risks regarding data privacy, child safety, and in-app purchases. New regulations or increased enforcement could result in substantial fines, mandates for costly platform changes, or reputational damage, impacting user trust and operational flexibility.
Owning Roblox for a decade hinges on its ability to evolve beyond a gaming platform into a true metaverse, consistently growing and monetizing its global user base, including older demographics. The durability of its UGC ecosystem and network effects is strong, but sustained profitability remains a critical challenge. Management's vision for the metaverse is ambitious, but execution against rising competition and regulatory pressures will be key. Long-term success requires continued innovation and effective cost management to realize its full potential.
Metric
FY 2022
FY 2023
FY 2024
FY 2025 (Est)
FY 2026 (Est)
Income Statement
Revenue
US$2.23B
US$2.80B
US$3.60B
US$4.46B
US$5.36B
Gross Profit
US$1.68B
US$2.15B
US$2.80B
US$1.13B
US$1.42B
Operating Income
US$-0.92B
US$-1.26B
US$-1.06B
US$-0.97B
US$-1.07B
Net Income
US$-0.92B
US$-1.15B
US$-0.94B
US$-0.97B
US$-0.87B
EPS (Diluted)
-1.55
-1.87
-1.44
-1.42
-1.28
Balance Sheet
Cash & Equivalents
US$2.98B
US$0.68B
US$0.71B
US$1.02B
US$1.07B
Total Assets
US$5.38B
US$6.17B
US$7.18B
US$8.59B
US$9.02B
Total Debt
US$1.56B
US$1.76B
US$1.81B
US$1.76B
US$1.85B
Shareholders' Equity
US$0.31B
US$0.08B
US$0.22B
US$0.41B
US$0.43B
Key Ratios
Gross Margin
75.4%
76.8%
77.8%
25.4%
26.5%
Operating Margin
-41.5%
-45.0%
-29.5%
-21.8%
-20.0%
Return on Equity (TTM)
-302.05
-1509.96
-422.40
-342.74
-300.00
| Metric | Value | Description |
|---|---|---|
| P/E Ratio (TTM) | -67.80 | Measures the price paid for each dollar of earnings over the trailing twelve months. A negative value indicates the company is unprofitable. |
| Forward P/E | -69.27 | Indicates the price paid for each dollar of estimated future earnings, where a negative value reflects projected unprofitability. |
| PEG Ratio | N/A | Compares the P/E ratio to the earnings growth rate, providing context for growth-adjusted valuation, but is not available for this company. |
| Price/Sales (TTM) | 15.14 | Compares the company's market capitalization to its revenue over the trailing twelve months, useful for companies with inconsistent or negative earnings. |
| Price/Book (MRQ) | 158.52 | Measures how much investors are willing to pay for each dollar of book value, indicating premium valuation relative to net assets. |
| EV/EBITDA | -73.00 | Compares enterprise value to earnings before interest, taxes, depreciation, and amortization, often used for cross-company comparisons, with a negative value indicating negative EBITDA. |
| Return on Equity (TTM) | -342.74 | Measures the profitability of a company in relation to the equity of its shareholders over the trailing twelve months; a negative value indicates significant losses relative to equity. |
| Operating Margin | -21.81 | Indicates how much profit a company makes on each dollar of sales after covering operating costs, with a negative value showing operating losses. |
| Company | Market Cap (B) | P/E Ratio | P/B Ratio | Revenue Growth (%) | Operating Margin (%) |
|---|---|---|---|---|---|
| Roblox Corporation (Target) | 67.58 | -67.80 | 158.52 | 48.0% | -21.8% |
| Minecraft (Microsoft) | N/A | N/A | N/A | N/A | N/A |
| Fortnite (Epic Games) | N/A | N/A | N/A | N/A | N/A |
| Rec Room | N/A | N/A | N/A | N/A | N/A |
| Sector Average | — | N/A | N/A | N/A | N/A |