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Communication Services | Electronic Gaming & Multimedia
📊 The Bottom Line
Roblox is a leading immersive platform focused on connection and communication, primarily through user-generated 3D experiences. It boasts a massive and engaged user base, particularly among younger demographics. While the business model is solid, generating revenue from in-app purchases, it faces ongoing challenges in diversifying its monetization strategies and achieving consistent profitability.
⚖️ Risk vs Reward
At its current price of US$65.76, Roblox trades significantly below its average analyst price target, suggesting potential upside. However, the company remains unprofitable and its valuation ratios reflect a growth-dependent narrative. The risk-reward profile is moderate, hinging on the successful execution of its long-term monetization and user expansion strategies amidst a competitive landscape.
🚀 Why RBLX Could Soar
⚠️ What Could Go Wrong
In-app Purchases (Robux)
85%
Sales of virtual currency used for games and items
Advertising & Other
15%
Revenue from in-experience advertising and other services
🎯 WHY THIS MATTERS
Roblox's revenue model relies heavily on its engaged user base and the continuous creation of compelling content by its developer community. This user-generated content model drives organic growth and reduces content creation costs for the company, but also exposes revenue to user spending trends and platform content quality.
Roblox's core strength lies in its vast and vibrant ecosystem of user-generated content. Millions of developers and creators, ranging from individual enthusiasts to professional studios, continuously build and publish diverse 3D experiences. This distributed content creation model ensures a constant stream of fresh, engaging experiences without Roblox bearing the full development cost, fostering high user retention and organic growth. The sheer volume and variety of content are difficult for competitors to replicate quickly. This creates a strong network effect where more creators attract more users, and vice-versa.
Roblox has cultivated a powerful brand identity, particularly among younger demographics, making it a prominent destination for digital play and social interaction. This strong brand recognition and deeply engaged community result in high user stickiness and low customer acquisition costs. The platform fosters a sense of belonging and creativity, encouraging users to spend significant time and money within its virtual worlds. This community-driven loyalty makes it challenging for new entrants to divert users, acting as a significant barrier.
Roblox provides a comprehensive, proprietary platform including Roblox Client, Roblox Studio, and Roblox Cloud. This integrated suite of tools simplifies game development and publishing, enabling creators of all skill levels to bring their ideas to life. The standardized environment ensures compatibility and a consistent user experience across devices. This end-to-end control over the platform and development pipeline allows for rapid iteration, strong security, and optimized performance, which is a complex and costly infrastructure for competitors to replicate from scratch, reinforcing its competitive moat.
🎯 WHY THIS MATTERS
These competitive advantages combine to create a powerful network effect and significant switching costs for users and developers. The UGC ecosystem continuously refreshes content, the strong brand fosters loyalty, and proprietary tools streamline creation, all contributing to a durable platform with high engagement and potential for sustained growth.
David Baszucki
Founder, President, CEO & Chairman of the Board
David Baszucki, 60, is the visionary founder, President, CEO, and Chairman of Roblox. He has led the company since its inception in 2004, overseeing its transformation into a global immersive platform. Baszucki is instrumental in shaping Roblox's long-term vision and commitment to fostering creativity and connection. His extensive experience guides strategic development and platform innovation.
Roblox operates in a highly dynamic and competitive digital entertainment and social platform market. It competes with a broad range of companies, from traditional video game publishers and console makers to social media platforms and emerging metaverse experiences. Competition revolves around user engagement, content quality, developer tools, and monetization strategies, with a constant need for innovation to attract and retain users.
📊 Market Context
Competitor
Description
vs RBLX
Epic Games (Fortnite)
Developer of the popular game Fortnite, which features a strong social component, concerts, and brand collaborations, evolving into a metaverse-like experience.
Fortnite offers high-fidelity graphics and curated experiences, contrasting with Roblox's focus on user-generated content and blockier aesthetics. Competes for older users.
Microsoft (Minecraft)
Owner of Minecraft, another highly popular block-building game with a massive global community, creative freedom, and educational applications.
Minecraft shares Roblox's UGC and building-centric gameplay but operates as a single game with various modes, whereas Roblox is a platform for millions of diverse experiences.
Meta Platforms (Horizon Worlds)
Facebook's parent company, investing heavily in virtual reality and metaverse development, offering social VR experiences and creator tools.
Meta is focused on VR and a more 'realistic' metaverse experience, targeting an adult demographic, contrasting with Roblox's broader age appeal and casual accessibility.
Roblox
25%
Fortnite
20%
Minecraft
18%
Others
37%
1
11
17
6
Low Target
US$65
-1%
Average Target
US$128
+94%
High Target
US$180
+174%
Closing: US$65.76 (30 Jan 2026)
Medium Probability
Roblox's recent partnerships and strategic focus on advertising and brand-sponsored immersive experiences could unlock significant new, high-margin revenue streams. A successful pivot could diversify income, boost ARPU by 10-15%, and improve profitability.
High Probability
Continued expansion of daily active users (DAUs), particularly a successful strategy to attract and retain older users (17+), could drive higher average bookings per user (ABPU) and overall revenue, reducing reliance on younger user cohorts.
Medium Probability
Deepening penetration into underserved international markets with localized content and creator support could significantly expand Roblox's global addressable market and user base, contributing 20%+ to long-term revenue growth.
Medium Probability
Increased competition from well-capitalized tech giants and established gaming companies entering the metaverse space could lead to market share erosion, increased user acquisition costs, and pricing pressure, impacting growth and margins.
High Probability
Despite revenue growth, Roblox has consistently reported net losses. A failure to control operating expenses, improve monetization efficiency, and achieve economies of scale could delay or prevent sustained profitability, impacting investor sentiment.
Medium Probability
Ongoing regulatory scrutiny related to child online safety, data privacy, and virtual economies (e.g., age restrictions, content moderation, Robux spending) could result in fines, operational restrictions, and reputational damage, limiting user growth and monetization.
Owning Roblox Corporation for a decade hinges on its ability to evolve from a popular gaming platform into a truly sustainable immersive social experience, capable of monetizing a broader and older demographic effectively. The strength of its UGC ecosystem and brand are durable assets. However, significant risks include intense competition, the challenge of achieving consistent profitability, and navigating regulatory pressures. Long-term success requires a confident belief in management's ability to innovate and expand monetization without alienating its core user base, while also fending off well-resourced rivals.
Metric
31 Dec 2024
31 Dec 2023
31 Dec 2022
Income Statement
Revenue
US$3.60B
US$2.80B
US$2.23B
Gross Profit
US$2.80B
US$2.15B
US$1.68B
Operating Income
US$-1.06B
US$-1.26B
US$-0.92B
Net Income
US$-0.94B
US$-1.15B
US$-0.92B
EPS (Diluted)
-1.44
-1.87
-1.55
Balance Sheet
Cash & Equivalents
US$0.71B
US$0.68B
US$2.98B
Total Assets
US$7.18B
US$6.17B
US$5.38B
Total Debt
US$1.81B
US$1.76B
US$1.56B
Shareholders' Equity
US$0.22B
US$0.08B
US$0.31B
Key Ratios
Gross Margin
77.8%
76.8%
75.4%
Operating Margin
-29.5%
-45.0%
-41.5%
Return on Equity (ROE)
-422.4%
-1510.0%
-302.1%
Metric
Annual (31 Dec 2025)
Annual (31 Dec 2026)
EPS Estimate
US$-1.55
US$-1.65
EPS Growth
-7.9%
-6.3%
Revenue Estimate
US$6.6B
US$8.1B
Revenue Growth
+52.1%
+21.4%
Number of Analysts
24
24
| Metric | Value | Description |
|---|---|---|
| Forward P/E | -42.35 | Indicates the market's expectations for future earnings, but is negative due to anticipated losses in the coming year. |
| Price/Sales (TTM) | 10.34 | Compares the company's market capitalization to its total revenue over the past twelve months, reflecting how much investors are willing to pay per dollar of sales. |
| Price/Book (MRQ) | 113.18 | Measures how much investors are willing to pay for each dollar of book value from the most recent quarter, indicating a premium valuation relative to net assets. |
| EV/EBITDA | -50.85 | The Enterprise Value to EBITDA ratio is negative because Roblox Corporation has negative EBITDA, indicating operational losses before interest, taxes, depreciation, and amortization. |
| Return on Equity (TTM) | -342.74 | Measures the net income generated for each dollar of shareholders' equity over the past twelve months, which is negative due to ongoing losses. |
| Operating Margin | -21.81 | Represents the percentage of revenue remaining after paying for operating expenses, indicating that the company is currently operating at a loss. |
| Company | Market Cap (B) | P/E Ratio | P/B Ratio | Revenue Growth (%) | Operating Margin (%) |
|---|---|---|---|---|---|
| Roblox Corporation (Target) | 46.16 | N/A | 113.18 | 48.0% | -21.8% |
| Take-Two Interactive Software, Inc. | 26.50 | 35.20 | 6.80 | 18.0% | 15.2% |
| Electronic Arts Inc. | 38.90 | 28.50 | 5.10 | 10.5% | 22.1% |
| Unity Technologies | 15.30 | N/A | 6.50 | 25.0% | -35.0% |
| Sector Average | — | 31.85 | 6.13 | 17.8% | 0.8% |