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Roblox Corporation

RBLX:NYSE

Communication Services | Electronic Gaming & Multimedia

Current Price
US$96.28
+0.01%
1 day
Market Cap
US$67.6B
Analyst Consensus
Buy
23 Buy, 8 Hold, 2 Sell
Avg Price Target
US$144.30
Range: US$65 - US$180

Executive Summary

📊 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

  • Continued expansion of daily active users globally, particularly in emerging markets, could significantly increase the platform's reach and total addressable market.
  • Improved monetization strategies and new advertising revenue streams could enhance average bookings per daily active user (ABPDAU) and drive profitability.
  • Further development of the metaverse beyond gaming, attracting older demographics and enterprise partnerships, could unlock substantial new revenue opportunities.

⚠️ WHAT COULD GO WRONG

  • Sustained losses and failure to improve profit margins, despite revenue growth, could erode investor confidence and depress valuation.
  • Intensified competition from other gaming platforms and emerging metaverse companies may lead to user churn or increased marketing expenses.
  • Regulatory scrutiny over data privacy, user safety, and in-app purchases, especially concerning minors, could impose operational restrictions and financial penalties.

🏢 Company Overview

💰 How RBLX Makes Money

  • Roblox operates an immersive platform for connection and communication, primarily offering a free-to-play online video game experience.
  • It provides Roblox Client, an application for users to explore 3D experiences, and Roblox Studio, a free toolset for developers and creators.
  • Creators build, publish, and operate 3D experiences and other content, earning money from optional in-game purchases made by gamers using Robux currency.
  • Roblox Cloud provides the underlying services and infrastructure that power the platform, ensuring scalability and functionality.
  • The company primarily earns revenue by taking a cut of the in-game purchases and by offering space for real-world advertising.

🎯 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.

Competitive Advantage: What Makes RBLX Special

1. Robust User-Generated Content (UGC) Ecosystem

High10+ Years

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.

2. Strong Network Effects and Community Lock-in

High10+ Years

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.

3. Proprietary Virtual Economy (Robux)

Medium5-10 Years

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.

👔 Who's Running The Show

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.

⚔️ What's The Competition

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

  • Total Addressable Market - The global metaverse market is projected to grow to over US$1 trillion by 2030, driven by digital identity, virtual economies, and immersive experiences.
  • Key Trend - The convergence of gaming, social interaction, and e-commerce into persistent, interconnected virtual worlds is the key trend.

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.

Market Share - UGC Gaming Platforms

Roblox

30%

Minecraft

25%

Fortnite

20%

Others

25%

📊 Valuation & Analysis

📈 Wall Street Summary

Analyst Rating Distribution - 1 Strong Sell, 1 Sell, 8 Hold, 15 Buy, 8 Strong Buy

1

1

8

15

8

12-Month Price Target Range

Low Target

US$65

-32%

Average Target

US$144

+50%

High Target

US$180

+87%

Current: US$96.28

🚀 The Bull Case - Upside to US$180

1. Acceleration in User Monetization

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.

2. Expansion into New Geographies and Demographics

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.

3. Innovation in Metaverse Technologies

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.

🐻 The Bear Case - Downside to US$65

1. Persistent Profitability Challenges

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.

2. Intensified Competition and User Churn

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.

3. Regulatory Scrutiny and Safety Concerns

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.

🔮 Final thought: Is this a long term relationship?

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.

📋 Appendix

Financial Performance

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

Valuation Ratios

MetricValueDescription
P/E Ratio (TTM)-67.80Measures the price paid for each dollar of earnings over the trailing twelve months. A negative value indicates the company is unprofitable.
Forward P/E-69.27Indicates the price paid for each dollar of estimated future earnings, where a negative value reflects projected unprofitability.
PEG RatioN/ACompares 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)15.14Compares the company's market capitalization to its revenue over the trailing twelve months, useful for companies with inconsistent or negative earnings.
Price/Book (MRQ)158.52Measures how much investors are willing to pay for each dollar of book value, indicating premium valuation relative to net assets.
EV/EBITDA-73.00Compares 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)-342.74Measures 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-21.81Indicates how much profit a company makes on each dollar of sales after covering operating costs, with a negative value showing operating losses.

Peer Comparison

CompanyMarket Cap (B)P/E RatioP/B RatioRevenue Growth (%)Operating Margin (%)
Roblox Corporation (Target)67.58-67.80158.5248.0%-21.8%
Minecraft (Microsoft)N/AN/AN/AN/AN/A
Fortnite (Epic Games)N/AN/AN/AN/AN/A
Rec RoomN/AN/AN/AN/AN/A
Sector AverageN/AN/AN/AN/A
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