How Much Money Roblox Make In A Day
The gaming platform Roblox has revealed its main data for September, showing that it made an average of $7 million per day for the month. The company went public at the beginning of the year, and as part of its routine reporting to shareholders, it has made the September metrics available.
Averaging out to about $7 million per day and up 11% to 15% from last year, the company announced September bookings of between $212 million and $219 million. The game also continues to record high daily user counts, with September’s metrics showing 57.8 million daily active players, up 23% year over year and 16% more engaged.
The lower-than-expected rise in bookings for this period, which includes a decline of 7–10% year over year for the average bookings per daily user, has been attributed by Roblox to currency swings in other countries. Bookings have suffered as a result of the US dollar’s rise versus the euro, the British pound, and other international currencies in 2022, the company claims.
Since Roblox rose to become the most valued game firm on the US stock exchange last year, market interest in the company has slightly decreased. Roblox appears confident in its overall strategy, which includes supporting third-party developers on its platform as well as the Roblox content creators who stream or produce videos for social media, despite the company’s ongoing inability to earn a profit despite strong revenue figures.
The business that runs the well-known gaming and creation platform Roblox has unveiled a new way for artists to monetize — subscriptions. Earlier in July of this year, it was estimated that Roblox produces as much money as the GDP of certain small countries.
These subscriptions, which were revealed as part of a larger blog post on the platform’s economics, will be distinct from the ones that now exist and permit players to pay to the platform for extra in-game currency (Robux) per-month and to host private servers. Instead, the way these new subscriptions work will be similar to how it does in other games, such MMORPGs.
According to Roblox, “This will help them [creators] to establish a recurring economic relationship with their users and potentially increase the predictability of their earnings. It will also help ensure our users have a steady flow of content that’s relevant to them. This is just one of our steps towards offering a broad suite of ways creators can earn.”
The company further outlined just how populated the platform is and the breadth of visitation it enjoys, “Picture Roblox as a nation with people producing and selling goods and services and others buying or consuming them. Every day, 66 million visitors come to Roblox from 180 countries to enjoy immersive experiences, education, social connections, virtual goods, and more. In short, Roblox has become one of the biggest virtual economies on Earth.”
One of the strongest arguments for and against the concept of virtual commodities, currencies, and the metaverse as a whole is probably Roblox. While many other platforms, including Decentraland, have focused on attracting specialized user bases of tech aficionados, Roblox has evolved from a relatively specialized game into what may be the most accurate representation of what is meant by the amorphous term “metaverse.” Roblox has managed to use user generated content (UGC) to utilize UGC and become a force to be reckoned with without using blockchain technology and operating on multiple platforms, including mobile.
The transition to subscriptions is a noteworthy one since it denotes an expansion of the variety of and experimentation with various ways of monetisation. Roblox could promote the development of games that reward “repeat business” by allowing subscriptions, similar to how one might return to a paid-for MMORPG (in the past, when that business model was more prevalent). It’s an intriguing idea that could provide a challenge to other businesses, however we have yet to see how extensively it will be adopted.