In 2024, gaming company Roblox Corporation generated a total revenue of over 3.6 billion U.S. dollars. This figure is up from last year's annual revenue of 2.8 billion U.S. dollars. The company generates almost all of its revenue through the sales of virtual currency, “Robux,” which players can use to purchase virtual items sold by the Roblox developer and creator community on the platform.
In 2024, gaming company Roblox Corporation generated total revenue of more than 2.28 billion U.S. dollars in the United States and Canada. The two North American markets accounted for 63 percent of Roblox's revenue during that period. Europe was the company's second-largest profit center, with more than 659 million U.S. dollars in annual revenue. Roblox generates almost all of its revenue through the sales of virtual currency, "Robux," which players can use to purchase virtual items sold by the Roblox developer and creator community on the platform.
In the first quarter of 2025, gaming company Roblox Corporation generated total revenues of nearly 1.04 billion U.S. dollars. This figure is up from the previous quarter's revenue peak of 988 million U.S. dollars. The company generates almost all of its revenue through the sales of their virtual currency, “Robux,” which players can use to purchase virtual items sold by the Roblox developer and creator community on the platform.
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Roblox Corporation's annual revenue was $3.60 B in fiscal year 2024. The annual revenue increased $802.71 M from $2.80 B (in 2023) to $3.60 B (in 2024), representing a 28.68% year-over-year growth.
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Roblox operating income for the twelve months ending March 31, 2025 was $-1.016B, a 20.12% decline year-over-year. Roblox annual operating income for 2024 was $-1.063B, a 15.55% decline from 2023. Roblox annual operating income for 2023 was $-1.259B, a 36.29% increase from 2022. Roblox annual operating income for 2022 was $-0.924B, a 86.59% increase from 2021.
The revenue of Roblox with headquarters in the United States amounted to 98 million U.S. dollars in 2024. The reported fiscal year ends on December 31.Compared to the earliest depicted value from 2020 this is a total decrease by approximately 825.88 million U.S. dollars. The trend from 2020 to 2024 shows, however, that this decrease did not happen continuously.
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Roblox reported $810.48M in Gross Profit on Sales for its fiscal quarter ending in March of 2025. Data for Roblox | RBLX - Gross Profit On Sales including historical, tables and charts were last updated by Trading Economics this last July in 2025.
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In fiscal year 2024, the revenue per employee at Roblox Corporation was $1.46 M. The revenue per employee decreased by $99.22 K from $1.56 M (in 2023) to $1.46 M (in 2024).
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This dataset is about companies. It has 2 rows and is filtered where the company is Roblox. It features 5 columns: city, country, revenues, and foundation year.
In 2024, developers and creators that were qualified and registered in Roblox's Developer Exchange Program earned 922.8 million U.S. dollars in annual payout, up from 740 million U.S. dollars in the preceding year. Roblox creators can earn the virtual currency Robux through their virtual gaming creations. These creations can, in turn, be converted into real-world currency. Monetizable content includes sales of access to Roblox experiences, item sales to users on the Avatar Marketplaces, and sales of content and tools between developers on the Studio Marketplace. Roblox also has an engagement-based rewards program that rewards creators based on the number of hours users spent in their experiences.
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Roblox 판매 매출 총 이익 - 현재 값, 이력 데이터, 예측, 통계, 차트 및 경제 달력 - Jun 2025.Data for Roblox | 판매 매출 총 이익 including historical, tables and charts were last updated by Trading Economics this last June in 2025.
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Metaverse Statistics: The metaverse, regarded as the next evolution of the internet, is a convergence of the physical and digital worlds. It enables users, represented as digital avatars, to interact in a variety of settings, such as workspaces, concerts, sporting events, or even virtual retail spaces. Accessible through virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone applications, and other devices, the metaverse is reshaping how individuals and communities connect. Coined by Neal Stephenson in his 1992 science fiction novel Snow Crash, the term "metaverse" describes a virtual universe that integrates seamlessly with everyday life.
Facebook’s rebranding as Meta Platforms in 2021 signaled a major corporate shift toward metaverse development, with the company investing USD 10 billion into its Reality Labs division in the same year. Reality Labs generated USD 2.3 billion in revenue in 2021, reflecting the growing interest in metaverse-related technologies. Other global tech giants, including Microsoft, Roblox, and Epic Games, have made significant investments in the metaverse, leveraging advancements in 5G, artificial intelligence (AI), and cloud computing to drive innovation.
As of the first quarter of 2025, gaming company Roblox Corporation had over 97.8 million daily active users of Roblox games worldwide. This figure represents a 26 percent increase from the corresponding quarter of the previous year. Roblox DAU has grown significantly since the beginning of 2020, when the global COVID-19 pandemic started to spread. Since then, the company has managed to retain and even increase its newly won audiences. Who are the Roblox users? Due to its colorful look and popularity among young gaming audiences, Roblox is often perceived as being just for children. Up until mid-2021, this was correct, as up until that point, the majority of Roblox gamers were aged 13 years or under. However, as of the first quarter of 2025, about 61 million Roblox gamers are aged 13 years or above, compared to 29.7 million younger users. According to the company, Roblox’s fastest-growing demographic are users aged 17 to 24 years, highlighting the platform’s efforts in attracting a wider audience. Building a Roblox for the future... is easier said than done Roblox generates nearly all of its revenues via sales of its own digital currency, Robux. The aging up of its audience is a vital factor in Roblox’s continued monetization strategy, as children under 13 years are not an addressable ad audience. Subsequently, in order to expand its advertising business to diversify its revenue streams, Roblox needs a bigger addressable ad audience. This is particularly relevant in context with Roblox’s metaverse ambitions which aim to foster stronger relationships with brands in the digital advertising space.However, by trying to tap into older gaming audiences, Roblox puts itself into direct competition with other online gaming developers that focus on the 13+ audience. Additionally, the company has been criticized for insufficient content moderation and user safety features, which have led to users experiencing inappropriate content or in-game harassment on the Roblox gaming platform.
From January to December 2022, Singapore-based mobile games developer Garena International I generated revenues of approximately 28.95 million U.S. dollars in Mexico, almost three times the amount generated by Finnish publisher Supercell, which recorded revenues of nearly 10.92 million dollars that year. Video game company Roblox, for its part, recorded revenues of 9.55 million U.S. dollars in its mobile gaming apps segment in Mexico.
In the month ending December 31, 2024, "millions" of developers and creators earned Robux on the Roblox Platform, of which more than 24,500 developers were registered in the Developer Exchange Program. In the most recently reported year, developers and creators that were qualified and registered in Roblox's Developer Exchange Program earned 922 million U.S. dollars in the annual payout. Roblox creators can earn the virtual currency Robux through their virtual gaming creations.
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The online gaming platform market is experiencing robust growth, driven by increasing smartphone penetration, faster internet speeds, and the rising popularity of esports. The market's size in 2025 is estimated at $200 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This significant expansion is fueled by several key factors. The accessibility of mobile gaming, coupled with the development of innovative game formats and the rise of cloud gaming, has broadened the user base considerably. Furthermore, the increasing integration of social features within online gaming platforms fosters engagement and community building, further driving market growth. The competitive landscape, featuring established players like Twitch and YouTube alongside emerging platforms like Skillz and MPL, ensures continuous innovation and the development of diverse gaming experiences. However, challenges remain, including regulatory hurdles in certain markets, concerns around in-app purchases and potential addiction, and the need for robust cybersecurity measures to protect user data. Despite these challenges, the long-term outlook for the online gaming platform market remains exceptionally positive. The continued expansion of mobile gaming into underserved regions, the growing adoption of virtual reality (VR) and augmented reality (AR) technologies within gaming, and the increasing investment in esports are all expected to contribute to sustained growth over the forecast period. The diversification of gaming genres and the emergence of new platforms offering unique features will also play a crucial role in shaping the market's future trajectory. The strategic partnerships between gaming platforms and technology companies, further enhancing functionalities and accessibility, will further solidify the market's expansion. This sustained growth indicates considerable investment opportunities for stakeholders across the entire online gaming ecosystem.
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The Action-Adventure Online Games market is experiencing robust growth, projected to reach a substantial size driven by several key factors. The market's 9.49% Compound Annual Growth Rate (CAGR) from 2019-2033 indicates a consistently expanding player base and increasing monetization strategies. This growth is fueled by the rising popularity of immersive gameplay experiences, the proliferation of high-speed internet access globally, and the increasing affordability of powerful gaming hardware. Mobile gaming's continued expansion significantly contributes, with in-app purchases and free-to-play models driving revenue. Furthermore, the evolution of game design, incorporating compelling narratives, expansive open worlds, and social features, further enhances player engagement and retention. Competitive titles from major players like Roblox, Genshin Impact, and Activision Blizzard constantly push technological and creative boundaries, setting the benchmark for the industry and ensuring long-term market expansion. However, challenges remain. Competition within the market is fierce, requiring continuous innovation and adaptation to maintain player interest. Maintaining a balance between monetization strategies and preserving a positive player experience is crucial. The potential for market saturation in specific regions and the evolving preferences of gamers necessitate continuous monitoring of trends and adjusting strategies accordingly. Furthermore, regulatory changes and concerns related to in-game purchases and addiction also present ongoing challenges for the industry. The forecast period from 2025 to 2033 suggests a continued trajectory of growth, propelled by technological advancements and the ever-growing demand for engaging interactive entertainment, but ongoing strategic adjustments and close market observation are essential for sustained success. The diverse regional markets, with North America and Asia representing significant revenue contributors, offer lucrative opportunities for expansion and diversification. Recent developments include: April 2024: Avalon, an independent game studio focused on online games and experiences, announced a successful funding round, securing USD10 million. The studio plans to channel this investment into developing its inaugural title, "Avalon." This next-gen massively multiplayer online game boasts asset interoperability and progression across worlds, catering to both Web2 and Web3 gamers., March 2024: The UK-based Newfangled Games has launched "Paper Trail," an adventure game inspired by origami. Blending craft-inspired art with a distinctive folding mechanic, "Paper Trail" allows players to crease and bend their surroundings, forging new paths and solving puzzles. The game is accessible on PC, major consoles (including PS5, PS4, Xbox Series X, Xbox One, Switch), and the Netflix mobile app for both iOS and Android.. Key drivers for this market are: The Enormous Demand For New And Innovative Gaming Experiences, Rising Internet Penetration, 5G And Technology advancement; Economic Growth in the developing regions. Potential restraints include: The Enormous Demand For New And Innovative Gaming Experiences, Rising Internet Penetration, 5G And Technology advancement; Economic Growth in the developing regions. Notable trends are: Increasing Internet Penetration Rate and Technologically Advanced Electronic Devices.
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Roblox Beneficio Bruto En Ventas - Los valores actuales, los datos históricos, las previsiones, estadísticas, gráficas y calendario económico - Jul 2025.Data for Roblox | Beneficio Bruto En Ventas including historical, tables and charts were last updated by Trading Economics this last July in 2025.
According to AppMagic, Mobile Legends: Bang Bang was the highest-grossing mobile gaming app in the Philippines in 2024. That year, the gaming app generated about **** million U.S. dollars. Roblox and Call of Duty: Mobile Garena were also among the mobile gaming apps with the highest revenue generated.
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The casual brain game market is experiencing robust growth, driven by the increasing popularity of mobile gaming, readily available smartphones, and the rising demand for accessible and engaging entertainment. The market's expansion is fueled by several factors, including the development of innovative game mechanics, improved monetization strategies (subscription models, in-app purchases, and advertisements), and the widespread adoption of casual gaming across diverse demographics. While precise market sizing data wasn't provided, considering the substantial penetration of smartphones and the popularity of puzzle and brain teaser games, a reasonable estimate for the 2025 market size could be placed at $5 billion USD, given the potential for rapid expansion in developing economies. The compound annual growth rate (CAGR), although not specified, is likely to remain above 10% through 2033, driven by ongoing technological advancements and increased user engagement. This growth is particularly strong in the mobile segment (smartphones and tablets), exceeding the growth in PC/laptop based games. The subscription-based model is showing promising growth, promising higher average revenue per user compared to purely advertisement-based models. The market is segmented into application platforms (tablets, smartphones, PCs/laptops, and others) and monetization strategies (subscription-based, advertisement-based, and in-game purchases). The smartphone segment dominates market share, owing to its portability and accessibility. However, the PC/laptop segment is expected to witness steady growth due to the preference for larger screens and enhanced gaming experiences. Among monetization models, in-game purchases are currently generating the highest revenue. However, subscription models are gaining traction, offering a more predictable and recurring revenue stream for developers. Competitive pressures from established players like Microsoft and Nintendo, alongside the emergence of innovative independent developers, will shape future market dynamics. Geographical expansion, particularly in emerging markets in Asia and Africa, presents significant opportunities for growth. Challenges include maintaining user engagement in a highly competitive market and addressing concerns around potential addictive gaming behavior.
In 2024, gaming company Roblox Corporation generated a total revenue of over 3.6 billion U.S. dollars. This figure is up from last year's annual revenue of 2.8 billion U.S. dollars. The company generates almost all of its revenue through the sales of virtual currency, “Robux,” which players can use to purchase virtual items sold by the Roblox developer and creator community on the platform.