IPO Bucks for Roblox

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With news of Roblox (RBLX) announcing plans to IPO, we looked at spending on the video game platform.

While the company states three quarters of American children ages 9 to 12 are on the free-to-play platform, we focused specifically on spending— players exchange real dollars for the platform’s currency Robux, used to buy virtual accessories, pets, and in-game environments created by a host of developers.

In the quarters preceding the outbreak of COVID-19 we see spending growth roughly flat, around sixfold when indexed to Q1’15. Following lockdowns and increased time at home, sales leapt twentyfold in Q2’20 and Q3’20. Unique Gamers* similarly spiked to around 150% in Q2 and Q3 compared to 2019. 

Undoubtedly a beneficiary of COVID-driven housebound behavior, it will be interesting to see whether the games community keeps this influx of players entertained and spending in the long term.

*Refers to gamers who spent money on the platform.


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