- Roblox is trying to bring more older age group people into the platform.
- Roblox characterization is similar to Metaverse but it’s not a Metaverse.
- Roblox and its vision of brand partnerships
The success of the Alo Sanctuary is more than simply a marketing coup for Alo. It also indicates that Roblox’s efforts to move beyond its roots as a vaguely instructive, Lego-like digital construction kit for small children are paying off. The company’s ambitions extend well beyond entertaining and teaching small children: According to co-founder and CEO David Baszucki, the long-term goal is “bringing a billion people together.”
But before it touches a Billion, the 16-year-old platform had $59 million daily users by the end of 2022 with a year-on-year rise of over 19% which is more than triple of what it had in 2019.in 2022, the company generated $2.2 billion in revenue with adjusted earnings of $356.5 million.
And because older players have more freedom to spend Robox than younger players, their greater presence opens up new revenue streams, such as the planned “immersive ads” that will immerse gamers in marketing messaging.
Roblox has recently been registering older members at a rapid pace. The fastest-growing age group is 17-to-24-year-olds, who increased by 33% year over year and currently account for 22% of all users. Over 55% of its users are over the age of 13. The firm is so cautious about the specific split of its membership that it doesn’t release statistics like the percentage of users over 21 or whether persons much older than 24 make up a major constituency.
Roblox, a Game, or Metaverse?
One fundamental reality about Roblox that not everyone understands: it is not a game. Instead, it’s a platform that allows anyone to create experiences that any member may participate in. And, while those encounters are often entertaining, they aren’t necessarily games in the traditional sense. Many are more about open-ended exploration than precise goals, while others replicate real-world experiences like attending a concert. To date, users have created over 30 million such experiences.
Meanwhile, while Roblox isn’t a full-fledged metaverse meant for consumption through a high-tech headset, it does have the advantage of existing at scale on devices that people already own. As a result, as consumers and businesses have become more interested in the metaverse, Roblox has likely benefited more than any other big virtual location, including Microsoft’s Minecraft and Epic Games’ Fortnite.
Roblox is also a place for brands
As businesses consider establishing a presence in metaverse-like immersive 3D worlds, Roblox’s aggressively uncontroversial nature is frequently cited as a selling feature.
It is not enough to just launch something and issue a press release stating that your brand has arrived in the metaverse to be successful on Roblox. “You should be testing ideas,” says Christina Wootton, VP of global brand experiences and a nine-year Roblox veteran. “You should monitor how your target audiences interact with your brand.” You should collaborate on creation.”