If you're over a certain age, Roblox probably isn't of much interest. The audience for this gaming megaplatform skews overwhelmingly towards the young: More than two-thirds of kids aged 9 to 12 are playing it in the US and around 1.5 million children in the UK. Developer the Roblox Corporation has just released its report for the fiscal year 2021 (that is, October 1, 2020 to September 30, 2021), plus its estimated metrics for January 2022, and if anything this juggernaut is only gaining momentum.
Unlike many other games, which prefer to cite monthly or annual statistics, Roblox is bullish enough to share its Daily Active Users (DAUs)—the number of accounts that login to Roblox every day. For FY 2021 that figure was 45.5 million users, which Roblox Corporation says is an increase of 40% year over year.
Those 45.5 million players spent 41.4 billion hours on the platform (an increase of 35% year over year) and 'Average Bookings Per DAU' was $59.85. Roblox says this led to revenue of $1.9 billion. Net cash provided by operating activities was $659.1 million—this is a metric that measures a company's cash position from one period to the next, so tl;dr they're rolling in it. To the extent the report says Roblox Corporation has free cash flow of $558.0 million, also known as money in the bank, a big pile of cheddar, phat stacks, and investor bait.
The most eye-popping numbers in the whole document, however, come with the estimated January 2022 metrics. These are being presented in advance of an Earnings Conference Call (which will no doubt have a very jolly atmosphere after these stats: The stock went up following this report).
Roblox's catalogue of games are all created by its users. The platform has its own development suite
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