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Q1 roblox sales in 2022 was $37.1 billion, up 39% From Roblox earnings

The following is the Q1 roblox sales in 2022 was $37.1 billion, up 39% From Roblox earnings recommended by recordtrend.com. And this article belongs to the classification: Enterprise financial report, network game.

It is reported that roblox, the American online game platform known as “the first stock of the meta universe”, today released its financial report for the first quarter of 2022. The financial report shows that the revenue of the platform is lower than that of a year ago, which is lower than analysts’ expectations. The trend that players spend less time on the platform than during the epidemic continues. According to its financial statements, total income, including income, deferred income and other adjustments, decreased by 3% to $631.2 million as of March 31. According to data compiled by Bloomberg, the average analyst forecast is $633.3 million.

According to the financial report, roblox’s sales in the first quarter increased by 39% to $537.1 million, higher than the average analyst expectation of $563million. The company reported a net loss of $0.27 per share from $134.2 million to $160million. Adjusted earnings before interest, tax, depreciation and amortization were $67.9 million. Analysts estimate it at $1001million.

Roblox said that the number of daily active users reached a record 54.1 million in the quarter, but the year-on-year growth rate of 28% was lower than that in the previous period and twice that in the epidemic period. The company said in a statement that the time growth rate of players playing games on the platform was also lower than that before and during the epidemic, and this trend continued in April.

In after hours trading after closing at $23.18 in New York, roblox’s share price fluctuated sharply, falling about 5% at 4:12 p.m. local time. Since the beginning of this year, the company’s share price has plummeted by 77%, among which the one-day decline has reached 27% after the company released disappointing results in February.

“In the United States and Canada, in the first quarter of 2022 and April, we found that compared with the same period in 2021, the daily active users spent less time. At this time last year, most users were limited by the COVID-19.” Roblox said in a letter to shareholders, “generally speaking, our revenue is highly related to the time spent by users.”

CEO David baszucki said that it was difficult to compare the situation in the first half of this year with that in early 2021, when “we were completely blocked”. A year ago, 3million players aged 9 to 12 spent 10million hours a week on roblox. “We want them to continue to grow, but now they only spend 8million hours a week,” he said. Our trading volume is closely related to the time we spend on the platform. “

Investors also questioned how roblox made money from its young loyal users. At present, games are free, but the company earns revenue by selling robux, an in-game currency, and extracting 73 cents from every dollar spent on content generated by in-game users. Roblox is also involved in licensing and advertising transactions, including cooperation with marvel, Gucci and chipotle.

Roblox announced that it would expand its revenue generating program, including through advertising. The platform will provide more sponsored search results and more integrated in-game advertising units for their digital games and experiences.

Advertising in roblox is controversial because most users of the platform are under the age of 18. In April this year, truth in advertising, an advertising regulator, complained to the US Federal Trade Commission that “roblox failed to establish any meaningful protection to ensure compliance with the advertising law.”

Baszucki said that the company’s view on advertising was “usually stricter than laws or regulations” and that it was “very considerate” to children under the age of 13 on the platform. “What is advertising and what is an interesting brand that children want to interact with?” “This is a gray area,” he said

As part of its plan to increase net turnover, the company appears to be refocusing on young audiences. A year ago roblox said that he wanted to expand the number of players over the age of 16. However, the company said today that its user base aged 9 to 12 has not yet “fully penetrated” and hopes to increase the number of users in this age group.

Read more: the big winners of apps in 2021: tiktok, meta, tinder, free fire, robox, who else? Sensor tower: the total revenue of roblox mobile terminal exceeds US $1billion sensortower: roblox in the first quarter of 2019 Mobile terminal revenue reached US $107million, up 40% year-on-year sensortower: roblox mobile terminal attracted nearly US $100million in April 2020 Blue Hole financial report: Q1 Blue Hole PC sales reached US $82.3 million in 2022, up 61% year-on-year Tencent: total revenue in 2019 was RMB 377.289 billion, up 21% year-on-year huanju group: 4q19 revenue exceeded US $7.6 billion, up 64% year-on-year Ubisoft financial report: total Ubisoft sales in fiscal year 2013 was US $1.38 billion, down 20% year-on-year, Q1 global technology companies’ game revenue ranked first in 2014 Tencent leads Blizzard by $1.714 billion: Blizzard’s expected revenue in 2023 rises to $3.75 billion, up 90%. Bliblibli: 1q21 financial report teleconference recorded users are still growing at a high speed. Don’t worry about the short-term decline of some indicators. Changyou: 4q19 net profit of $59million, up 123% year-on-year. Game station: 2020 revenue of $5.09 billion, net profit of $80.5 million, both lower than expected. Netease: 4q20 revenue of $19.8 billion, up 25.6% year-on-year Fox: 3q20’s total revenue was 158million US dollars, a year-on-year decrease of nearly 80%

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