Roblox revenue jumps by 31% in Q2

The platform's community of 79.5 million daily users spent US$955.2 million on virtual items for their in-game characters and additional content from April to June this year.
August 1, 2024

In the second-quarter financial report it released today, Roblox notes that it generated US$893.5 million in Q2 revenue from its popular metaverse and gaming platform, representing a 31% bump compared to the same period in 2022.

Company founder and CEO David Baszucki attributes this success to the growth of Roblox’s community of 79.5 million daily users (up 21% over Q2 last year). Players also racked up 24% more play time on the platform this quarter to hit a total of 17.4 billion hours. 

Meanwhile, second-quarter bookings (an internal term that encompasses virtual currency, purchases and subscriptions) were up 22% over Q2 2022 at US$955.2 million. On average, players spend US$19.34 on Roblox each month to purchase additional content and user-generated items for customizing their avatars. 

Looking ahead, Roblox is forecasting US$3.54 billion in revenue for the full year, with potential bookings going as high as US$4.23 billion in 2024. By comparison, Roblox’s total revenue last year was US$2.79 billion (up 26% from 2022). 

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