‘Prisoner of its own strategy’
Accurate or not, the report’s claims drew attention to Roblox’s dependence on young users, a reality that could hamper its monetization efforts. These consumers have far less spending power than the typical adult consumer and they are less likely to purchase on the platform, said Rafael Brown, founder and CEO of game development studio Symbol Zero.
As of the start of the year, nearly 60% of Roblox users were 16 years old or younger, and 42% were younger than 13, according to Roblox data. Catering to this niche has afforded Roblox enormous growth—up to nearly 80 million daily active users as of this summer, the company reported—but it has also forced the platform to contend with the constraints of the purchasing behavior of young audiences.
“Roblox is very much a prisoner of its own strategy,” Brown said.
More than half of Gen Z players, for example, said they would only be willing to budget less than $10 a month on wearables, according to a virtual fashion trends report published by Roblox last November. For those willing to budget up to $20 a month, the percentage of Gen Z players dropped to 19%.
These smaller budgets may be conducive for brands to integrate Shopify into their experiences, Brown said. But their emphasis will need to be around selling small things cheaply, such as items that aren’t more than $25 apiece.
On the other hand, it remains unclear how much users would be willing to shell out for “paid access” experiences. Avatar fashion has become a popular way of personalizing identity in Roblox’s many social spaces, but the fees tied to paid access games only get you in the door—a barrier that doesn’t exist for the vast majority of Roblox worlds. Paid access titles, which for now can only be purchased with Roblox’s native currency Robux, will expand to include fiat currency payments later this year, with entry fees ranging from $10 to $50. They will be available on desktop only.
The lack of clarity about how much gamers will be willing to spend may cause developers to be hesitant to build such premium offerings, Brown said. For paid access games, Roblox has increased the share that developers typically see on the platform to between 50% and 70% of the entry fee. That compares to the roughly 30% share that creators see from in-game purchases in free-to-play titles.
Brown still doubts that Roblox can be a destination for the kinds of high-quality games that require far more time and money to develop, and which would compete with more established titles, including Minecraft.
“No developer is going to spend $10 million to create a Roblox game for kids who don’t spend,” Brown said.
More: Brand activations in gaming
A potential solution
While acknowledging that kids don’t have much spending power, other experts see it as a non-issue for Roblox’s monetization strategy.
The platform could push brands to offer spending opportunities to older audiences instead of the younger ones, said Charlie Wade, global executive director of growth, innovation and commerce at VML.
“The user base is there,” Wade said, pointing to the fact that 41% of Roblox users are aged 17 and older.
The platform has signaled an interest in expanding its pool of older audiences. CEO David Baszucki said last year that Roblox is considering virtual dating spaces and news delivery to attract older users. And the company regularly touts its growth in demographics beyond children during its quarterly conference calls.
Dress to Impress, for example, shot to the top of Roblox’s most popular titles list, and around half of that game’s users are 18 and older, according to The New York Times. Much of its popularity is due to its catching fire on social platforms such as TikTok, as well as tie-ups with celebrities, including Charli XCX.
Roblox may also feel compelled to leave younger users out of its monetization strategy because of the backlash it previously faced regarding advertising to children, Wade said. Ad watchdog groups and the U.S. Federal Trade Commission accused the company of deceptive marketing practices, partly for showing ads to users under 13 despite that practice breaking its community guidelines. Roblox last year updated these guidelines to explicitly restate rules disallowing advertising to children under 13.
Roblox’s commerce integrations will be available only for users 13 and older at launch, a company spokesperson said. It’s unclear how Roblox will enforce this gating. According to Hindenburg’s report, Roblox only implemented age verification for experiences listed for audiences ages 17 and older.