The notion of what community is, it’s starting to expand. Certainly, physical community does matter, but the lines are getting increasingly blurry depending on where people spend their time and where they socialize. For that generation, an increasingly large percentage of their social time is spent online, which is not necessarily bound by physical... See more
One of the innovations that Roblox did is there was a relentless focus on removing the barriers to creating content on our platform. Not only did we give the tools away, but we hosted the content for free. We provide customer support. We translate it into five different languages. We automatically port it to all available platforms. It’s everything... See more
How do we leverage these technologies to make them transformational? It’s similar to what we talked about with the concerts. How do we think about the way music is consumed? In the metaverse, what’s the experience such that it will be 10 times better than doing it in the real world? That’s the path we’re on, figuring out how vertical by vertical, t... See more
Our fastest-growing age cohort is 17 to 24. That segment is growing the fastest. Roblox doesn’t really do traditional marketing. We grew entirely through organic network effects. One network effect is the UGC network effect. The more creators we have producing content, the more audience that attracts.
The metaverse is always about shared experience, about doing things with other people in the digital space. You need context. If you just put people in a blank room they’ll stand there and stare at each other. You need some sort of context to do something together. The most common way that happens today is in the gaming space. A lot of games on Rob... See more
ultimately how this is going to evolve in a lot of ways for brands is that this is almost going to seem for a lot of them like the next generation of social media.
GamesBeat: What are some big numbers when it comes to Roblox, milestones you’ve hit? Donato: Our creator community earned about half a billion dollars last year. We have about 50 million people a day on the platform. The average time people spend is two to two and a half hours a day. It’s about 100 million hours a day across everyone on the platfor... See more
Kids that grew up with interactive online gaming, based on our research, view reality differently than we do. I think of myself as a colonist of the metaverse, one of the old people. We see digital and physical reality as distinct from each other, and we see digital as less than physical. But this younger generation sees them as not only equal but ... See more
GamesBeat: David Baszucki has also said that you’re creating a platform. You’re creating the infrastructure, but it’s your users that are creating the metaverse.Donato: Fair enough. None of the content on our platform is produced by Roblox. All the experiences, all the gear, all the avatars, anything that you can buy is produced by the people, our ... See more