Roblox Market Position
Claims über Roblox als eigenständige Wachstumskategorie und Marktanteil
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Kapitel-Kontext
Slides s089–s157 · 69 Slides
Das längste Kapitel (40% der Slides). Ball identifiziert 5 Wachstumsgebiete: Emerging Markets, Advertising, D2C/Platform Fees, Roblox, und (implizit) ...
Ball positioniert Roblox als eigenständige Revenue-Growth-Kategorie mit über 4.5% des Non-China-Spends und 40-60% des Nettowachstums seit 2021. Globale Expansion, v.a. APAC.
Claims in diesem Cluster
Roblox represents one of the five biggest revenue growth areas, distinct from other platform categories
Roblox represents a distinct revenue growth area separate from other gaming categories
Roblox represents a distinct revenue growth category separate from other gaming platforms
Roblox constitutes its own distinct revenue growth category separate from other gaming platforms
Roblox represents a distinct revenue growth area separate from other gaming categories
Roblox represents a distinct revenue growth area separate from other gaming platforms or categories
Roblox was over 4.5% of non-China spend in 2025
Roblox has captured (or created) 60% of net growth since 2021
Roblox achieved more than 100% net growth share as overall market shrank in 2022
Roblox is 60% of spend growth outside China since 2021
Roblox's hours have exploded globally during 2024 and 2025
APAC hours are now 78% greater than UCAN hours
In 2025, Roblox was over 4.5% of non-China spend and 40% of net growth
Roblox grew more than 100% net as overall market shrank in 2022