Social network or video game? Founded in 2006 by Dave Baszucki, the co-creator of online learning software and an early investor in the social network Friendster , Roblox defines itself gambling data qatar as a "co-experience" space where visitors give free rein to their imagination and interact with each other rather than submitting to the rules and constraints of a traditional game. Co-experience is thus similar to the creative and unstructured play that children naturally engage in; rather than completing missions in game levels, participants explore experiences where the objectives to be achieved may be inconsequential or even non-existent.
A philosophy that is reminiscent of that which animated Second Life and other Habbo Hotels about fifteen years ago. The Roblox Audience It was in 2016, ten years after Roblox launched, that its user base began to grow explosively : from 9 million unique visitors per month in February 2016 to 48 million in March 2017, then to 90 million in April 2019. And this growth shows no signs of slowing down: from April to July of this year, Roblox gained more followers than in its entire first decade of existence.
To reach new customers, Roblox relies on word of mouth and the popularity of a number of personalities who broadcast their gaming sessions, particularly on YouTube. Roblox's customer base is very young. In 2018, nearly half of the platform's regular visitors were 12 or younger ; the company claims that half of American children ages 9 to 12 are among its loyalists. This young customer base is also very diligent: according to a survey conducted on behalf of Roblox by the advertising analysis firm comScore, children under 13 spent 51.
A look back at this prepared success
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