Roblox CEO talks about post-revenue growth targets: “A huge market”

In an interview with CNBC on Thursday Jim Kramer, Roblox CEO Dave Baszucki described the company’s progress towards its goal of winning 10% of all the gaming content in the world on the platform, reflecting the most recent quarter.
“There’s a huge market out there. The NFL Universe, a fully licensed sports game, appeared on Roblox and entered the Top 25. We saw SpongeBob hit the Top 25,” he said. I said that. “We’ve only been hit 2.4% of Roblox’s total gaming market space. That’s a lot of space.”
Roblox Posted On Thursday morning, we received revenue and their bookings and daily active users data. Below estimate. Stocks plummeted during the session, dropping more than 11% in the day. However, Baszucki said the company is “going down our path” to achieve its content goals, breaking the guidance shared by Roblox.
Baszucki pointed out some of Roblox’s recent ventures, including brand integration with popular films. Both the National Football League and the National Basketball Association are on the platform, and he continued, as well as the popular YouTube creator’s Beast content. Baszucki also said that Roblox uses artificial intelligence to make the platform safer for users. A significant portion of that is children.
As the platform explores immersive experiences beyond traditional gaming, Baszucki has included its foray into digital e-commerce with Shopify. According to him, this type of technology can be used in other fields of entertainment and in academic settings.
“Shopify is a new experiment for us, but immersive 3D is a new way for people to come together with safety and politeness, and it really focuses on this long-term vision that it’s not just games.” Baszucki says.