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Dave Baszucki

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63
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2026-06-17
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2026-06-17
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  1. Fortnite's a wonderful product. I'm not going to comment on whether we beat them or not. The stats are fully available for the public to go and browse our concurrent users and how many people are on the platform. But they're a wonderful creative team as well. And we're very different platforms. And I think for us, it's not about beating out someone. It's about our bigger vision of how games are created, how we can build this expanding digital economy, and how more types of people can play the games that are on Roblox.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  2. Probably doing a podcast with Tyler. I'm not playing right now. We all know what the rest of the world is other than Roblox, right? So there is a big world out there. What we are focused on is moving to 10% and beyond of the global gaming market on our platform. That's plenty of room to focus on. We have a very small portion of a very big market. We're announcing really the future of how creators can build faster with AI. We've recently shared a vision for multiplayer photorealism that we believe will integrate AI and our current platform. We have a lot to focus on right now in the gaming market.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  3. From the tooling to the economy to the safety and civility system, to the ability for creators to build a gamer experience one time, have it run on any device, have it auto-translate into any language is a real advantage to many up-and-coming creators. So we're really building this platform. And we've said publicly we'd like to get to 10% of that global gaming content market and beyond in the US. And so in a way, we're competing with our own ability to build our platform at increasing levels of quality, to ship things more quickly. We know our creators want. So that's how we think about it.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  4. I would say what we sometimes think about is the main competitor to Roblox is our own ability to execute and build on our vision. And the reason I say that is the global gaming market for content, for people building games and playing games is about a $200 billion market right now, coming off last year and going into next year, we're in the seven billions of projected revenue bookings this year. If you run $7 billion divided by 200, that's in the three and a half to going on 4% of the global gaming market. And we believe Roblox is somewhat unique in that we still have creators making games. We still have people playing them, but we believe the Roblox platform and the way we integrate everything.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  5. We have creators in Argentina, in Those creators come from being prior Roblox players. And so, in a way, if we had to say, is there over underrepresentation, I would venture to say it's somewhat proportional to where we find Roblox players. And right now, as Roblox goes over 100 million daily active users, we're in pretty much most of the countries, and that is spawning creators in many of those countries. If anything in those countries where the cost of living might be lower, so not the United States, a creator is earning in the global economy on Roblox, whether they're in the US or some other country, it could actually be easier to fund your lifestyle as a full-time creator in some other countries.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  6. Some of the most brilliant, creative people you'd ever see really. It's a pleasure and a great responsibility to meet a lot of them, not just at our developer conference. We have a developer conference once a year over a thousand of them come and we hang out with all of them. But we're constantly having groups of them come and visit. And what's been really fascinating to me, some of them are 15, some of them are 19, some are 23, some are 30, some are 40. But the collective creativity of many of our creators rivals what you might experience when you're interviewing some public company CEOs, the creative types of things they think up, how they think about the games they're building is really inspirational.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  7. A lot of our creators who make a new creation would like to boost and get more people to visit that place. And so there's a very common mechanic in the gaming space where people go and buy traffic. I want more visitors to test my game. We do allow creators to purchase what we would call a sponsored tile to get some new visitors and experiment on their game. And actually there's a fun story because that's arguably how Roblox got started. And second, there is a subset of creators who, in addition to virtual currency, we are letting experiment when they so place it for certain types of ads. But by and large, once again, we have such a strong virtual economy that that's really been the primary revenue stream for the company.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  8. We have to be thoughtful about what the future of advertising is in a platform like Roblox. We have chosen, unlike maybe other platforms, for example, short form video or other video platforms to not put advertising in front of every user. We actually did an experiment very early in our founding where we experimented with something called pre-roll advertising, where everyone who played a Roblox game got a little short video. We actually decided to pull it out and we decided to pull it out because we really wanted to focus on the fun and the user experience. And by and large, our virtual economy has grown so well that we haven't been compelled to really ever consider it. Really, the two areas where we're looking at advertising, the first is

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  9. It's a relatively small source of our revenue right now. It's so small that on our earnings call, we don't call it out. The vast majority of our revenue, which is growing very rapidly, is players purchasing robux. They can buy them with a gift card. They can buy them on their iPhone. They can buy them in a store. They can go to a website to buy these robux. And then using them in experiences created by our creators, if they so choose. And once again, this is a subset of our users who've decided to go buy that. So by and large, the majority of Roblox is running on a virtual economy.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  10. Out for real money. And so it's a bit of a virtuous economy cycle. The creators are extremely creative in how they build their economies. They want all of their creations to be fun for everyone who's playing for free, which is the vast majority of everyone. And at the same time, they do want to make a living and fun jobs and fund their studios. So they come up with amazingly creative ways to do it. Very early on in the place called work at a pizza place, you could buy a motor scooter. So if you wanted to get around the world more quickly, you could use some Robux by a motor scooter and kind of like get around more quickly. And so now we just see a vast array of incredibly innovative ways for creators to sell things within their experience.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  11. The revenue has evolved in stages. It's a fun economic story, really, the progression of how the Roblox economy has evolved. First fun thing to think about is the vast majority of the players on our platform are not spending any money. They're coming. They're playing for free. They're having great experiences with their friend. But Roblox runs not just on UGC content or content created by all of these millions of creators, but literally a virtual economy, economy with a currency called Robux, a wide range of games and experiences where for those users who choose to, they can spend robux in the experience. And when they spend robux in the experience, that creator can then cache those robots.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  12. Millions of people every day playing together. And as you correctly noted, some of those creators now who build the content on Roblox have become millionaires. They've evolved from hobbyists to small studios to larger studios. And we have now a lot of people all around the world really making a living, building the content for the millions of players on the platform.

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source

  13. Well, the focus isn't creating teenage millionaires, and at the same time, there are some teenage millionaires. Roblox was founded really with the vision of creating a platform where people could play and connect where all of the content, all of the games, all of the experiences, whether it's hide and go seek or a fashion game or growing a garden is 100% created by the user community. You could call it self-service. You could call it UGC. And what's really interesting about UGC content when creators and the community are making content is they can come up with all kinds of interesting and novel ways for people to play together. We started with two people a while ago, but year by year Roblox has emerged to have

    2026-06-17 · Conversations with Tyler · Dave Baszucki on Roblox, Teen Entrepreneurs, and the Future of Play · IDENTIFIED FROM THE TRANSCRIPT · source