# Roblox S-1 Notes
https://www.sec.gov/Archives/edgar/data/1315098/000119312520298230/d87104ds1.htm
Jan - Oct 2020
* 31.1M DAUs
* 22.2 B
* $589 M revenue
* $1.2 B bookings
* $345 M operating cash flow
7 M active developer community
Human co-experience platform:
* Client
* 3D exploration tool
* Studio
* Creator tools
* Cloud
* Services and infra
Network effects that come from content and social.
UGC:
* Developers and creators build content
* Attracts more users
* More users = higher engagement
* More users = more Robux spent which encourages developers and creators
Social:
* Play with friends = invite more friends
* Word of mouth
(As of Sept 30, 2020) Over 18 M experiences on Roblox, over 12 M were experienced by community.
Developers have the potential to earn a significant amount of money on the platform.
* Over 960K developers earned Robux
* 1,050 earned $10K or more
* 250 earned $100K or more
Roblox Platform:
* Identity
* Friends
* Immersive
* Low Friction
* Variety of Content
* Anywhere
* Economy
* Safety
Growth Ideas:
* Platform Extension through 3D spatial audio, better avatars, realism
* Age Demographic Expansion: growing to appeal to an older audience
* International Reach: want to expand into China, have a joint venture with Songhua, an affiliate of Tencent
* Monetization: Working with leading brands for marketing opportunities on the Roblox Platform
Risks
External platform dependence
* 34% of revenue from Apple App Store
* 18% of revenue from Google Play Store
* 68% of engagement hours on platform came from Apple App Store and Google Play Store (why isn’t this broken out?)
Children’s safety
* 54% of users were under 13