# 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