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GlobalInvestmentResearch
TheGoldmanSachsGroup,Inc.
FramingtheIndustryTrendsattheIntersectionofGaming,Media&Monetization(RBLXDeepDive)
USInternet&InteractiveEntertainmentCoverageUniverse
May2025
EricSheridan
Goldman,Sachs&Co.
+1
917343-8683
eric.sheridan@
JuliaFein-Ashley
Goldman,Sachs&Co.
+1
212902-5070
julia.fein-ashley@
GoldmanSachsdoesandseekstodobusinesswithcompaniescoveredinitsresearchreports.Asaresult,investorsshouldbeawarethatthe?rmmayhaveacon?ictofinterestthatcouldaffecttheobjectivityofthisreport.Investorsshouldconsiderthisreportasonlyasinglefactorinmakingtheirinvestmentdecision.ForRegACcerti?cationandotherimportantdisclosures,seetheDisclosureAppendix,orgoto
/research/hedge.html
.Analystsemployedbynon-USaf?liatesarenotregistered/quali?edasresearchanalystswithFINRAintheU.S.
KeyTrendsinVideoGame&Interactive
EntertainmentLandscape(1)
MostExposedCompanies
Majorityofcoverageuniverse
NFLX,SPOT,EA,TTWO,UBI,PLTK,RBLX,DKNG,GENI,WBTN
META,GOOGL,SNAP,PINS,RBLX,
EA,TTWO,UBI,AMZN
AMZN,GOOGL,META,LYFT,UBER,
ABNB,BKNG,EXPE
IndustryTrends
1.TheEvolutionoftheConsumerAILandscape
2.TheEvolutionofInteractiveEntertainmentPlatforms
3.TheTransitionfromSpatialComputingtoMobileComputing(OvertheLong-Term)
4.RegulatoryMatters&ChangedEcosystemDefaultsRemainstheDominantRiskFactortoIndustry
KeyThemesCoveredinReport
EvolutionofMonetizationChannels
UserEngagement&AudienceExpansion
?In-apppurchases
?Advertising
?Ecosystempartnerships&collaborations?Gamingasaformofcontentconsumption
?Broadeningofaudienceanddemographicmixshift
?Interactionsacrossmoresurfacesandplatforms
?Wideningusecasessupportingengagement(e.g.eCommerce,contentofferings)
OtherKeyThemes
?PotentialimpactofAIoncontentcreationandconsumptionhabits
?Regulatorymatters
PublicCompanyValuation
?ValuationframeworksforUS-listedinteractiveentertainmentcompanies
?Keyfinancialattributesforpublicinvestors(compoundedgrowthpotentialandincrementalmargins)
?Roblox(RBLX)casestudy
GlobalInvestmentResearch2
Source:1)GoldmanSachsGlobalInvestmentResearch
tat1ExpectGlobalGamingMarkettoExceed$300bnby2028
Weexpecttheglobalgamingmarkettogrowata+5%CAGR(2024-2028)drivenby:
Continuedusergrowth:Acrossallgeographies,withagrowingmixofemergingmarkets(incl.APAC&LatAm)
Increasedengagement:Youngergenerations(GenZ&Millennials)allocatemoretimetogamingcomparedtopriorgenerations
Improvedusermonetization:Emerginginitiativesincluderegionalized/dynamicpricing,advertising,scalingin-app/platformpurchases(e.g.virtualitems),andblurringlinesbetweengaming&commerce
ExpecttheGlobalGamingMarkettoGrowata5%CAGR…
$bn*(1-4)
…AndNorthAmericaReaching$86bn
$bn(1-4)
$350
$300
$250
$200
$150
$100
$50
$-
GTAVlaunchin2H13COVID$306
$249
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025E
2026E
2027E
2028E
GlobalGamingIndustry%YoY
30%
25%
20%
15%
10%
5%
0%
-5%
$105
$90
$75
$60
$45
$30
$15
$-
$86
RedDeadRedemption2
inQ42018
$68
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025E
2026E
2027E
2028E
NorthAmericaGamingIndustry%YoY
35%
30%
25%
20%
15%
10%
5%
0%
Source:1)Companydata;2)IDC;3)Newzoo;&4)GoldmanSachsGlobalInvestmentResearch
Note*:Basedon2024-2028CAGRGlobalInvestmentResearch3
GlobalInvestmentResearch4
Source:1)Newzoo;2)SensorTower;&3)GoldmanSachsGlobalInvestmentResearch
IncreasingShareofUsersComingFromEmergingMarkets
Weexpectusergrowthacrossconsole,PC&smartphone,withemergingmarketslikelyoutpacinggrowthratesinmorematureregions(e.g.UCAN&WesternEurope)
Continuedgrowthinlargeemergingmarkets(e.g.Brazil,India,etc.)acrossmobileandotherplatforms(incl.Roblox)asaccessibilityimproves
Keydrivers:Upgradedinternetinfrastructure,deviceaffordability,localizedcontent
Emergingmarketusermomentumtopersistasconsumptionhabitsshiftawayfromtraditionalentertainmentchannels
ExpectGlobalGamingMAUstoExceed3bnin2028…
NumberofGlobalGamersbyPlatform(mm)(1,3)
3,082
3,500
2,992
2,820
3,000
2,738
2,905
2,658
'24-'28CAGR
2,500
2,000
1,500
Console:+4%
PC:+5%
7978378799239691,017
Mobile:+3%
1,000
500
0
307319332345359373
2023
2024
2025E
2026E
2027E
2028E
ConsoleGamersaUniqueOnlinePCGamersaSnartphone&TabletGamers
…WithaRisingShareComingFromEmergingMarkets
RobloxMobileMAU%CountryShare(2,3)
100%
88%
75%
63%
50%
38%
25%
13%
0%
2016201720182019202020212022202320242025YTD
USBRIDMXRUPHVNINTHGBRoW
VideoGameUsersareAgingup
Videogameengagementacrossagecohortsremainsstrong,albeitwitharising%oftimespentfromyoungergenerations
VideogameusersinNorthAmericahavecontinuedtoageupoverthelastdecadegiventheincreasedaccessibilityofgamingdevices
1990s–late2000s:MillennialsfirstgenerationwithchildhoodaccesstoPCGaming(desktop)&theInternet
Late2000s:GenZ&Alphafirstgenerationswithaccesstomobiledevicesduringchildhood
Expecttotaltimespent(and%ofuserleisuretime)onvideogamestocontinuetoriseasyoungergenerationsgravitatetowardmodernentertainment(e.g.streaming,socialnetworks,videogames)
MoreMatureMarketsareSeeingUsersageup…
AverageageofNorthAmericaVideoGamePlayer,2024(1,3)
60%
50%
40%
30%
20%
10%
0%
AverageAge
36
AverageAge
29
46%47%
34%
29%
24%
17%
20042024Under1818-5050+
…WhileEngagementAcrossAgeCohortsRemainsStrong*
%LeisureTimeSpentperWeekperEntertainmentPlatform,2023(2,3)
105%
90%
75%
60%
45%
30%
15%
0%
22%19%18%14%11%
GenAlphaGenZMillennialsGenXBabyBoomers
TraditionalEntertainmentStreamingSocialNetworksVideoGames
Note*:Representstimeoutsidework.Traditionalentertainmentincl.reading,listeningtomusic/radio/podcasts&watchingbroadcastTVGlobalInvestmentResearch5Source:1)ESA;2)Newzoo;&3)GoldmanSachsGlobalInvestmentResearch
GlobalInvestmentResearch6
Source:1)SensorTowerNetflixGTASanAndreasMAUs;2)SullyGnome;&3)GoldmanSachsGlobalInvestmentResearch
IncreasedUserEngagementWithKeyIPThroughNewVerticals&Channels
Usersareinteractingwithgamesacrossawiderarrayofchannels;gameplayandcontentconsumptionareblending(viewership)
Gameplay:Publisherscontinuetoexpandaccesspointstokey/legacyIPtomoreusers
Roblox:(2004)Initialweb-basedlaunch(2014)Androidlaunch(2015)XboxOnelaunch(2016)VR
Take-TwoGTA:(2013)GTAVlaunchonPS3&Xbox360(2014)PS4&XboxOne(2015)WindowsPC
(2022)PS5&XboxSeriesX/S.LicensedGTAcontenttoNetflix(gamesavailableonmobiledevices)
Contentconsumption:Twitch,YouTube&socialmediacontinuetogrowaskeydestinationforgamingcontent(bothintermsofthenumberofviewers&totalhoursengaged)
GrowingUserEngagementforIPFromNewChannels…
GTAVSanAndreasMobileMAUs(mm)(1,3)
18
16
14
12
10
8
6
4
2
0
16
15
Jan-24
Feb-24
Mar-24
Apr-24
May-24
Jun-24
Jul-24
Aug-24
Sep-24
Oct-24
Nov-24
Dec-24
Jan-25
Feb-25
Mar-25
Apr-25
16
15
14
12
13
11
11
10
9
10
9
7
7
8
AndroidiPadiPhone
…WithRisingGameplayViewershipforKeyFranchises
TotalHoursWatchedofGTAVonTwitch(mm)(2,3)
2,100
1,800
1,500
1,200
900
600
300
0
2017
2018
2019
2020
2021
2022
2023
2024
1,875
1,439
1,414
1,335
824
579
122147
HoursWatched%YoY
300%
250%
200%
150%
100%
50%
0%
-50%
GlobalInvestmentResearch7
Source:1)Companydata;&2)GoldmanSachsGlobalInvestmentResearch
MoreLeverstoMonetizeLarge&GrowingAudiences
Videogamebookingsarecorrelatedwithtotaluserengagementandtimespent
Expectemergingmonetizationinitiativestoprovideadditionaltailwind:
Newmonetizationinitiatives:Launch/scalingofadvertisingbusiness,improvedregionalmonetizationthroughregionalpricing&priceoptimizations
Partnershipsexpandopportunityset:Continuedblurringofthelinesbetweengaming&eCommerce:brandssellingmixtureofphysicalanddigitalitemsthroughgamingexperiences
ExpectRobloxBookingstoOutpaceEngagement…
%YoYGrowthofRobloxBookings&TotalHoursEngaged(1,2)
…DrivenbyImprovedMonetization(OutsideUCAN)
RobloxTotalRevenue($mm)&%RevenueDerivedFromUCAN(1,2)
50%
40%
30%
20%
10%
0%
2019-2024
Correlation:99%
45%
35%
24%
22%
22%
18%
22%
22%
20%
15%
23%
19%
13%
17%
22%19%
12%
5%
20212022202320242025E2026E2027E2028E2029ETotalHrsEngagedBookings
$10,000
$8,750
$7,500
$6,250
$5,000
$3,750
$2,500
$1,250
$-
$9,311
$7,856
62%
$4,369
$6,536
$5,34160%
60%
59%
58%
20242025E2026E2027E2028ETotalRevenue%UCAN
64%
63%
62%
61%
60%
59%
58%
57%
GlobalInvestmentResearch8
Source:1)Companydata;2)eMarketer;&3)GoldmanSachsGlobalInvestmentResearch
AdvertisingProvidesaChannelTowardMonetizingUsers
Weviewadvertisingtobeakeyunlockforplatformstomonetizefreeusers
Videogamesprovideaparticularlyattractiveopportunityacrossfreeusers(andexistingpayers):
Abilitytoincentiveuserstoengagewithreward-basedads:Reward-basedadshistoricallyhavehigher
completionrates(>80%)atselectgamingcompanies(incl.Roblox&Niantic),withhighersatisfactionratesrelativetotypicalads
Accesstokeyuserdemographics:High-engagementmediumwithwidereachofaudiences(incl.ages13-18)withahighpropensitytospend
AnOverviewofKeyAdvertisingProductsOfferedonRoblox
RewardedAdsExpectedtoRollOutinComingWeeks(1,3)
AdvertisingProduct
ImmersiveAds
AdLocation
Immersiveadunitsplacedwithinpublisherexperience
VideoAds
Uptoa30secondvideo(eitherclick-to-playorautoplay)-incl.rewardedads
ImageAds
Static,non-clickableimage
PortalAds
Static,non-clickableimagewithaportaltoteleportuserintoanadvertiser'sexperience
SearchAds
Searchresultsforexperiences
SponsoredExperiences
WithinSponsoredcategoryonhomepage
SponsoredItems
Withinsponsoredcategoryonanyitem'smaindetailspage(Robloxwebsite)&"RecommendedItemsforYou"page
RewardBasedAdsRemainsanAttractiveOpptyinGaming
%ofGamersSurveyed,2025(2,3)
80%
70%
60%
50%
40%
30%
20%
10%
0%
71%
44%
41%
15%
Noticedadswhile
playing
Havepositive
feelingsaboutads
ingames
Findin-gameadsacceptablewhentheyofferrewards
Encountered
reward-basedads
GlobalInvestmentResearch9
Source:1)Companydata;&2)GoldmanSachsGlobalInvestmentResearch
RegionalizedPricingOpportunityinEmergingMarkets
HeavyhistoricaltilttowardsUCAN/WesternEurope;Expandingglobalopportunitysetgloballyasplatformstoleanfurtherintomonetizinginternationalusersthrough:
Regionalizedpricing:Lowerpricepointoptionsfor(relativetoUCAN)emergingmarketscouldimprovemonetizationinLatAm/APAC
Priceoptimizations&dynamicpricing:Optimizations&dynamicpricingcouldimprovetheconnectionbetweensupplyanddemandoutsideofcoremarketswheremonetizationeffortshavelagged
Technologicalimprovements&AIlikelytoaccelerateregionalizedpricing&optimizationsgoingforward
RegionsOutsideofUCANRemainUndermonetized
RobloxRegionalBookings$perHourEngaged(1,2)
$0.20
$0.15
$0.10
$0.05
$-
1Q232Q233Q234Q231Q242Q243Q244Q241Q25UCANEuropeAPACRoWOverall
RegionalPricingAlternativestoImproveMonetization
NetflixEmergingMarketIncrementalRevenue($mm)&SubAdds(mm)(1,2)
14.0
12.0
10.0
8.0
6.0
4.0
2.0
0.0
AdTierAddedQ4'22
2018201920202021202220232024
$1,050
$900
$750
$600
$450
$300
$150
$-
LatAmNetAddsAPACNetAddsLatAmIncr.$AddedAPACIncr.$Added
RegionalizedPricingOpportunityinEmergingMarkets(Cont.)
Earlypriceoptimizations&dynamicpricingtodriveimprovedinternationalmonetizationinthefuture
Whileusergrowthinemergingregions(e.g.LatAm,APAC)hasdrivenameaningfulportionofusergrowthinrecentyears,monetizationefforts&initiativeshavelargelylagged
Historically,therehasbeenanimbalancebetweensupplyanddemandinemergingmarkets(givenlowerdiscretionaryincome&lowerleisuretimeinlowerGDPpercapitamarkets)(2)
InternationalmonetizationopportunityhighlightedbyRoblox(frompriceoptimizations)couldmeaningfullyimprovebookings/revenueperusereconomicsintheyearstocome
EarlyResultsFromPriceOptimizationsarePromising…
RobloxOverall/MedianUplift%FromCountrySpecificOptimizations*(1,3)
60%
50%
40%
30%
20%
10%
0%
52%
26%26%
17%
4%
MexicoBrazilPhilippinesMedianOverall
EarningsLift
…WeExpectThistoDriveIntl.MonetizationGrowth
Roblox$ABPDAU(1,3)
$70
$60
$50
$40
$30
$20
$10
$-
$59
$53
$48
$44
$39
$26
$25
$24
$20
$22$22
$19
$18
$16$16
20242025E2026E2027E2028EEuropeAPACRoW
Source:1)Companydata;2)VisaBusinessandEconomicsInsights;&3)GoldmanSachsGlobalInvestmentResearch
Note*:RepresentsmedianoftestcountriesGlobalInvestmentResearch10
BlurringoftheLinesBetweenVirtual&PhysicalWorldtoDriveNewExperiences
Virtual&physicalworldsblendasonlinesocialinteractionshappenacrossmorediffusesetofplatforms
Expectagreaternumberofvirtualexperiencestobecomedirectlymonetizable
InterplaywithvirtualrealityandMetaverselong-termthemes;usecasesinclude:
Fashion&eCommerce:RisingnumberofcompanypartnershipsineCommerce&Fashion(e.g.Gucci,Walmart,Shopify)allowinguserstodirectlypurchasephysicalitemsinthevirtualworld
Tourism&experiences:Additionalunlockforconcerts/entertainmentindustrytoreachnewusers&increaseawarenessofartists/events(e.g.TravisScott,ArianaGrande,virtualmuseumvisits,etc.)
IncreasingNumberofCross-SectorUserExperiences
%ofUsersEngaginginSpecificActivitiesOverLTM,2025*(1,3)
Streamedonlinecontent
InteractedsociallywithfriendsShoppedforphysicalproducts
Triedvirtualtravelortourismexperiences
Purchasedvirtualskin,clothesor
accessoriesforgamingavatar
47%34%
22%
22%
14%Monetizableexperiences
0%10%20%30%40%50%
WeseeaMeaningfulOpportunityinVirtualSpending
%ofRobloxUsersSurveyed,2023**(2,3)
Comfortablebudgeting<$10monthlyfor
virtuallooks
Stylingavatarismoreimportanttothem
thantheirphysicalstyle
Physicalstylehasbeeninspiredbytheir
avatarsstyle
52%56%
84%
Likelihoodofuser:
Try/wearapopular
brand'sitemon
theiravatars,will
considerbrand
inreallife
Very/extremely
Somewhat
50%
84%
Note*:Withinuserexperiencesinthemetaverse–continuedblurringofthelinesbetweeneComm/travel/entertainment
Note**:WeseethedirectmostlinkwitheCommgiventhecontinuedblurringofthelinesbetweenphysical&virtualpersonalities/usersSource:1)YouGov;2)Companydata;&3)GoldmanSachsGlobalInvestmentResearch
GlobalInvestmentResearch11
Expect+LSD-MSD%IAPRevenueGrowth
Mobilein-apppurchaserevenueshavesloweddownmeaningfullypost-IDFA,withmanyappsseeingdecreaseduserengagementandelevatedchurn
Industryshifttowardsprivacydrivingmixshiftsinmobilegaminggenrestowardshyper/hybrid-casual
Hyper/hybrid-casualmainlyadvertising-drivenbutwiththecategoryseeingsolidIAPrevenuegrowth(1)
ExpecttheoverallmobileIAPenvironmenttogrowata3%2024-2028CAGR
Hyper/Hybrid-CasualGamesGainingShareSinceIDFA…MobileGameGenreIAPYoY%Growth(1,4)
…DrivingaMixShiftTowardsAd-BasedMonetization
GlobalMobileGamingAddressableMarket($bn),%YoYGrowth(2-4)
275%
225%
175%
125%
75%
25%
-25%
-75%
Jan-15
Jul-15
Jan-16
Jul-16
Jan-17
Jul-17
Jan-18
Jul-18
Jan-19
Jul-19
Jan-20
Jul-20
Jan-21
Jul-21
Jan-22
Jul-22
Jan-23
Jul-23
Jan-24
Jul-24
Jan-25
TotalHyperCasualHybridCasualCasualMid-core
$280
$240
$200
$160
$120
$80
$40
$-
$200
$163
2018
2019
2020
2021
2022
2023
2024
2025E
2026E
2027E
2028E
IAPsIn-GameAdvertising--%YoY(Total)
35%
30%
25%
20%
15%
10%
5%
0%
Note*:ChartexcludesmobileexclusiveaccessproductmodelsGlobalInvestmentResearch12
Source:1)SensorTower;2)IDC;3)Newzoo;&4)GoldmanSachsGlobalInvestmentResearch
HowDoesGaming&InteractiveEntertainment
PerformDuringEconomicDownturns?
Entertainmentisoneofthelastareasofconsumerspendtogetcutduringperiodsofelevatedinflationandrecessionsdueto:
Lowcostperconsumptionhour:Videogames&streamingmedia(e.g.Netflix,Spotify)havealowercostperengagedhourthanseveralotherformsofentertainment;consumersmorelikelytopull-backonotherexperiences(e.g.gymsubscriptions,restaurantspend&takeout)
Usersgravitatetowardentertainmentduringperiodsofeconomicvolatility:Entertainmentspendrisesas%oftotalexpendituresinperiodswhereindividualshavemorefreetime(incl.highcorrelationwithunemployment)
EntertainmentSpendPerformsWellDuringRecessions…
USEntertainmentas%ofTotalAnnualExpenditures*(1,3)
5.7%
5.5%
5.3%
5.1%
4.9%
4.7%
4.5%
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
GFC
—0—Entertainment-%oftotalannualexpAvg1996-2019(excl.2007-09)
…WithLessSpendPullbackDuringInflationaryPeriods
ConsumerSurveyonAreasofReducedSpend-T6MOctober2022(2-3)
MusicorpodcaststreamingTVorfilmstreamingTravel
EntertainmentTripsGas
Allsubscriptionservices
Clothing,shoes,andaccessoriesTakeoutordelivery GroceriesRestaurantDining
10%
18%
29%
30%
30%
31%
40%
42%
44%45%
0%10%20%30%40%50%
Note*:Entertainmentincludesfeesandadmissions;televisions,radios,andsoundequipment;pets,toys,andplaygroundequipment;andotherentertainmentsupplies.**Incl.onlymobileapptimespent
Source:1)BLS;2)NationalResearchGroup;&3)GoldmanSachsGlobalInvestmentResearch
GlobalInvestmentResearch13
GlobalInvestmentResearch14
Source:1)Companydata;&2)GoldmanSachsGlobalInvestmentResearch
MonthlySubscriptionPriceAcrossMediaTypes(1,2)
$17.99
VideoStreamingSubscriptions
BookSubscriptions
GamingSubscriptionsMusicSubscriptions
$16.99
$15.99
$14.95
$13.99
$11.99$11.99
$11.99
$10.99$10.99$10.99
$9.99
$9.99$9.99
$8.99
$7.99$7.99
$6.99
PlaystationPlus
XboxGamesPass
AppleArcade
GooglePlayPass
Deezer
Spotify
YouTube
AppleMusic
Netflix
HBOMax
Disney(Premium)
YouTubePremium
AppleTV+
AmazonPrimeVideo
Hulu+
Peacock
Audible
Scribd
KindleUnlimited
$4.99
GlobalInvestmentResearch15
Source:1)Companydata;&2)GoldmanSachsGlobalInvestmentResearch
ExpectAItoDriveImprovementsinContent
Moderation,Creation&OverallEfficiencies(1,2)
Ingaming&contentcreation,weexpectGenerativeAItodrive:
Contentcreation:Enhancedcreationcapabilities&productivity,contributingtofurtherdemocratizationofthecontentcreationprocess.Assistcreatorsindevelopmentofcontentdrivingincreasedproductivity,reducing
productioncosts&resultinginmeaningfulriseincontent
Content/datalicensing:Creatorsofferedpayoutsforaccesstounusedcontent(incl.animations,videofootage,etc.)
Improvedmonetization:Newinitiatives&strategiesincludingAIcharacters/influencers,voicetechnology&virtualgoodsDrivecostefficienciesthroughcontentmoderationcapabilities
Operationalefficiencies:Assistindrivingoperationalefficienciesthroughreducingspend/timespentonvarioustasks(incl.contentmoderation&coding)
KeydebatessurroundingtheuseofAIinclude:
Contentmoderation:DespitemanyLLMshavingbuilt-incontentmoderationsystems,usersoftenfindwaysaroundthesefilterstoproduceharmfulcontent(continuedworkinprogresstoimprovecapabilities)
Misinformation&hallucinations:Concernsaroundoverallqualityofinformationbeingdisseminated&accuracyofanswersorimplicitbiasesinageneratedresponse
Copyrightinfringement:ContentoriginalityisoftenconcerningforcreativeprofessionalsgiventhethreatAIcouldpose
Dataprivacy:AIplatformsarebuiltonLLMs,whicharetrainedbylargevolumesofdatacollected.Userconcernsarounddatamonetization&maintainingcompliancewithgovernmentregulations
Ethicalissues:concernsthatarisefromGenerativeAItools,potentialissuessurroundingplagiarism,joblossesandthelossofcompensation
Regulatorymatters:LittletonoprecedentsurroundingGenAI&use–willlikelytaketimeforregulatoryenvironment&legalbodies&developviews,regulations&frameworkssurroundingtools
16
CaseStudy:Roblox(RBLX)BusinessModel
Fundamentals,KeyInvestorDebates&Valuation
GlobalInvestmentResearch17
Source:1)Companydata;&2)GoldmanSachsGlobalInvestmentResearch
CaseStudy:Roblox
DriversofFinancialPerformance
Robloxhasasimilarfinancialprofiletootherhigh-growthscaledmedia/subscriptioncompanies
Companieswithsimilargrowthprofiles&growingcontributionfromemergingmarketsinclude:
Duolingo(gamificationofeducation);Netflix(videostreaming&gaming);&Spotify(musicstreaming&podcasts)
Keyfinancialattributesinclude:
Rapidusergrowthwithcontributionsbothfrommorematuremarkets&emergingregionswithrisingengagement
Marginexpansiononhighincrementalprofitability
LowcapitalintensityenablingattractiveFreeCashFlow(FCF)conversion
RobloxHasSustainedDoubleDigit%UserGrowth…
2022–2024UserCAGRsatSelectedCompanies(1,2)
…PrimarilyDrivenbyAPAC/RoW–ExpectTrendtoContinue
RobloxAnnualDAUNetAdds(mm)(1,2)
70%
60%
50%
40%
30%
20%
10%
0%
59%
50%
41%
DuolingoDAUs
DuolingoPaidSubs
DuolingoMAUs
RobloxDAUs
SpotifyAdSupported
RobloxPaidSubs
NetflixPaidStreaming
Subs
SpotifyPremiumSubs
14%13%
22%20%19%
7.0
6.0
5.0
4.0
3.0
2.0
1.0
0.0
6.3
'22-'24CAGR
5.8
UCAN:+17%
EU:+18%
5.04.4
APAC:+27%
4.6
RoW:+25%
2.9
2.8
2.2
2.12.2
2.3
1.1
UCANEuropeAPACRoW
2022202320242025E2026E2027E2028E
Note*:Represents2024-2029CAGR
GlobalInvestmentResearch18
Note**:Adj.EBITDAmarginsas%oftotalbookings
Source:1)Companydata;&2)GoldmanSachsGlobalInvestmentResearch
CaseStudy:Roblox
DriversofFinancialPerformance(Cont.)
Forecast+20%Bookingsgrowth(2024-2029CAGR)reflectingcontinuedusermomentum,growingengagement&scalingofmonetizationinitiatives
Risingincrementalmargintrajectory(towards>40%)given:
(+)Grossmarginexpansion:drivenbyshiftsinconsumerbehavior,withmoreRobuxbeingpurchasedthroughchannelswithoutIAPfees(e.g.website&giftcards)
(+)OperationalefficienciesdrivenbyAI:leveragefrominfra-trust&safety(ITS)&slowingratesofheadcountinvestments
(-)Ecosystemcosts:expectdeleveragefromdeveloperexchangefeestosupportcreatorecosystem(andnewcontent)
WeExpectRobloxtoGrowBookingsata+20%CAGR…RobloxTotalBookings($mm)&YoY%Growth*(1,2)
…andAdj.EBITDAata+32%CAGRWithSolidIncr.Margins
RobloxAdj.EBITDA($mm)&IncrementalAdj.EBITDA%Margin**(1,2)
$12,250
$10,500
$8,750
$7,000
$5,250
$3,500
$1,750
$-
$10,905$9,311
$7,856$6,536
$5,341
$4,369$3,521
202320242025E2026E2027E2028E2029E
Bookings-0-%YoY
32%
27%
23%
18%
14%
9%
5%
0%
$3,600
$3,000
$2,400
$1,800
$1,200
$600
$-
$3,195
$2,528
42%39%
44%
36%
$1,961
$1,487
33%30%
12%
$432
$1,094$807
202320242025E2026E2027E2028E2029EAdj.EBITDAIncr.Margin%
56%
48%
40%
32%
24%
16%
8%
0%
Source:1)Companydata;&2)GoldmanSachsGlobalInvestmentResearch
Note*:FCFconversionrepresentsfreecashflowasa%ofAdj.EBITDAGlobalInvestmentResearch19
CaseStudy:Roblox
Bull-BearInvestorDebates
Bulls:
Topline:Differentiatedcompoundedbookingsgrowthprofileremainsundermodeled,differentiatedplatformscaleenablesarrayofcalloptionadjacenciesthatextendgrowthrunway
Profitability:IncrementalAdj.EBITDAmarginssupportssolidFCFgenerationwithseveralareasofmarginupside
Bears:
Topline:Lowvisibilityonsustainabilityofbookingsgrowthalgorithmonamulti-yearview
Valuation:Opportunityalreadyreflectedinpremiumvaluationwhichcreatesunfavorablerisk-reward,particularlyexpensiveonGAAPfinancials(SBCadjusted)
AttractiveCompoundedFCFGenerationProfile…
RobloxFreeCashFlow($mm)&Conversion%*(1,2)
…AlbeitLesssoAdjustedforShare-BasedComp(SBC)RobloxFreeCashFlow,SBC&FCF–SBC($mm)(1,2)
$3,500
$3,000
$2,500
$2,000
$1,500
$1,000
$500
$-
$2,965
88%
85%
90%93%
82%
79%
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