The metaverse-hungry platform is looking for more ways to monetize
, or a next version of the internet akin to a 3D world wide web, a confluence of music, games, films and more. The company posted a net loss of $176 million in the quarter ending in June, compared to a $140 million loss in the same time period last year.
While Roblox looks to expand, it still has to deal with a major threat to its business. Unlike many other games, Roblox titles are often aimed at children under the age of 13 and can be multiplayer, allowing users to interact with strangers online. That opens up the platform to a lot of responsibilities, including setting strong parental controls and giving parents education on how to use them.
Roblox requires users to verify they are 13 or older to use the voice chat feature by submitting a government ID or verifying their phone number. It relies on users to report bad actors, in lieu of complete real-time moderation from employees or artificial intelligence, which has traditionally been extremely challenging for in-game voice communications. Bronstein points out that users can also mute individuals or everyone.
Roblox has also been testing a new version of text chat that would give users above the age of 13 more freedom. The chat filter would keep those under the age of 13 from seeing acronyms like “LMAO,” but allow those over 13 to see the words and acronyms.Next year, Roblox plans to introduce immersive ads, a way to tap into a new revenue stream in addition to its existing subscriptions and in-game transactions. Warner Bros. and the shoe company Vans have tested ads out on the platform.
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