They have renewed their grip on several audiences.
They have renewed their grip on several audiences.
Roblox by contrary runs on what amounts to a "financialize every individual interaction" model. That just becomes tiring for children after a while.
Kids are encouraged to spend as much money as possible on lots of bite-sized microgames, all existing on the "Roblox" platform, whilst being encouraged to use Roblox' own (proprietary black box, not reusable outside of Roblox btw) microgame creator to create more games, which they will alledgedly get paid for by the other kids buying those games and it can "be paid out in real money". That sounds got on paper, but in practice it's basically company scrip[0], since Roblox already takes a cut out of every internal currency purchase of a microgame, but once you try to convert it to real cash, you need to have an absurd amount of profit from your microgames first and they take *another cut* when you try to pay out. It's a model basically designed to keep every dollar converted to robux as robux.
At some point either mommy catches on that their kid is spending an awful lot of money on Robux/the kid gets frustrated that they're not getting their actual payouts because they want to say, buy a real world thing that you can't get with Robux and gets hit with the "earn 1k$ worth in Robux or we don't pay out" wall.