Roblox Studio boss: children making money on the platform isn't exploitation
eurogamer.net
eurogamer.net
It's all designed to get a huge amount of free labor, while hiding how outside of a lucky few who benefit from the network effect, the average would-be game maker ("slum kid" or not) would be financially better off just using a standalone toolkit to make their own app and selling it on Itch or Gumroad.
Not much better but still a bit at 30,000 robux for $105 now
The wild thing is Second Life's 600K MAU players monetize better than Roblox's 350M MAU players -- both for the company (it's still not profitable despite huge revenue) and for the creator community:
https://nwn.blogs.com/nwn/2022/01/roblox-metaverse-revenue-s...
I know a dozens of early teens (friends/classmates of my kid, kids of friends/colleagues ...etc) that are (still) playing Roblox.
I even know one of those older teens (friends kid) that is earning enough money from Roblox games - that it doesn't make sense for him to do a typical Dutch teenager job of stocking shelves in stores/markets.
From ages 6/7 and higher it's common for kids to say to each other "Don't need toy type of birthday present as I would prefer Roblox (or once they are a bit older Fortnite or other similar) gift card".
More than once our kid got so many that we had to "throttle" their "use" over weeks/months.
Anyway - yeah developers getting only 30% and Roblox keeping 70%, especially with all the fuss about the likes of Apple/Google/Unity getting into trouble for 70/30 split the other way - doesn't make sense.
Sure - there are bigger operational costs for Roblox actually running game servers (instead of just the store) - though not that much bigger, right?
If anything I would look at VRChat for comparisons instead (a young demographic, especially on standalone headsets, and an ecosystem that's still very Wild West in many ways), though measuring numbers there would be much, much harder since most of the creator ecosystem happens outside of the app itself on Gumroad, Booth, etc (content subscriptions through VRChat itself are still only in beta).
Arguably not, because Roblox offers distribution. It's like selling on Amazon or Etsy — you give up an onerous-seeming cut to the platform, but people do it because a percentage of something is more than 100% of nothing.
I know nothing about Roblox, but this YouTube short (from Pirate Software) came up for me recently, and made it seem like the revenue cut is a bit more nuanced: https://www.youtube.com/watch?v=mkihEtuVliU
His pinned comment also goes into a bunch of detail.
Submitters: "Please submit the original source. If a post reports on something found on another site, submit the latter." - https://news.ycombinator.com/newsguidelines.html
https://youtu.be/n6PYj93SGxc?t=384
The point isn't that some kids enjoy it. The point is kids shouldn't be involved in the capitalist machine because its inherently exploitive.
When kids are on Etsy, TikTok and Roblox, show is able to profit off of their labor?
In the past when kids had "more opportunities!!!" in coal mines and garment mills, who was able to profit?
Notice how the answer for the last two are similar and are dissimilar to the first. That is why.
At Roblox, you work, they take the majority of the proceeds and then your project has to make a decent amount of money or you NEVER get paid.
It's a bit beside the point though - "child labor" is a term that the Roblox CEO brought into this discussion to defend himself, possibly because he knows it's too strong a term that doesn't really apply here. As far as I can tell the major critics used the much broader term "exploitation" (https://www.eurogamer.net/roblox-exploiting-young-game-devel...), and obviously there are many ways to exploit children that aren't child labor. The main accusation is not that they use child labor, but that they entice very young kids into making content for the game with the promise of money, but almost none of them are successful enough to actually get paid.
Definitely some circumstances where a child working when parents are disabled, could be the only source of reliable income for a family in some places
Roblox Accused of Concocting Illegal Gambling Ring for Minors
* CHILDREN spend a lot of time creating content for minimal return. The Developer Revenue Return is approximately 30%. Conventional app stores should return 70 to 97%, instead.
* CHILDREN buy and build loot box systems (gambling, uncontrolled spending, emotional manipulation, focus on money over gameplay), and are financially and socially motivated to use their "Robux" (which they purchase from Roblox - gift cards, direct, or contests / promotions) on expensive virtual items :hat-with-sparkly-feather:. I believe humans take a long time to mature and need careful education to help moderate their tendency towards unhealthy biases once they become adults, and begin to directly impact the rest of us.
* Generally, children may not fully understand the real-world value they're giving up in such unfavorable circumstances.
I formerly developed monetization solutions.
I looked at the education my kid was getting in K-5, and I genuinely think he would learn more at a company doing manual labor than he would in Music.
But maybe we don't need to do such menial tasks. My kid could play with the HTML on a page for hours until it looks good. I used to pay people on upwork to do this...
I wonder what is a more valuable skill, learning to enjoy music/literature or learning how the world works + html?
but why is it good to be valuable to other people? sometimes we justify this in spiritual or altruistic terms, but manual labor and html are, i think, usually done for paying clients. that is, having these skills that are valuable to other people is good not as an end in itself but as a means to the end of getting paid
but why is it good to get paid? because the person who is paid can stay alive. but why is that valuable? different people have different perspectives on this, but a lot of them come down to survival as a means to possible happiness. among other things, this possible happiness often consists of enjoying music and literature
so i think that they're both valuable, in incommensurable ways. enjoying music and literature is the ultimate end, or part of it, and learning html and how the world works is useful as a potential means to that end
i also think, though, that work itself is enjoyable and produces happiness, and making other people happy makes us happy
learning how the world works is sort of intermediate between these two. lawyers, politicians, doctors, engineers, managers, investors, et al., use their knowledge of how the world works to serve others, and many of us enjoy knowledge for its own sake, but the reason why pastry chefs and assembly-line workers need to know how the world works is neither to enjoy the knowledge nor to use it to serve others. it's so they can get paid. so it's sort of the link between serving others and using the resulting value for your own purposes
-- John Adams
Not really sure why we are going out of our way to corrupt our children with fables and poems.
They can learn that stuff on their own time. Why codify it? Why does a child need to learn about Box Car Children rather than a biography of an actual person who lived such a life?
Anyway, seems normal to get push back for removing entertainment classes in K12. People are more conservative than they let on.
He specifically disdains these entertainments because they pretend to be what is real, obscuring what reality is.
Anyway, so you read something online and repeat it, and you think its going to contradict someone who actually read Plato.
I just don't get it.
You're missing something huge here - how does the world change if it worked like this?
Immediately, there becomes an incentive for children to do as much productive work as possible. Immediately, you create a world where companies that are able to use child labor are able to make things much, much cheaper, and win out economically. Immediately, you create products and services which are reliant on the labor of children.
It's not about the actual worth of education, it's about what is incentivized and how that impacts society as a whole. If you don't believe me, look at prison labor - the exact same thing happens there.
The proposal was to eliminate entertainment education and replace it with real world skills.
The former, because that is what makes life worth living. The latter is just for meeting existential needs.
Music/lit teaches you "how the world works", but you can do both.
YouTube and many other platforms have minimums too. I believe YouTube's is $100.