Voted yes.
Quote
Right now, the majority of the users are under the age 13. They think that there's room for them to grow in the 13 and above category. They're specifically calling out 17- to 24-year-olds. Will they be able to do that? I don't know. They did point out that their daily average users in that category grew faster than their core market did last year. Can they keep that going? I don't know because there is a component of once you become 13 or so, if you tell your friends you're on Roblox, it's less cool than being on, say, Epic Games. That might be a challenge for the company. We talked about before, they really are pushing hard to go boost their presence in international markets. Their affiliation with Tencent Holdings should not be overlooked. Tencent is the largest gaming company in the world with massive reach, so that should be an advantage for them. Finally, they really see numerous ways to increase their monetization efforts, both by allowing new developers to come on the platform to create new products, as well as creating partnerships to roll out new marketing products, such as they have partnership products with Warner, the WWE, Marvel, and NFL. Again, taking from my experience with Fortnite, I do know that when skins that come out that are NFL branded or Marvel branded, they really sell very well because people want to buy digital goods that they are accustomed to. That is another opportunity for the company.