Sept 6 (Reuters) - Roblox ( RBLX ) will roll out paid
videogames on its platform and allow developers to sell physical
merchandise through their created games, the company said on
Friday.
The video gaming company will add the ability to price
certain games, or what it calls experiences, in real currency
for desktops, it said at its developers conference. Roblox ( RBLX ) will
support a higher revenue share for the creators of up to 70%,
but it will vary with the price of the game.
Paid experiences will launch on personal computers later
this year, with plans to expand to all other devices in the
future, it said.
The move is a minor departure from Roblox's ( RBLX ) successful and
longstanding business model of free-to-play games, with a focus
on purchases of its in-game currency "Robux", which is used to
buy items such as cosmetics and collectibles inside the
company's digital worlds.
"By offering our new revenue shares for paid access
experiences, we're giving our existing creators another way to
earn on Roblox ( RBLX )," said Enrico D'Angelo, vice president of economy
at Roblox ( RBLX ).
Unlike traditional videogame companies, Roblox ( RBLX ) heavily
relies on user-generated content to drive engagement, rewarding
creators who make games that become popular and gain millions of
visits on the platform. The company said it paid more than $800
million to the creator community in the last 12 months.
Roblox ( RBLX ) has partnered with Shopify ( SHOP ) to allow
individual creators to sell physical merchandise directly from
their games early next year.
The company also has tieups with brands such as Walmart ( WMT )
and Elf Beauty ( ELF ) to launch stores within its
platform through which players can directly buy real products.
Roblox's ( RBLX ) efforts to expand monetization avenues could help
it navigate a challenging time for the gaming industry where an
uncertain macro economy weighs on discretionary budgets and
gamers stick to proven titles.