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Home > News > Roblox, the video game sandbox for 100 million users
By announcing early August to have crossed this symbolic bar, Roblox confirms its success in the wake of Fortnite or the youngest of Electronics Art, Apex Legends, on a substantially identical model: free access, but inciting the expense to obtain accessories in games.

So far primarily American or Asian, now also European, Roblox users, mostly children or teenagers whose majority is between 9 and 12 years old, rush to the mobile application or computer after school to participate go on a race full of pitfalls, escape from a prison, dive in search of hidden treasures or ... build your own adventure park.

But 3D games on Roblox have the distinction of being entirely designed by young users - usually those over the age of 16 - in a universe that provides them with the tools to code.

"It's not a game, it's a platform to create and play," Chris Misner, president of Roblox International told AFP earlier this year.

An obvious choice, for Laurent Michaud, research director at the Idate think tank: "We greatly underestimate the way content production by users generates audience engagement," he said. estimated on Tuesday.

A commitment that has a consequence according to Mr. Misner: Roblox does not spend a penny in advertising, relying solely on word of mouth with its main target, 6-12 years.

roblox

Roblox derives its revenue from user spending. If playing is free, you have to get Robux, a virtual currency, to make purchases in the game, customize your character or move faster.

Revenue shared with creators of mini-games, which will share $ 100 million in 2019, some even affecting a lot: after giving birth to several mini-games, a young American of 19 years has raised more than a million thanks to the success of its Jailbreak, launched in April 2017.

But the majority of the 56 million games available do not generate real enthusiasm and will never benefit their creators.

Launched in 2006 on PC, Roblox took off ten years later. The platform is now available on most media, from consoles to virtual reality headsets, and it organizes thematic camps to teach children how to code games.

Some 700 moderators monitor the platform, which does not prevent incidents: in June 2018, a 7-year-old American girl showed her mother the tablet where her avatar was being attacked by two other male avatars . A scene that the mother, Amber Petersen, described as a "gang rape".

"We were upset that someone broke the code of conduct that way," says Misner. "It was a very specific incident. We were able to control it quickly and put in place protections, "he says.

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