It’s not quite Minecraft, but the Lego-like block world of Roblox is doing just fine at its tenth anniversary. The San Mateo, Calif.-based company has more than 30 million monthly active users for its sandbox video game that lets users create their own spaces and games. Roblox is near 900,000 concurrent users at its peak, and users have put more than 300 million hours into it. The top game creators on the platform are now making more than $50,000 a month in revenue, and Roblox now runs across phones, tablets, PCs, VR, and Xbox.
Quite a bit like Linden Lab's Blocksworld (actually the other way around, Roblox came first), it's a shared open world with user-generated content that can be sold for real world cash, an internal programming language, and as far as I can see, no traditional levels-points-goals RPG elements emphasized. Lots of engagement on YouTube and player creativity too:
Curiously, Roblox started growing like crazy (in terms of Google Trends mentions) roughly when Second Life started decreasing:
Targeted primarily at teens, this brings up a recurring question: Why do teens and young adults interested in virtual worlds not jump into Second Life when they get older?
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