Roblox Q2 revenue rises 36% to $1.5bn Despite an 8% rise in net bookings, firm describes gain as a shortfall due to reduced per-hour monetisation among younger users Roblox has announced its second-quarter financial results, highlighting substantial year-over-year revenue growth, despite a minor shortfall in net bookings. Here's what you need to know: The numbers For the three months ended June 30, 2026 - Revenue: $1.5 billion (up 36% year-on-year) - Bookings: $1.6 billion (up 8% year-on-year) - Net losses: $185 million The highlights Despite higher bookings, Roblox said it experienced a shortfall driven by reduced per-hour monetisation among younger users in the US and Canada. Average daily active users (DAUs) rose 10% year-over-year to 123 million, with notable growth in Japan (67%) and India (64%). "Q2 delivered year-over-year gains in users and hours, following last year's incredible growth." Baszucki added: "With nearly 4% of global gaming revenue running through Roblox and a vertically integrated platform that unifies discovery, a deeply capable game engine, world-class safety, and a robust economy, Roblox is uniquely positioned to capture 10% of the global gaming market." Android, Mac, Meta Quest, PC, PS4, PS5, Xbox One, iOS
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GamesIndustry.biz