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The New York Stock Exchange welcomes executives and guests of Roblox in celebration of its direct listing, March 10, 2021.

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Roblox, the popular kid’s gaming platform that generates billions of dollars a year in the virtual world, is getting real.

The company said on Friday that some game developers on the platform will be able to charge users real money rather than relying on payments through Roblox’s digital currency called Robux. The change applies only to so-called Paid Access games, or those that cost money to play.

The new model, announced as part of the company’s annual developer conference in San Jose, California, takes a cue from the traditional video game industry, allowing developers to make money from selling titles, and to raise and lower prices based on market demand. Game creators can now more easily sell to users without dealing with an intermediary virtual currency.

The goal “is to increase the appeal the platform to existing developers” who want more options to create and make money from their games, said Manuel Bronstein, chief product officer of Roblox.

Payouts will be on a sliding scale, with higher-cost games resulting in a greater percentage of revenue to the creator.

For a game that costs $50, the creator will pocket 70% of the earnings. Those that cost $30 and $10 will lead to payouts of 60% and 50%, respectively. Roblox users will be able to pay with their local currencies later this year from their computers, and the company plans to expand payments to other devices in the future.

Roblox CEO on Q2 results: Biggest record quarter we've ever seen

Although the majority of Roblox games will still be free to play, the company hopes that the new pricing plan “creates an incentive” for developers and small gaming studios who “want to do something more grandiose” on the platform and earn bigger payouts, said Bronstein.

“To participate in the broader gaming market, we need to branch out to all the forms of the gaming market,” Bronstein said.

Roblox derives the bulk of its revenue from sales of Robux, which people typically use to buy virtual goods. Roblox takes a 30% cut from those sales, with the developer getting the rest.

Roblox said in August that second-quarter sales jumped 31% year-over-year to $893.5 million, while its net loss narrowed to $207.2 million from $282.8 million during the previous year.

This isn’t the first time Roblox has experimented with incorporating real-world money. Earlier this year, the company debuted a revamped digital marketplace, now called the Creator Store, where developers can purchase certain features from other creators using actual currency instead of Robux. The company’s Avatar Marketplace for buying digital goods like virtual hats still relies on use of Robux.

Other ways Roblox has been trying to diversify its business are through online ads and by giving more users a bigger menu of options for creating and selling digital goods. The company said it will soon introduce tools intended to help developers better price their digital goods, and will experiment with regional pricing options.

Developers will also eventually be able to sell some physical merchandise to U.S. users over age 13 though a partnership with Shopify. The company said Friday it will begin testing the in-game shopping feature with creators, brands and other unspecified online retailers in the fourth quarter.

Shopify said it plans for a “larger launch” early next year.

Roblox shares were down close to 3% Friday afternoon to $42.56, and are now down about 7% for the year, while the Nasdaq is up 11% in 2024.

The stock has dropped close to 40% since its first day of trading in 2021, when Roblox’s business was booming as kids flocked to the app during the pandemic.

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Google would need to shift up to 2,000 employees for antitrust remedies, search head says

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Google would need to shift up to 2,000 employees for antitrust remedies, search head says

Liz Reid, vice president, search, Google speaks during an event in New Delhi on December 19, 2022.

Sajjad Hussain | AFP | Getty Images

Testimony in Google‘s antitrust search remedies trial that wrapped hearings Friday shows how the company is calculating possible changes proposed by the Department of Justice.

Google head of search Liz Reid testified in court Tuesday that the company would need to divert between 1,000 and 2,000 employees, roughly 20% of Google’s search organization, to carry out some of the proposed remedies, a source with knowledge of the proceedings confirmed.

The testimony comes during the final days of the remedies trial, which will determine what penalties should be taken against Google after a judge last year ruled the company has held an illegal monopoly in its core market of internet search.

The DOJ, which filed the original antitrust suit and proposed remedies, asked the judge to force Google to share its data used for generating search results, such as click data. It also asked for the company to remove the use of “compelled syndication,” which refers to the practice of making certain deals with companies to ensure its search engine remains the default choice in browsers and smartphones. 

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Google pays Apple billions of dollars per year to be the default search engine on iPhones. It’s lucrative for Apple and a valuable way for Google to get more search volume and users.

Apple’s SVP of Services Eddy Cue testified Wednesday that Apple chooses to feature Google because it’s “the best search engine.”

The DOJ also proposed the company divest its Chrome browser but that was not included in Reid’s initial calculation, the source confirmed.

Reid on Tuesday said Google’s proprietary “Knowledge Graph” database, which it uses to surface search results, contains more than 500 billion facts, according to the source, and that Google has invested more than $20 billion in engineering costs and content acquisition over more than a decade.

“People ask Google questions they wouldn’t ask anyone else,” she said, according to the source.

Reid echoed Google’s argument that sharing its data would create privacy risks, the source confirmed.

Closing arguments for the search remedies trial will take place May 29th and 30th, followed by the judge’s decision expected in August.

The company faces a separate remedies trial for its advertising tech business, which is scheduled to begin Sept. 22.

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Rippling valued at $16.8 billion as HR software startup raises $450 million, says IPO not imminent

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Rippling valued at .8 billion as HR software startup raises 0 million, says IPO not imminent

From left, Parker Conrad, co-founder and CEO of Rippling, and Kleiner Perkins investor Ilya Fushman speak at the venture firm’s Fellows Founders Summit in San Francisco in September 2022.

Rippling

Human resources software startup Rippling said Friday that its valuation has swelled to $16.8 billion in its latest fundraising round.

The company raised $450 million in the round, and has committed to buying an additional $200 million worth of shares from current and previous employees. The company’s valuation is up from $13.5 billion in a round a year ago.

Rippling said there was no lead investor. Baillie Gifford, Elad Gil, Goldman Sachs Growth and others participated in the round, according to a statement from the San Francisco-based company.

With the tech IPO market mostly dormant over the past three-plus years, and President Donald Trump’s new tariffs on imports leading several companies to delay planned offerings, the most high-profile late-stage tech startups continue to tap private markets for growth capital. Rippling co-founder and CEO Parker Conrad told CNBC in an interview the the company isn’t planning for an IPO in the near future.

Conrad also highlighted a change that’s taken place in public markets in recent years, since inflation began soaring in late 2021, followed by higher interest rates. With concerns about the economy swirling, many tech companies downsized and took other steps toward generating and preserving cash.

“It does look a lot like, in order to be successful in the public markets, your growth rates have to come down so that you can be profitable,” said Conrad, who avoided enacting layoffs. “And so for us, that sort of pushes things out until the company looks profitable and probably slower growing, right?”

At Rippling, annual revenue growth is well over 30%, Conrad said, though he didn’t provide an updated sales figure. The information reported last year that Rippling doubled annual recurring revenue to over $350 million by the end of 2023 from a year prior.

Given the pace of expansion, Conrad said he isn’t fixated on profits at the moment at Rippling, which ranked 14th on CNBC’s Disruptor 50 list.

Rippling offers payroll services, device management and corporate credit cards, among other products. Competitors include ADP, Paychex, Paycom Software and Paylocity.

There’s also privately held Deel, which Rippling sued in March for allegedly deploying a spy who collected confidential information. Conrad suggested that the publicity surrounding the case may be boosting business.

“I think it’s too early to say, looking at the data, how all of this is going to evolve from a market perspective, but certainly we see some companies that have said, ‘Hey, we’re talking to Rippling because of this,'” Conrad said.

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Fortnite applies to launch on Apple’s App Store after Epic Games court win

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Fortnite applies to launch on Apple's App Store after Epic Games court win

Jakub Porzycki | Nurphoto | Getty Images

Epic Games said on Friday that it submitted Fortnite to Apple’s App Store, the month after a judge ruled in favor of the game maker in a contempt ruling.

Fortnite was booted from iPhones and Apple’s App Store in 2020, after Epic Games updated its software to link out to the company’s website and avoid Apple’s commissions. The move drew Apple’s anger, and kicked off a legal battle that has lasted for years.

Last month’s ruling, a victory for Epic Games, said that Apple was not allowed to charge a commission on link-outs or dictate if the links look like buttons, paving the way for Fortnite’s return.

Apple could still reject Fortnite’s submission. An Apple representative didn’t respond to a request for comment. Apple is appealing last month’s contempt ruling.

The announcement by Epic Games is the latest salvo in the battle between it and Apple, which has taken place in courts and with regulators around the world since 2020. Epic Games also sued Google, which operates the Play Store for Android phones.

Last month’s ruling has already shifted the economics of app development for iPhones.

Apple takes between 15% and 30% of purchases made using its in-app payment system. Linking to the web avoids those fees. Apple briefly allowed link-outs under its system but would charge a 27% commission, before last month’s ruling.

Developers including Amazon and Spotify have already updated their apps to avoid Apple’s commissions and direct customers to their own websites for payment.

Before last month, Amazon’s Kindle app told users they could not purchase a book in the iPhone app. After a recent update, the app now shows an orange “Get Book” button that links to Amazon’s website.

Fortnite has been available for iPhones in Europe since last year, through Epic Games’ store. Third-party app stores are allowed in Europe under the Digital Markets Act. Users have also been able to play Fortnite on iPhones and iPad through cloud gaming services.

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