![]() ![]() Working from an office in Menlo Park, California, they began preliminary work on the video game DynaBlocks, which was launched in a beta state later that year. He and Cassel founded Roblox Corporation in 2004. Baszucki was the company's vice president and general manager from 2000 until 2002, when he left MSC Software to establish Baszucki & Associates, an angel investment firm. The company was eventually purchased in December 1998 for US$20 million by MSC Software, where Baszucki and Cassel obtained senior positions. Knowledge Revolution followed this up with Working Model, which simulated mechanical devices. That year, through the company, he and Cassel developed Interactive Physics, a 2D physics simulation. Baszucki had previously founded Knowledge Revolution, an educational software company, in 1989. Roblox Corporation was founded by David Baszucki and Erik Cassel. History Roblox Corporation's co-founder and CEO, David Baszucki, in 2018 As of December 31, 2022, the company employs over 2,100 people. Founded in 2004 by David Baszucki and Erik Cassel, the company is the developer of Roblox, which was released in 2006. It’s why Roblox has been valued at more than $40 billion in the last seven days, and it’s why the future of gaming is so damned exciting.Roblox Corporation is an American video game developer based in San Mateo, California. What does this mean for the games industry? I think it’s one of the biggest opportunities we’ve been presented with for decades and because of this – and all of the other reasons mentioned above – Roblox, Minecraft, Fortnite and Crey are so popular, powerful and valuable. The whole idea that sci-fi can become reality – all very Black Mirror, I know – is truly fascinating whatever you call it. Industry experts are now claiming that the metaverse will be the next era of social media and it’s being coined by some as the real future of the internet. This is only going to be magnified when the metaverse, defined as a persistent 3D virtual world where millions meet online to hang out and share experiences, finally becomes a reality.Īccording to VentureBeat, there is evidence that this is actually much closer than we think when we consider rates of adoption and the rise of gaming as the world’s dominant form of entertainment. These social hubs represent huge opportunities for brands to directly access and stay connected with millions, if not billions, of consumers. When US rapper Travis Scott performed a live set in Fortnite, more than 12 million gamers tuned in to watch. So where are Gen Zers going to hang out? Yep, that’s right, in games. In the US, the number of teenagers on Facebook has dropped by almost a quarter. And Gen Z has been slowly and steadily shunning traditional social media platforms over the past few years. ![]() Gen Z is interested in two things: social media and gaming. Gen Z is the first truly digitally native generation. If we look at who’s playing Roblox, it’s predominantly Gen Z. We also saw millions of gamers go online to socialise because it was impossible to hang out with their friends in person, and that’s what makes the likes of Roblox, Minecraft and Crey so key to popular culture right now. The huge upsurge in gaming was only partly caused by physical isolation and boredom from being told to stay at home. This has now dropped by around one quarter, and that’s significant, because the stats closely mirror the impact the pandemic is having on social disconnect. Roblox was the most popular mobile game in the US last year, with users averaging 100 minutes play per day. It operates using a standard free to play model, with in app purchasing options, and developers on Roblox take 30% of any proceeds. If you’re not familiar with Roblox, it’s one of a newish breed of gaming platforms where players create, share, collaborate and play user generated games, in a similar fashion to Minecraft, Fortnite and our own platform Crey. ![]() And, when you consider that the entire global games industry’s revenues were estimated at $160 billion last year (Newzoo: December 2020), you start to understand why Roblox’s public listing has raised so much interest and so many questions, starting with why there’s such phenomenal interest in a ‘game’, why it’s worth so much and what all this says – and means – for the games industry? Interestingly, this is significantly more than Epic Games is worth (owner of Fortnite), which according to CNBC was a mere $17.5 billion in August 2020. Last week, Roblox went public with a direct listing (DLO) and impressed investors so much it reached a first day valuation of $38.3 billion. ![]()
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