(Stock ticker: RBLX) reported a fourth-quarter net loss of $143.3 million, or 25 cents a share, while analysts polled by FactSet expected a net loss of 12 cents. Bookings, a form of adjusted revenue favored by video game analysts, rose 20% year-on-year to $770.1 million, a mark below Wall Street estimates of $772 million.
The company said it averaged 49.5 million daily active users during the quarter, up 33% year over year. Hours worked amounted to 10.8 billion hours, an increase of 28%.
Roblox is a platform that provides users – mostly kids and teens – with tools to create their own games and online experiences. Users can visit worlds and play custom games with friends.
For January, bookings were estimated between $220 million and $223 million, the latter number being a 3% annual jump. The number of daily active users reached 54.7 million, up 32% from January 2021, while the number of hours worked was 4.2 billion.
Roblox does not provide investors with official financial forecasts, but releases key metrics on a monthly basis.
The stock was up 7.2% to $73.30 in trading Tuesday, down 11% in extended trading after the report and down nearly 16% in the primary market on Wednesday.
Chief Financial Officer Mike Guthrie said: Baron On Tuesday, the company said that the company is excited about how it can grow internationally and expand its age demographic by adding older users. The company believes that these two trends will help it reach 1 billion users when paired with a greater expansion of the platform.
“Over the past year, we’ve seen music on the platform, brand partnerships starting to grow, and early investments in education,” he said. “In the sense that it generally leads to a wide range of content being available on the platform and, in the simplest terms, [it] It makes it more attractive to a wider group of people. Therefore, as long as we continue to provide these three things, I am really satisfied.”
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