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Earnings Call: Q1 2021
May 11, 2021
Good morning. My name is James, and I will be your conference operator today. At this time, I'd like to welcome everyone to the Roblox Q1 2021 Earnings Q and A And after the speakers' remarks, there will be a question and answer session. Thank you. I'm now going to hand it over to Anna Yen, Roblox Head of Investor Relations.
Anna, you may begin your conference.
Thanks, James. Good morning, everyone, and thank you for joining our Q and A session to discuss Roblox's Q1 2021 results. With me today is Roblox's CEO, David Bazzucchi and CFO, Michael Guthrie. Before we start, I want to remind everybody that yesterday After market close, we published a shareholder letter and earnings results on our Investor Relations website at ir. Roblox.com.
Since the letter provides a lot of details, we will make some brief opening remarks and reserve the rest of the time for your questions. For our webcast participants, please note the question icon at the bottom of your screen where you can type in your questions. We'll do our best to take as many questions as we can today. On today's call, we may be making forward looking statements, including statements about our future growth rates and business and investment strategies. Any statements that refers to expectations, projections or other characterizations of future events, including financial projections, future market conditions or the impact of COVID-nineteen on our business and on the economy as a whole is a forward looking statement based on assumptions today.
Actual results may differ materially from those expressed in these forward looking statements, and we make no obligations to update our disclosures. For more information about factors that may cause actual results to differ materially from forward looking statements, please refer to the press release we issued yesterday as well as risks described in our registration statement on Form S-one, particularly the section titled Risk Factors. This information can also be found on other filings with the SEC when available. We will also discuss certain non GAAP financial measures. These measures should not be considered in isolation from or as a substitute for financial information prepared in accordance with GAAP.
Reconciliations between GAAP and non GAAP metrics for reported results can be found in our press release issued yesterday as well as in our supplemental materials, copies of which can be found on our IR website. Finally, this call is being webcast and will be archived on our website shortly after. With that, I'm going to turn the call over to Dave.
Thanks, Anna, and thanks for everyone for joining us today. Before we start taking questions, I want to begin by saying that our hearts go out to the people around the world who are still suffering as a result of COVID-nineteen. It appears we're making progress and it's also clear that this virus is still a global challenge. Like everyone, we want to put these risks behind us as soon as possible. Just this month at Roblox, we're going to begin to open our offices on since our direct listing on March 10.
Yesterday afternoon, we posted our earning results and a letter to all shareholders as well as supplemental financial and metrics data on our Investor Relations website. We hope this information was helpful insight to our performance in Q1. It's been an exciting period and we're looking forward to answering your questions. With that, we'll turn it back over to the operator.
And our first question comes from the line of Alexia Quadran from JPMorgan. Go ahead please. Your line is open.
Thank you very much. I was wondering if you could give us your update or thoughts on sort of longer term growth. Specifically, in the press release, you did highlight great accomplishments in terms of international expansion and aging up, which I know has been a more near term and consistent growth driver for you. So when you look longer term, like what extensions such as music, advertising, any kind of other sort of partnerships, what other sort of extensions do you see as more achievable sort of in the intermediate term? Thank you.
Yes. Thanks for your question. Let me just start by saying, in the near term and in the longer term, we still see incredible opportunity in the core growth drivers, which is to continue to expand the business geographically and to and grow the user base in terms of the age demographic. So we feel like we're nowhere close to being done on those two growth factors and those still are both short term goals for us and substantial long term goals for us to continue to expand. When we look at geographic expansion, in particular in Asia, we have a long way to go all across Europe and we're still very optimistic about and the potential for increased growth in North America and in some of our core markets like the United Kingdom and in Scandinavia.
So, we still see, If we were to say sticking to our knitting on user growth aging up and geographic, those are still really big growth drivers for us over the next few years. In terms of platform extensions, we still are we're obviously very Excited about where the platform can go. We haven't given any specific numbers around brand partnerships or music, but you've obviously seen some progress. We talked about it in the shareholder letter and we certainly see longer term potential for those expansion to our platform as well.
Hey, just ripping off Mike, this is Dave. In Q1, our over 13 DAUs grew by 111% and our hours are up 128%.
Thank you.
Our next question comes from the line of Brian Nowak with Morgan Stanley. Go ahead, Please, your line is open.
Thanks for taking my question. I have 2. The first one on China, Just curious, I know it's very early, but any sort of early learnings from China? And just sort of as we sort of think about this opportunity, Are there any material differences that you see in the China potential user base that could cause the slope of penetration or payer growth to be And then secondly on aging up, David, that was a good disclosure on the age up you just mentioned on users and time spent. Can you just give us some examples of some of the content that's really driving the aging up of the overall user base to sort of really realize that opportunity?
Thanks.
Yeah. Hey, a couple of things just to share. First, in China, we do have a license. We are live. And we've seen very early signs of what we hope to have happened, which is we've seen some developers in China breaking into the top 250 in the world market and we have many, many world outside of China devs who are now live in China.
The other thing to note is we've seen consistent growth in South Korea, in Hong Kong, in Russia, in Brazil and really all around the world. So we can't make any forward looking predictions on China, but we see a lot of lovely patterns out there. As far as aging up, we continue to be impressed by the quality of the content and the creations that our developers are making. And more and more of the content is helping drive this exciting trend, which we're close to passing, it's not passing, Mike and Sean Yin, by having more of our users being 13 and over than under 13. I'll highlight the fun, exciting and iconic game Piggy, which won our Block C awards, which is extremely appealing to players on our platform of all ages.
Okay. Thanks, Dave.
Our next question comes from the line of Mike Ng with Goldman Sachs. Go ahead please. Your line is open.
Hi, good morning. Thank you very much for the question. I just have 2. First, could you talk a little bit more about the investments in Personnel and R and D made in the quarter, specifically, which areas of the product roadmap are you investing for now? And how should we think about Roblox's investments in R and D for the rest of this year and over the midterm.
And then second, I was Wondering if you could talk a little bit about the April bookings that you guys disclosed. Is that a good way to think about the rest of the second quarter? And how are you thinking about engagement and bookings cadence through the rest of the year? Thank you.
Mike and I will both answer this. I'll talk a bit high level about where we're investing in R and D, then I'll kick it over to Mike for the numbers and then for April. The exciting thing about our platform is the breadth of technology that supports what we're doing. And we go all the way from a mobile client to a 3 d immersive cloud engine to developer toolkit to back end infra. It's an extremely broad surface area and part of our Roblox philosophy and the way we think about the company is We need to be innovating in many, many areas.
It's what has brought us to where we are today. And what we're doing right now behind the scenes is doing that again for 5 years out. So some of the things we've highlighted in prior calls publicly, safety and civility, not just being defensive, but really leading the industry and creating a Civil Society and our platform, and all the tech behind that, NL, AI, including our human awesome team of over 2,000 moderators, getting into the future of communication, which includes safe and civil, not just text, but voice and no ship dates there, but lots of great work to come there. Our Avatar system, which we've had some early announcements on some of the tech. It's really an early signal though for an avatar and identity system that lets everyone be who they want Indeed, whether it's a fashion model, a soldier, traditional Roblox character, cartoon character, we have this wonderful mix of our clients and our infra working together to really provide these immersive experiences.
There's a lot of work going on there. So covering the place where we're investing, it's really a manifold. We do invest 80% of our it's not really invest. We have stayed true to the notion that about 80% of our people are working on Product and Engineering. We see this going into the foreseeable future.
And I've touched on about 4 tenths of the big areas. I'm not going to go into all of them right now. I'll take it over to Mike though to go more into the numbers.
Sure. Hey, Mike. So a couple of things. When we did the forecasting work inside the company for the direct listing, basically, the underlying assumptions were assumptions where we looked at all of our core metrics. We obviously were looking at it at a time when we were sort of right in the middle of COVID and We've seen pretty big risks in our business and we made some assumptions around COVID basically as a global situation being out of the system by the end of the second quarter.
So in fact, we picked an end date to the pandemic, if you will, when we did our forecasting. Now that hasn't happened. And so there's obviously still in the second quarter, there's a combination of just core metrics and core growth and improvement in the business and they're still obviously the influences of COVID are still in the numbers as well. April bookings overall were very strong, definitely higher than what we expected and you know, somewhere around, I don't know, 45% to 47% of the consensus numbers for the quarter. So, April numbers were really strong.
When we look at what that means in the medium and longer term, I'd just say the following. When the pandemic started, We immediately saw engagement go up, right. We had a substantial user base at the time who immediately had more time and spent more time on the platform. And then we grew users very quickly and those users have the ability to engage very quickly as well. Because of that, We started to see really strong conversion to payers and really strong monetization and that's obviously reflected in the step up in bookings that we've seen over the last several quarters.
If you look at April, what you will see is bookings looks to be the highest growth of all of the numbers, partly that's because bookings took a while to get going vis a vis users engagement last year. And partly I think it's because we just have when you get down to that, those are the most clearly the most engaged users are the ones that end up becoming payers. And so we're just seeing really high conversion and monetization characteristics as we head into the rest of the year.
Great. Thank you very much, Dave and Mike. Much appreciated.
Thank you.
Our next question comes from the line of Drew Crum with Stifel. Go ahead please. Your line is open.
Okay, thanks. Good morning, guys. Given your experience around improving payer conversion outside of the U. S. And Canada during 1Q, Can you discuss any early observations around what has worked thus far?
And as economies reopen, How you're thinking about monetization overseas progressing as we move through 2021? And then separately, the developer change fees that have averaged about 18% of bookings the last several quarters. And your comment in the shareholder letter around returning nearly 500,000,000 dollars to the developer community this year. Just based on 1Q, the math would suggest about $2,700,000,000 of bookings this year. Does that make sense or how would you push back on that assumption?
Thanks guys.
We'll do this in the same order. I'll Think of it about the stickiness of our economy and then I'll take it back to Mike on the DevEx fees. We developed our DevEx economy over 5 years ago. And when we did it, the philosophy was to create a system that connects our people on our platform with our developers and allows flexibility in our developers to create amazing content and then to monetize that in a balanced and freemium way with our player base and the people on our platform. We this system has turned out to be enormously powerful.
And as different countries have come online, whether it's the U. S. And Canada or whether it's Philippines, Brazil and Russia, in all of these countries over We've seen the combination of amazing content and the players becoming more embedded in our platform and driving higher and higher bookings for DAU. So there are no big levers that we have been turning except to provide a deployment tools where developers are making increasingly high quality content and that's been driving the engine. We have made Some small adjustments over time as we continue to move as much money as we think is financially prudent back to the developer community.
An example would be in March where we increased the engagement based payout rate by approximately 75%, which is driving the mining we're transferring to developers based on timing used in the platform. So no future predictions on where DevEx is going, but this general philosophy of we want to run a lean business and move as much money to our developers as possible, I think you'll see that going forward. And I'll hand over to Mike for the rest of the call.
Yes. And just one of the outputs of the engagement based payout model has been to get some economics to developers that are maybe not in the top 100, 200 or even branders. We're seeing out In that, I don't want to call it the long tail, but we've seen developers, let's say, that are early in monetizing on the platform. This has been a real boost to their economics. And in some cases, Virtually all or all of their economics come from engagement based payout and that's great because it keeps them engaged in the platform and as they get better and better at building amazing content that is appealing to a broader user base.
They get some feedback they get some economic feedback from the market, which is really wonderful. And so we have high expectations of the productivity and game based payouts over the next few years. Related to your question On developer expense, I think what we're really looking at is the Q1 number was almost 120 $1,000,000 if you multiply $120,000,000 times 4 year at $480,000,000 When you're inside a company, we often have these big goals. And I can remember we did an off-site about 2 years ago where we really challenged ourselves to get to $400,000,000 of engagement based payouts actually several years from now. And now we're in a situation now where if things break the right way, we could be at $500,000,000 this year.
So I'd say rather than giving ourselves a goal of $480,000,000 we like the goal of $500,000,000
Yes, just riffing on that with Mike that goal at the off-site was for total money to developers. We
do believe long term engagement based Yes, we'll
hit that $400,000,000 or piece of the total developer pay.
Our next question comes from the line of Ryan Gee with Bank of America. Go ahead please. Your line is open.
Yes. Hey, good morning, everyone. Thanks for taking the questions.
The first one, just in terms
of identity, so advanced skinning, layered clothing animations. I think these are several of the things you guys are pretty excited about around the direct listing. So can you talk a little bit about What new technologies such as those I mentioned, what that enables for the platform, for the users and for the developers and maybe how that ultimately flows through the model financially. And then second question, it's very encouraging to see the older and the international users continue to grow nicely, pretty remarkable that marketing was only around $50,000,000 last year in 2020. So can you maybe talk about the level of investment, how that may change in 2021 going forward as you extend your brand awareness into those areas.
Does it require digital I mean does it require a dedicated sales team or is it more traditional channels? Thank you.
How about I do Avatar, Mike, you do that part. The things we've shipped right now are very early tech components that ultimately form the foundation for our vision around identity and the avatar. Our vision and we shared it publicly before is we really believe everyone
on our platform will ultimately be
who they want to be. Form will ultimately be who they want to be and who you want to be. Avatar is very important. It's whatever we can imagine. So our vision is everything from cartoon characters to classic Roblox Blocky avatars to ultimately triple A avatars that we see around a wide range of immersive three d experiences.
What we're building internally is technologies that allows combinatorial excellence and it can include the system where any piece of clothing works on any avatar and also where ultimately Motion integrates with the system as well, including both captured motion as well as you can see with our acquisition of Loom AI, a vision for ultimately including your own motion to drive the face of your avatar. So it's still early, and this complements our vision that ultimately our whole avatar system, including clothing, Body, face, hair, animation is 100% UGC supported by our creator community. You're going to see over the next year more and more developments along this. And it's I personally believe it's going to really and the vision of what Roblox is.
Hey, Ryan. So on the economic side, back When we wrote the perspective and we did Investor Day, we talked a lot about the characteristics of the metaverse and what you're getting at is the importance of identity. And so Dave gave you some of the technical investments. It's a really good example of how investments in the platform and the power of the community come together is what we see as a spending on identity right now and what's happening with Avatar. So About 3.5 years ago, our split between Roblox spend in experience versus on investments in catalog or investments in the identity for the eightytwenty with experience in getting 80%, 20% in the catalog.
Since then, we've made the catalog user generated and made all these investments in the platform, these technical and product investments in the platform. And we've seen it slowly move from eightytwenty to actually not solely the 70fivetwenty 5 and in the past quarter, it was actually about 70thirty. So we see users are choosing to spend more of their Roblox on their identity, and they're still spending they're still growing their spend and experience, But it's clearly important to them on the Roblox platform to invest in their identity. And as we make more investments in technology and product, what is possible is just going to increase. So I think we're going to see continued strong investment in the in identity on the platform.
As it relates to marketing spend, look, we've always proudly focused on building great products and believing that there's excellent product market fit. And if you go back to the economic underlying economic model, we generally talk about 4 areas of investment. There's The 4 big cost buckets. There's payment processing, which we've talked about. There's personnel, which is 80% engineering and product people.
There's the money we share with the developers and the community. And then there's trust and safety and infrastructure. And then everything else. We're just really, really careful about spending. And that model has been really efficient for us over the years.
It's driven really great unit economics. And we've, I guess, been in a situation where we haven't had to spend a lot of money to drive user growth. That organic signal to us is one that tells us that the product is doing well. And so I don't I think you should expect to see us change that over the next few years.
Our next question comes from the line of Matthew Thornton with Truist Securities. Go ahead please. Your line is open.
Hey, good morning, David. Good morning, Mike. A couple of quick ones for me. I guess first, is there any way to talk about or quantifier. Give us just any color on kind of what the pipeline looks like for branded experiences, for music experiences, maybe now versus where we were, I don't know, 6 or 12 months ago, any color there.
And then just secondly, around subscription, I guess the question is, are we still kind of moving up into the right terms of mix and any way to gauge maybe what any more in terms of getting subscription until it gets to kind of full penetrated kind of run rate? Any color would be helpful as well. Thanks, guys.
Yes. First on the pipeline around immersive experiences, we can't announce anything. Historically, if one looks at what we've done starting with Little Nas X, going to Ava Max, going to One World Together, going through Royal Blood at the Block please. There's been enormous progress there and we're very optimistic that in the future Being together in immersive three d concert with friends is very different than watching on a screen. And as we come back together following this pandemic, I think we've all learned how amazing these types of experiences can be.
So we're very optimistic about this. We're not going to announce anything. But more and more technology, both the immersiveness, the The ability for audio to be spatialized, ability to talk when in concert is going to support more and more amazing experiences. I'll talk a little about subscriptions and I'll take it over to Mike on the numbers. It's also we have a vision that ultimately and once again no ship dates.
The types of experiences in the metaverse are going to be supported by engagement, they're going to be supported by transactions and they're going to be supported by advertising. And when we look at some of the type of experiences that we can imagine on the platform, There will be some experiences that are more and more subscription supported, just like many of our experiences are premium right now. So there is a range of functionality that we will be rolling out over the next few years to support those types of experiences and it's very, very early in where we see subscriptions going. That said, our current people who have Roblox Premium retained amazingly well. It's a wonderful source of virtual currency for Robux and even subscriptions as we have them right now are wonderful, really way for people to buy Robux and to retain.
Hey, Matt. A couple of things. On the your one of your questions was on the pipeline and A of brand and music. And obviously, we're not going to be able to share specifics around pipelines. We made some comments in the shareholder letter on both brands and music.
And I would expect that in most quarters over the next several, We will be making some reference to things that we're doing. If you were to ask Craig Donato and his team, My guess is the pipeline of brands. There are more and more brands are interested in a platform of our size and scale. It's a way to reach a user base that's large and growing and very engaged. So there's no doubt that brands are quite interested.
We gave 2 examples examples rather in the shareholder letter. I think one of the things that I like the most about it is that the brands are working with our community to build their experiences. So that's just a really great way, Another way for our developers to be able to build cool stuff and see some economics. And so that's just great. Your question about subscription, the only thing I would add to Dave's comments on subscription is that if you're looking at The sources of Roblox purchases, the rate of growth in subscription is faster than the rate of growth of a la carte purchases.
But both are still very important to
Our next question comes from the line of Brandon Ross with LightShed Partners. Go ahead please. Your line is open.
Hi, thanks for taking the questions. Maybe just a follow-up on the brands question that you just had prior. Can you talk about 2 things? 1, the role that Roblox is specifically playing in shepherding these brands and media companies onto the platform. And As brands do come on, is that a discrete revenue opportunity for you?
And how do you think about sizing the overall advertising opportunity on the platform. And then I have a follow-up.
Sure. Well, on we talked about how are we talking to the brands. We do have a dedicated team under Craig's organization that is responsible for brand partnerships and that is both quite honestly inbound but also proactive calling and coverage of businesses in retail, media, entertainment, etcetera. They do a great job and again As a platform that will be attractive to advertisers, I think we have certain characteristics that are very interesting. Ultimately, the way we do advertising will be largely different than I think anybody else.
We expect it to be different than just a CPM kind of a business. So they're in the dedicated team. They are active in the market talking to brands about our platform and what it means our user community, our level of engagement. This is a user base that's hard to reach, especially in the digital world. And when you're television, it's not the right way to reach this audience as well Certainly not a growing Greater East society.
So ultimately, we're really optimistic, but it's just it's still really early. And so when you ask about sizing the market. I mean, there's a lot of there are a lot of other companies that more pure advertising models that you could probably use to build the model. But for now, I just wouldn't be putting a lot of revenue in the business. In our business plan, we're optimistic about where it can go.
But right now, we're it's not as though There's a certain deliverable to that team for 2021.
And I'll just riff on Mike a bit looking more forward without giving anything specific from a vision point of view. An exciting thing about brands connecting with people in immersive platforms like Roblox is it's a non interrupt model. It's a native immersive experience where right now people on our platform are wearing Gucci products, where right now Without stopping or without being interrupted, our players have seen branding from, for example, the Scooby Doo movie. So There's a whole different way of advertising reaching consumers without interrupting and with experience is at feel natural. Ultimately, my hope is the size of the opportunity is related to the total hours of immersion we provide.
And in April, that was over 3,200,000,000 hours. So that is one way to think about what this might be.
Okay. And then just a follow-up on DevEx. You talked about the 75% increase in engagement based payouts and presumably that to help like the real UGC creators that are the core of Roblox. But there's also been a professionalization of studios being built on your platform we've seen backed by a lot venture money that's come in over the past year. And does that put any pressure on you to also change the Roblox exchange rates, especially as there's actually pressure on those studios to show dollar returns and pay employees in dollars and not Robux.
And then also on BevEx, to what extent do you see competition play in your payout to creators on the platform.
Yes, great question. Over the last 4 to 5 years, every year as we've tracked was developer number 1, developer 10, developer 100, developer 1,000 makes. We've seen all of these category continued to grow. And the total amount of money now going to each of those categories has continued to grow and I believe will keep growing. So the developers coming to our platform are looking Can I support or can we support a studio and our largest studios now aren't an individual hobbyist?
They are teams of 10, 20, 30, 40 professional devs and that's part of why we're seeing all of this money flow into the platform. All of the developers and creators on Roblox are UGC creators, whether it's developer number 1 or developer number 1,000 in the pipeline. And so there's a complementary system where even way down at developer number 10,000, As Mike mentioned earlier, there is an organic effect where when that check shows up surprisingly because that experience that is really And so even our top developers participate in engagement based payout. The other thing is to note, we never would announce a future increase in our DevEx. That said, historically, we have done it several times over the years as our P and L and balance sheet makes it prudent.
So our top line philosophy is to move as much money into the hands of these developers as possible.
Hey, Brandon. Remember also, you have to look at the value proposition for developers on our platform. It's a little bit different and in other places, it's you use our tools, our servers, content moderation, safety, customer support, billing, collection and obviously a large audience. That's really what you get when you come on to the Roblox platform. To your comment and correct insight that we do pay developers in dollars.
In 2018, the developer community made $72,000,000 In 2021, as we said, we have a goal, we hope that we can get to $500,000,000 So the growth from $72,000,000 to potentially $500,000,000 is a lot of incremental dollars. And so we're trying to build the biggest pool of capital that can support the biggest audience of engaged and excited developers as we possibly can. And in terms of just the multiples
Great. Thanks very much.
Thanks, Alan.
Our next question comes from the line of Matthew Thornton with Truist Securities. Go ahead, please. Your line is open.
Yes. Thanks, guys. A couple of quick ones for me. I think early, you talked about the mix shift towards virtual items for Identity and the Avatar. Correct me if I'm wrong, but I think the payout economics there are a little bit lower.
So that seems like that would be accretive to margin all else costs. I just want to make sure that we had that right. And then just secondly, I'm just wondering if there's any movement, anything you could say about getting Roblox saw it at the PlayStation, Switch and some of these other platforms, just any movement on those fronts? Thanks again, guys.
Yes, I'll take the margin question and then I'll turn it over to Dave. You are correct in that the ratios are different. On the other hand, given the size and scale of the business and the investments that we're making, I would just caution Everyone against looking at margin leverage immediately happening or in the next few quarters. We Obviously, again, the unit economics of the business are quite positive and we're happy with the cash flow that the business is generating. On the other hand, we see our role right now as investors in this business, not as optimizers in the margin.
And I don't mean that in a majority sense. I just mean We are such a big opportunity. We are so far from the user base and the scale that we want this business to be at. We have so many things that we want to invest in, in product and technology that will enable more and more developers to build incredible content and bring that to a broader set of users that We still are much more focused on those investments, again, hiring more people. It's great to be at over a 1000 employees.
And it's amazing how we've grown that employee base over the last few years, but the ambitions of this business, when you talk about billions of users, will take us thousands and thousands of employees. So we have a long way to go in terms of investment in growing The headcount in the business and as we've been talking about the economics for the developer community. If we keep our eyes focused on that, I think generally that will just pay incremental dividends because we'll ultimately drive greater growth in
the top line of the business. And then, briefing on devices, there's a wonderful historical context to this that goes all the way back to the original iPhone, where Prior to that, 2 dimensional HTML content was not consumable on mobile devices. And all of a sudden, with the pinch and zoom, What you consumed on your desktop was the same as what you consumed on your phone that was pivotal. We have the same vision for the immersive 3 d multiplayer cloud stuff of the metaverse and that we believe this should be accessible on all devices both from viewing as well as interaction. And we've really innovated around this on phone, tablet, computer and Xbox console, showing that developers can create content that when pushed to our cloud runs on all of these devices as well as auto translates into Thanks for Roblox.
What you've seen right now and is an incredible focus on the phone by us, which we believe is an incredibly
Our next question comes from the line of David Gibson with AstraZenvisory. Go ahead please. Your line is open. Thank you. Just further on your April DAU trend comments, you said the growth was what, some 37%.
Can you give us a sense of how that is different amongst the major regions like U. S, Canada, Europe, APAC, rest of world? And then secondly, thinking as you emerge from COVID, do you have have you seen different trends out of countries that don't have much COVID like Taiwan, Australia and others that is different will give you the insight into how you think U. S. And Europe will play out for the future?
Thank you.
Hi, David. Thanks for the question. If you go to the supplemental materials on the Web We break down users by region and by age. And so those regional numbers in Q1 and those trends that you've seen over the last few quarters pretty much translate into the April numbers. I don't know if it's absolutely exact, but my strong expectation is when you look at it, it'll be It will be pretty similar, meaning the highest growth regions will be Asia Pacific and Europe and slightly trailing in terms of growth and year over year growth in April will be the U.
S. And Canada.
Okay.
Around the world, it's hard to get a great signal to find a country that is representative of the rest of the world where you saw a big COVID spike in 2020 and then You vaccinated or you have herd immunity or whatever it is and then all of a sudden now you don't have COVID. So it's really difficult to get an absolutely clean signal. What we do see around the world is continued high rates of conversion. That's probably the one thing that seems characteristic of countries even if COVID isn't as big an issue as it was prior. But I wouldn't say we have a perfect signal.
Right now, the U. S. Is 60 plus percent of the bookings. And so We're just still elevated in the United States. And so I we don't get that much signal from other parts of the world.
Haven't actually looked at Taiwan specifically, so maybe we'll go off and do that homework and see what that tells us.
Okay. And then perhaps just generally, how should we think about the seasonality of May June versus April? I mean, I know it's like a pre COVID world. We see them normally grow anyway or do they slow down? Like how should we think about those months?
Yes. Normal seasonality, David, is that April has Easter and so it's a little bit bigger than May. And then in June, your seasonality is better than May because basically school is out. And so we see the normal seasonality, we see a big jump in June versus May and again a decline in May versus April. We didn't have that seasonality last year, right.
We were just growing straight through it. So it will be very interesting to us to see if we see some of that seasonality. I wouldn't be surprised if we do. Last year, there was no way for seasonality to come through. This year, I would suspect that that's what you'll see, slight sequential decline in May and then June probably picking up.
That's the normal season, Alex.
Okay. That's great. Thanks very much.
Yes, no problem.
And now I'd like to turn it over to Anna Yen for some webcast questions.
Hi. All right. First one is from Ryan from Loimee Capital. How do you think about Roblox's potential in education? Have you considered creating educational programs for high school?
We see this as an enormous opportunity.
Hey, great question, Ryan. And Even when we started the company Roblox, we had envisioned that the best way to help learning was to build a very high quality consumer platform that was free for everyone with the notion that there'd be enormous educational opportunity. The educational opportunity on our platform is really a stack and it starts with maybe the more traditional expected learning to create, learning to code, learning to be a designer, learning to be an artist, learning to be a producer. We already see this manifest both within schools, within summer camps and more and more we have a vision that learning computer science will be happening on top of immersive platforms like Roblox. It's just so fun and it's so organic.
And we have over 8,000,000 creators right now on the platform who are really learning all of this stuff because it's fun to create stuff and share it with friends. But going beyond this, we go to the next level where as we start to think about what Went on in COVID, the ability at times to be together on the platform, you start to see educational opportunities that start to parallel books and video and we use the classic example when we're studying ancient Rome in the future, we'll read about it, We'll watch video about it, but classrooms will go to Ancient Rome together and immerse in it. And we think these will all be viable ways about learning and emphasizing and understanding way out in the future. We're very optimistic about people who don't have access to certain schooling or education either geographically or for other reasons, really using the metaverse to participate spatially in learning activities. And so there's just such a bright future around supporting education on all of these levels.
We are starting to support external vendors as well as our own internal curriculum and we think there's a bright future there.
Okay. Thanks, Dave. The next one is from Justin. Any plans you have regarding video content integration into live experiences and you see video as a potential extension to attract new users and to further monetize the platform.
Yes, we great question. And for those of us that participated in the One World Together experience on Roblox. You got a little sense of how we view video. We are creating and supporting immersive 3 d experience. With our friends, we can go places together.
We can go to a concert. We can play together. We can work together. We can go to school together. And just as in the real world, when we go to concerts and there are video streams and there are performers live, We think that's going to be very common in the metaverse as well.
So the primary address right now of all of our work around video is mimicking the real world and making that video available within those experiences. 1, you can imagine a lot of other hosting video experiences on our platform as well, clips, streaming, things that typically happen right now on partners like YouTube or Twitch. And so there is a huge video ecosystem around Roblox with our influencers. It's just not on our platform right now. We don't have any future forward looking statements around product and Right now, we don't have any future forward looking statements around product in that area.
I think we've got time for one more, 1 or 2 more. Roblox has shown impressive growth in our international market and what is driving this? Is it technology? Is it content, if I will, can you comment on that?
Great question. Yes, yes, yes, yes. And that what has driven our growth historically has been a dual loop and it's unique to this class of BlackHorns is a loop around great content. The higher the quality of the content, the bigger the economy, the bigger the economy, The larger teams are able to make content mixed with up and coming UGC creators. And the better the content, the more people come to the platform.
Platform, the more exciting is for me to come to the platform and hang out, play, work, learn, experience entertainment within that content. So it's yes to all of those all of these work together in 2 viral loops to drive our growth.
Great. I think we can wrap it up.
Cool. Well, hey, team, thank you all. Really appreciate it. And thank you for all of the great questions. I just want to thank everyone out there, including members of the Roblox community for joining us today.
And it's really exciting building this metaverse. We're really excited about what's ahead for us. And finally reach out to the world. We our hearts really reach out for all of the countries that are working through COVID and we hope we're done with this as soon as possible. So thank you for joining us on our first earnings call today.