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Roblox Corporation: Can It Rewrite the C...

Chatterjee, Sayan

Case

Roblox Corporation: Can It Rewrite the Creator Economy?

Chatterjee, Sayan

S-0500 | Published September 29, 2026 | 19 Pages Case

Collection: Darden School of Business

Product Details

Roblox Corporation built Roblox, one of the world’s largest immersive digital platforms, around user-generated content, a virtual economy, and an ecosystem in which millions of developers and creators could build and monetize games, digital items, and other experiences. By 2025, Roblox had more than 100 million daily active users, and annual payouts to developers and creators exceeded $1 billion. Yet its continued growth depended on resolving three interrelated challenges: concerns about the fairness of developer and creator compensation, the substantial cost of providing the platform’s technical infrastructure, and the need to protect younger users as Roblox Corporation sought to attract more adults and advertisers. This case examines Roblox’s business model and competitive environment, its creator economy and Developer Exchange system, its infrastructure and moderation costs, and its efforts to segment users by age. Students are asked to consider how Roblox can balance the interests of developers and creators, users, advertisers, and the company itself while sustaining the platform’s growth and profitability.

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