Roblox

Roblox Acquisitions (Net)

The Acquisitions (Net) of Roblox (RBLX) as of Oct 22, 2026 is -949.16 M USD. In the previous year, Acquisitions (Net) was -671.06 M USD — a change of 41.44% (lower).

Acquisitions (Net)

-949.16 MUSD

YoY

41.44%

Last updated:

Acquisitions (Net) of Roblox is 2025 -949.16 M USD. Acquisitions (Net) of Roblox was 2024 -671.06 M USD. It decreases by 41.44% lower compared to the previous year.

The Roblox Acquisitions (Net) history

  • 3 Years

  • 10 Years

  • 25 Years

  • Max

Acquisitions (Net)
Date
Acquisitions (Net)
Jan 1, 2018
-17.10 M USD
Jan 1, 2019
400,000.00 USD
Jan 1, 2020
16.10 M USD
Jan 1, 2021
-45.70 M USD
Jan 1, 2022
-13.40 M USD
Jan 1, 2023
-2.49 B USD
Jan 1, 2024
-671.06 M USD
Jan 1, 2025
-949.16 M USD
The Roblox Acquisitions (Net) history
YEARAcquisitions (Net)YoY
-949.16 MUSD+41.44%
-671.06 MUSD-73.06%
-2.49 BUSD+18,489.04%
-13.40 MUSD-70.68%
-45.70 MUSD-383.85%
16.10 MUSD+3,925.00%
400,000.00USD-102.34%
-17.10 MUSD—

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Roblox Stock analysis

What does Roblox do? Roblox Corp. generates revenue primarily through the sale of Robux, its virtual currency, which users purchase for one-time transactions or monthly subscriptions via mobile payments, credit cards, or prepaid cards. Users spend Robux to acquire experience-specific enhancements and avatar items in the platform's avatar marketplace, while developers earn a share of the revenue from these sales. The company's platform, Roblox Platform, operates as a free live service where users interact through user-generated 3D experiences inspired by gaming, entertainment, social media, and toys. The primary buyers of Robux are users seeking to enhance their avatars or access premium content within the platform's experiences. Roblox Platform serves as a human co-experience ecosystem where users create and explore content without cost, but monetization occurs through Robux transactions. Developers, who create experiences using Roblox's studio tools, benefit from revenue sharing on avatar marketplace sales. The platform's user base includes individuals who personalize avatars and engage in social interactions, with the avatar marketplace driving significant revenue through virtual goods. Roblox Corp. does not charge users for accessing the platform but relies on virtual currency sales to fund its operations and support creators. The company's revenue model centers on virtual currency transactions, with Robux being the sole medium for purchasing in-game items and enhancements. Users convert real-world money into Robux through various payment methods, enabling the platform to monetize user engagement without direct subscription fees. Roblox Corp. focuses on user-generated content, allowing anyone to become a developer or creator, while the avatar marketplace serves as a key revenue driver for both the company and its developer community. Roblox is one of the most popular companies on Eulerpool.

Frequently Asked Questions about Roblox stock

Acquisitions (Net) of Roblox is -949.16 M USD in 2025.

Acquisitions (Net) of Roblox changed from -671.06 M USD to -949.16 M USD, representing a 41.44% change. The value is lower than the previous year.

On Eulerpool you can find the complete historical development of Acquisitions (Net) Roblox since 2006 – with annual values, charts, and detailed analysis.

Net acquisitions represent the cash spent on acquiring other businesses, net of divestitures. Large acquisitions can transform a company's growth trajectory.

Acquisitions (Net)'s USD is a key factor for investors. Changes in this metric can signal improving or deteriorating fundamentals, directly impacting the stock price. On Eulerpool, you can track Acquisitions (Net)'s Roblox historically and in real time.

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Cash Flow — Roblox

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