Roblox

Roblox EBIT Growth

The Year-over-Year EBIT Growth of Roblox (RBLX) as of Nov 6, 2026 is -15.90 %. In the previous year, Year-over-Year EBIT Growth was 15.55 % — a change of -202.24% (lower).

EBIT Growth

-15.90 %

YoY

-202.24%

Last updated:

Year-over-Year EBIT Growth of Roblox is 2025 -15.90 % . Year-over-Year EBIT Growth of Roblox was 2024 15.55 % . It decreases by -202.24% lower compared to the previous year.

The Roblox EBIT Growth history

  • 3 Years

  • 10 Years

  • 25 Years

  • Max

EBIT Growth
Date
EBIT Growth
Jan 1, 2019
12.69 USD
Jan 1, 2020
-248.16 USD
Jan 1, 2021
-86.71 USD
Jan 1, 2022
-79.50 USD
Jan 1, 2023
-41.16 USD
Jan 1, 2024
15.55 USD
Jan 1, 2025
-15.90 USD
The Roblox EBIT Growth history
YEAREBIT GrowthYoY
-15.90 %-202.24%
15.55 %-137.77%
-41.16 %-48.23%
-79.50 %-8.31%
-86.71 %-65.06%
-248.16 %-2,055.30%
12.69 %—

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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

Year-over-Year EBIT Growth of Roblox is -15.90 % in 2025.

On Eulerpool you can find the complete historical development of Year-over-Year EBIT Growth Roblox since 2006 – with annual values, charts, and detailed analysis.

EBIT growth measures the percentage change in operating earnings. It shows whether a company's core operations are becoming more profitable.

To evaluate Year-over-Year EBIT Growth's, it is essential to compare it with peers in the same industry and sector. On Eulerpool, you can find direct industry comparisons for Year-over-Year EBIT Growth.

Year-over-Year EBIT Growth's 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 Year-over-Year EBIT Growth's Roblox historically and in real time.

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Growth — Roblox

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