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Eurogamer source: https://www.eurogamer.net/roblox-st...-on-the-platform-isnt-exploitation-its-a-gift
The Eurogamer article is titled: "Roblox Studio boss: children making money on the platform isn't exploitation, it's a gift."
Read this quote:
Just think carefully about that for a moment. He is claiming that it's not child labor, he wants us to see it instead as an opportunity for people under the age of 18 in the Global South to make money using the laptop they seemingly had the money to afford and can make a living from by doing work in Roblox.
I'm sure there's a term for this, where a person who is not yet an adult does work. Hmm...
Moving on:
Now please ask the other children who weren't successful about whether or not they felt exploited. Of course, they may not know what exploitation is since there's a good chance they haven't learned about capitalism.
The PR person stepped in:
Nice save, so, how about not having the children do work then?
Moving on:
The barriers to get a job as a software engineer are much higher than knowing how to code in Lua, even just transferring your knowledge over to learning Python isn't enough.
Not to mention, getting into Software Engineering from the bottom as a Junior or even Intern is insanely difficult because so many people want to be a software engineer, some want to be a software engineer because they enjoy coding, but the majority want the career prospects and salary. People can't live on a low-wage job so what do they do? They look for the six-figure jobs and those jobs will only go to a handful of people.
That's all I am quoting from the article.
If you're familiar with my thread about the prosumer model, then you must have already seen the post I did regarding Roblox: https://www.installbaseforum.com/fo...part-4-rise-of-the-prosumers.2393/post-237686
If you don't know what the prosumer model is, then I recommend you go to that link and start reading from the first post.
Going back to the linked post from my prosumer model thread specifically about Roblox:
A reminder, those 5.6M creators are not employees of Roblox Corp. They do not receive wages, they have to get a payout (Edit: Payout refers to being paid in Robux in this instance.) from Roblox. Here's another quote from that post quoting the docs from Roblox:
A reminder that the median means the middle value in a sorted list. So that means from 7.5 million creators, if you stop at the 3.75th million creator, that creator made 50 Robux, and everyone below that creator either made the same amount or less than 50 Robux. 11,000 out of 7.5M creators in December 2022 cashed out their Robux for real-world currency.
Here's another reminder about how much Robux you need to be able to cash out from their docs:
Now, have a read of this quote from their docs:
Last part I am quoting from what I said in my post:
Notice that the Developer exchange fees is slightly higher than their personnel costs. Those personnel also get stock-based compensation which is another $250M on top of their wages.
I already said earlier, Roblox has 1600 staff in product or engineering roles as of the end of 2022. There are 5.6M creators that received payouts. (Edit: Payout refers to being paid in Robux in this instance.) That is a ratio of 1 : 3500, for every 1 Roblox employee, there are 3500 creators that are not employees of the Roblox Corp that receive payouts. (Edit: Payout refers to being paid in Robux in this instance.)
Again, if you've read my prosumer model thread you can understand how millions of people doing work on your game without being employees saves you a lot on wages.
The Eurogamer article is titled: "Roblox Studio boss: children making money on the platform isn't exploitation, it's a gift."
In an interview with Roblox Studio head Stefano Corazza at GDC in late March, where a new suite of AI-powered creation tools was demoed, I asked about the reputation Roblox hac gained and the notion that it was exploitative of young developers, since it takes a cut from work sometimes produced by children.
Read this quote:
"I don't know, you can say this for a lot of things, right?" Corazza said. "Like, you can say, 'Okay, we are exploiting, you know, child labour,' right? Or, you can say: we are offering people anywhere in the world the capability to get a job, and even like an income. So, I can be like 15 years old, in Indonesia, living in a slum, and then now, with just a laptop, I can create something, make money and then sustain my life.
Just think carefully about that for a moment. He is claiming that it's not child labor, he wants us to see it instead as an opportunity for people under the age of 18 in the Global South to make money using the laptop they seemingly had the money to afford and can make a living from by doing work in Roblox.
I'm sure there's a term for this, where a person who is not yet an adult does work. Hmm...
Moving on:
"There's always the flip side of that, when you go broad and democratised - and in this case, also with a younger audience," he continued. "I mean, our average game developer is in their 20s. But of course, there's people that are teenagers - and we have hired some teenagers that had millions of players on the platform.
"For them, you know, hearing from their experience, they didn't feel like they were exploited! They felt like, 'Oh my god, this was the biggest gift, all of a sudden I could create something, I had millions of users, I made so much money I could retire.' So I focus more on the amount of money that we distribute every year to creators, which is now getting close to like a billion dollars, which is phenomenal."
Now please ask the other children who weren't successful about whether or not they felt exploited. Of course, they may not know what exploitation is since there's a good chance they haven't learned about capitalism.
The PR person stepped in:
At this point the PR present during the interview added that "the vast majority of people that are earning money on Roblox are over the age of 18".
Nice save, so, how about not having the children do work then?
Moving on:
"And imagine like, the millions of kids that learn how to code every month," Corazza said. "We have millions of creators in Roblox Studio. They learn Lua scripting," a programming language, "which is pretty close to Python - you can get a job in the tech industry in the future, and be like, 'Hey, I'm a programmer,' right?
The barriers to get a job as a software engineer are much higher than knowing how to code in Lua, even just transferring your knowledge over to learning Python isn't enough.
Not to mention, getting into Software Engineering from the bottom as a Junior or even Intern is insanely difficult because so many people want to be a software engineer, some want to be a software engineer because they enjoy coding, but the majority want the career prospects and salary. People can't live on a low-wage job so what do they do? They look for the six-figure jobs and those jobs will only go to a handful of people.
That's all I am quoting from the article.
If you're familiar with my thread about the prosumer model, then you must have already seen the post I did regarding Roblox: https://www.installbaseforum.com/fo...part-4-rise-of-the-prosumers.2393/post-237686
If you don't know what the prosumer model is, then I recommend you go to that link and start reading from the first post.
Going back to the linked post from my prosumer model thread specifically about Roblox:
We have a number, at the end of 2022, Roblox Corp employs 1600 staff that do product and engineering roles.
At the end of September 2023, there were 5.6M creators that received payouts.
Edit: Payout refers to being paid in Robux in this instance.
A reminder, those 5.6M creators are not employees of Roblox Corp. They do not receive wages, they have to get a payout (Edit: Payout refers to being paid in Robux in this instance.) from Roblox. Here's another quote from that post quoting the docs from Roblox:
Millions of creators earn Robux on our platform, many of whom are hobbyists, with the median creator (creator ~7.5 million) earning 50 Robux and the average creator earning 13,500 Robux in 2022. As of December 2022, 11,000 of these creators were qualified and registered for our Developer Exchange program and cashed out to real-world currency.
A reminder that the median means the middle value in a sorted list. So that means from 7.5 million creators, if you stop at the 3.75th million creator, that creator made 50 Robux, and everyone below that creator either made the same amount or less than 50 Robux. 11,000 out of 7.5M creators in December 2022 cashed out their Robux for real-world currency.
Here's another reminder about how much Robux you need to be able to cash out from their docs:
30,000 Robux required to cash out through the Developer Exchange program
Now, have a read of this quote from their docs:
We are one of the biggest virtual economies¹
In 2022 alone, we had more than 3.2 billion virtual transactions, and over 1 billion during the third quarter of 2023. In fact, Roblox's GDP² has grown to become as large as that of some countries. During the quarter ending September 2023, over 5.6M asset creators and developers who create experiences earned Robux. Our success is directly tied to the success of our creators. Roblox earns money by selling Robux which users spend in-experience and on items and assets in our marketplaces, all created by you.
1 Based on readily available public data for daily or monthly active users of virtual worlds
2 Defined as Roblox annual bookings, which measures total economic activity on our platform
Last part I am quoting from what I said in my post:
I forgot about their operational expenses.
Slide 19 has net cash provided by operating activities: $143.3M
If you go to page 32, it will have a slide that says Personnel Costs for the quarter ending in December 2023:
Infrastructure and trust & safety $25.5M
R&D $128.4M
General and Administrative $32M
Sales and Marketing $12.6M
Total Personnel Costs (excluding stock-based compensation) $198.6M
Remember that the Developer exchange fees was $221.8M
Of course, this doesn't tell us how many employees Roblox has and how many Prosumers there are.
Slide 30 gives the stock-based compensation for each of the departments mentioned, the total is $250M
Slide 28 says Payer Community and there are 15.9M monthly unique payers and they're spending an average of $23.65 each. This is talking about the people that spend robux.
Notice that the Developer exchange fees is slightly higher than their personnel costs. Those personnel also get stock-based compensation which is another $250M on top of their wages.
I already said earlier, Roblox has 1600 staff in product or engineering roles as of the end of 2022. There are 5.6M creators that received payouts. (Edit: Payout refers to being paid in Robux in this instance.) That is a ratio of 1 : 3500, for every 1 Roblox employee, there are 3500 creators that are not employees of the Roblox Corp that receive payouts. (Edit: Payout refers to being paid in Robux in this instance.)
Again, if you've read my prosumer model thread you can understand how millions of people doing work on your game without being employees saves you a lot on wages.
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