When the
pandemic forced people indoors a year ago, many passed the time by playing
games on their iPhones, building gaming computers and exploring the latest
blockbuster titles on their Xbox and PlayStation consoles.
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For video
game companies, that has meant gushers of cash. A record $56.9 billion was
spent on gaming last year in the United States, up 27 percent from 2019. On Wednesday,
the pandemic’s booming effect on gaming was even more starkly on display when
Roblox, a gaming platform aimed at children, went public.
The Silicon
Valley company closed its first day of trading at $69.50 a share, rising from a
reference price of $45 that was set Tuesday. That valued Roblox at $45 billion,
up from $4 billion just over a year ago. The company went public in a direct
listing in which no new shares were issued.
“The game
industry’s swimming in cash,” said Joost van Dreunen, a New York University
professor who studies the business of video games. “It’s just raining money on these
people, on these companies.”
Roblox’s
performance was another sign of an increasingly hot public offering market. The
investor demand for fast-growing young companies has been so off the charts
that Roblox decided in December to delay its listing.
That hype
has been compounded for Roblox by the euphoria over video gaming in general.
But with vaccinations rolling out and pandemic restrictions easing in some
places, gaming behavior may begin to change. “There’s going to be a lot less
time to play Roblox,” van Dreunen said.
David
Baszucki, Roblox’s chief executive and a founder, said he does not expect the
platform to hemorrhage players when the pandemic ends. “We don’t think we’re
going to lose all of that, or all of the amazing people we’ve gathered,” he
said.
Roblox,
which went public in a direct listing in which no new shares were issued, was
founded in 2004. The site, which was released in 2006, is an online universe in
which players can interact and choose from more than 20 million unique games.
Players pay for premium memberships, as well as for items and clothing for
their avatars.
Its growth
was turbocharged last year by the pandemic. On average, 32.6 million people a
day logged into Roblox, nearly double the 2019 average of 17.6 million, the
company said. While Roblox is unprofitable, its revenue surged 82% to $924
million last year.