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Roblox Q1 earnings preview: dual challenges of declining profits and slowing user growth

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Senorita Earnings wrote a column · May 7 20:47
Renowned global VR gaming company $Roblox (RBLX.US)$is set to release its first-quarter earnings before the market opens on May 9 (Thursday Eastern Time). Given the slowdown in user bookings during the first quarter and the risk of continuing increases in the company's stock-based compensation, we expect the company's profit performance to be poor. As of May 7, the company's stock price stood at $40.11.
Roblox Q1 earnings preview: dual challenges of declining profits and slowing user growth
According to Bloomberg consensus estimates:
(1) Roblox's total revenue for the first quarter is expected to be $770 million, a year-over-year increase of 17.34% and roughly stable from the previous quarter.
(2) Roblox's operating income for the first quarter is expected to be -$360 million, a year-over-year decline of 24%, with the net profit margin also sliding from the previous quarter's -43.16% to -44.6% for this quarter.
(3) The company's EPS is estimated to be -$0.54, a year-over-year decrease of 21.6%, and stable sequentially.
I. Regional Revenue Composition
Roblox is headquartered in San Mateo, California, USA, and focuses on providing online gaming services. The company primarily relies on cash inflows from user consumption through the virtual currency (Robux) within the platform and in-platform advertising. Therefore, it is important to pay close attention to the growth in Roblox's user numbers and the prospects for the company's advertising business.
While players from around the world can access Roblox's gaming platform online, there are significant differences in the business volume of the company across different markets, making it crucial to monitor the business development in each sub-market for a comprehensive analysis of the company.
By region, the company's operations are mainly distributed in North America, Europe, and the Asia-Pacific region, with the North American market accounting for over 64% of the company's total revenue, serving as the most important engine for revenue growth.
Chart: Roblox Regional Revenue Composition
Source: Company Announcements
Source: Company Announcements
II. Slowdown in User DAU Growth, Affecting Bookings
According to third-party surveys, there has been a decline in the overall number of global users and the growth of bookings by teenagers on the Roblox platform in the first quarter, potentially due to the fickle nature of teenage consumers and potential competitive pressures from new game releases on platforms such as Steam.
The slowdown in user growth will undoubtedly have a negative impact on Roblox's bookings, further affecting revenue growth. Since Roblox's gaming business has the largest market size in North America, Europe, and Asia-Pacific, we will now analyze user growth in these markets in detail.
(1) North American market: Expected slowdown in user DAU growth rate
Influenced by the favorable performance of the U.S. Consumer Confidence Index in the first quarter, the number of user orders in the North American sub-market is expected to continue to grow. Data shows that the U.S. Michigan Consumer Confidence Index has risen for three consecutive quarters, indicating a positive development in the U.S. consumer industry during the first quarter.
Chart: Michigan Consumer Confidence Index
Source: Investing
Source: Investing
Due to the favorable development of the U.S. consumer market in the first quarter, we expect an increase in the North American user base. However, considering the competition from the first-quarter update of the American game Fortnite Creative, we anticipate a slowdown in the year-over-year growth rate of user numbers.
According to Bloomberg consensus estimates, the user DAU for the North American market in the first quarter is expected to be 16 million, up 16% year-over-year, with a slight sequential decline.
(2) European market: User growth expected to meet market expectations
At the fourth-quarter earnings call, company executives expressed that in 2024 the company will achieve double-digit user growth in European sub-markets. Also considering that Roblox has fewer competitors in the European local gaming market, we expect user growth to likely meet expectations. According to Bloomberg consensus estimates, the user DAU for the European market in the first quarter is expected to be 20 million, up 16.4% year-over-year, with no significant change sequentially.
(3) Asia-Pacific market: Expected slowdown in user DAU growth rate
According to Bloomberg consensus estimates, the user DAU for the Asia-Pacific market in the first quarter is expected to reach 18 million, up 23.7% year-over-year, and stable sequentially. However, considering factors such as the return to school for teenagers in the Asia-Pacific region in February, we expect a potential slowdown in the growth rate of user DAUs in the region, possibly falling short of expectations.
Overall, despite a strong expected user growth trend in the European market, considering the potential underperformance in user growth rates in the North American and Asian markets and the fact that revenues from these two markets together account for approximately 75% of total revenue, we expect the company's overall user volume growth rate to slow down in the first quarter, affecting the pace of booking growth.
According to Bloomberg consensus estimates, Roblox's total user DAUs on the platform for the first quarter are expected to be 77 million, a year-over-year increase of 16.8%, with a decline in growth rate compared to the previous quarter; the total bookings for the Roblox platform in the first quarter are expected to be $900 million, a year-over-year increase of 16.3%, with a sequential drop of 20%.
Chart: User DAU Change (Millions)
Source: Bloomberg
Source: Bloomberg
As the company's revenue is directly linked to bookings, we expect the overall revenue growth rate to decline as well. According to Bloomberg consensus estimates, Roblox's total revenue for the first quarter is expected to be $770 million, a year-over-year increase of 17.34%, and roughly stable from the previous quarter.
Chart: Company Total Revenue Trend (Millions of Dollars)
Source: Bloomberg
Source: Bloomberg
III. Accelerated Construction of the Advertising Platform May Become a Mid-to-Long-Term Business Growth Catalyst
The U.S. video game advertising business has become a nearly $8 billion industry, expected to break through $10 billion by 2025, and Roblox is well-positioned to capture this significant profit opportunity.
Roblox has long been committed to entering the advertising business to drive revenue growth on its platform. Data from Wells Fargo shows that the number of advertising executive positions at Roblox increased significantly in the first quarter, and the amount of video advertising on the platform has grown substantially, suggesting a positive development in Roblox's advertising revenue.
Chart: U.S. Video Game Advertising Revenue
Source: The Wall Street Journal
Source: The Wall Street Journal
Since Roblox has announced that its video ads will not be shown to users under the age of 13, the company's advertising revenue is largely dependent on Generation Z users aged 13 and above. Considering that many long-time players are on the company's gaming platform and the number of players older than 13 will continue to rise as the existing players age, this means the platform can target ads to more users, thereby generating significant revenue.
During the fourth-quarter earnings call, company executives also said that Roblox will implement measures such as offering Robux for consecutive sign-ins to retain older players, and work to convert users under 13 into long-term platform users to increase platform value. It is expected that the number of users over 13 on the Roblox platform will continue to rise in the first quarter, driving an increase in advertising revenue.
According to Bloomberg consensus estimates, the number of players over 13 on the platform in the first quarter is expected to rise from 41 million in the previous quarter to 51 million this quarter, a year-over-year increase of 32%; at the same time, the total engagement of players over 13 is also expected to extend to 9.9 billion hours, up 18.8% year-over-year, indicating an improved commercialization of existing users and an expanded target audience.
Chart: Roblox User Age Structure (Millions)
Source: Company Announcements
Source: Company Announcements
In the mid-to-long term, the company announced a partnership with PubMatic in April, planning to monetize by displaying developer-designed 3D-space virtual ads to users on the platform. Immersive video ads are expected to launch around June of this year, at which point various operators will have the opportunity to place ads on Roblox through PubMatic's automated ad buying tools, and Roblox itself will be able to collect a commission from ad placements. We expect this business to potentially become a catalyst for mid-to-long-term performance growth for the company.
IV. Poor Profitability Expectations
Although Roblox's revenue has been on an uptrend, its expected profitability performance is poor, due to the significant gap between expected revenue and operating cash flow. Company executives stated, "Operating expenses will continue to rise in 2024 as we plan to continue to invest in business development, including increased investments in infrastructure, R&D, and acquisitions."
According to Bloomberg consensus estimates, the company's operating expenses for the first quarter are expected to reach $953 million, exceeding total revenue; R&D expenses are expected to increase to $350 million, with an R&D expense ratio as high as 45%.
Bogged down by high operating expenses, Bloomberg expects the company's operating profit to be -$360 million, a year-over-year decline of 24%, with the net profit margin also sliding from the previous quarter's -43.16% to -44.6% for this quarter.
Chart: Roblox Net Profit Margin (%)
Source: Bloomberg
Source: Bloomberg
Since its IPO, Roblox's profit margin has plummeted to -41%, yet its operating cash flow remains reasonable at about 16%, meaning there is no risk of financial problems. The issue lies in the fact that this profit margin comes from massive stock-based compensation: Roblox is one of the companies with the highest ratio of stock compensation to sales, currently standing at 3% of its market value.
Some investors consider stock-based compensation as a non-cash expense that does not change cash flows, which is unwise, because if the company's market value decreases and it maintains its level of stock-based compensation, then this action will definitely dilute shareholder value. Furthermore, if the company's market value decreases, the rate of dilution could accelerate significantly.
Chart: Roblox Stock-Based Compensation as a Percentage of Revenue and Market Value
Source: Seeking Alpha
Source: Seeking Alpha
V. Stock Price Expectations and Investment Value Analysis
EPS
Considering the company's potential underperformance in profitability and revenue growth rate, we expect the company's EPS to see a significant decline. According to Bloomberg consensus estimates, the company's EPS is expected to be -$0.54, a year-over-year decrease of 21.6%, and stable sequentially.
Valuation
Major banks believe that Roblox's revenue will continue to grow in the first quarter and that the company's recent advertising business could become a significant driver of mid-to-long-term growth. Therefore, they remain optimistic about Roblox’s valuation, which is currently at 38.9x.
Given the expected poor performance in profitability for the first quarter and the high stock-based compensation that could become a significant issue for the company's performance, we believe the market's current valuation of the company is too high.
Stock Price Forecast
Roblox has not announced any large-scale stock buyback programs, and the guidance from the last quarterly report indicates that the company does not have any plans for dividends in the short term. Therefore, it is unlikely that the company will provide good shareholder returns in the short term.
Since the start of 2024, the company's stock performance has been below the S&P 500 index; moreover, as of April, Roblox's stock has fallen by less than 16%. We believe that the poor performance expectations for the first quarter have not been fully reflected in the stock price fluctuations. Therefore, there is a risk of a further decline in the company's stock price following the earnings release.
Roblox Q1 earnings preview: dual challenges of declining profits and slowing user growth
Considering the potential risk of a decline in the company's stock price, we recommend investors:
(1) Purchase put options for the company. If the stock price falls as expected, the value of the put options will increase, allowing investors to profit by selling the options or exercising them.
(2) If investors have a higher risk tolerance, they can also consider shorting the company's stock. By selling high and buying low in a reverse transaction, they can profit from the price drop. However, this strategy carries significant risk.
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