Straight answers from our own work, with the numbers. One question per page.
A multi-game campaign places a brand inside several of the most-played Roblox games at once. Manchester City's StickerBook Challenge ran in 6 games for 8 weeks and was played 57 million times, with 301 million+ impressions.
Roblox players bought over 2 billion virtual clothing items last year and spend about $1bn a year on virtual clothes. The average shopper in our branded stores spends $120 on their avatar. A brand keeps about 10 cents of each dollar a player spends, so the return is brand adoption, not Robux.
Wear time is the number of hours players spend wearing a branded avatar item after they get it. H&M's virtual Puffer Jacket amassed over 700 million hours in its first 3 months.
Yes. Superdrug's campaign brought 15,000 Roblox players into its UK stores in 4 weeks to redeem a coupon earned in-game. Starbucks saw 80,000 coupons redeemed and 3 million shop visits. Lunchables' QR-code packs lifted sales velocity 22%.
We measure purchase intent with a brand lift study run off the platform, before and after the campaign, against a control group of players who did not meet the brand. Maybelline saw a 40% increase, Chupa Chups +57%.
Yes. Our NCT 127 concert on Roblox drew 4.5 million attendees with an 85% approval rating. Across the concerts we have built, over 1 billion impressions, 100 million+ plays and an average 90% rating.
Our research with 8 to 18 year olds found that young people who play Roblox shop for clothes on retail apps rather than in stores, shop differently at each age, and treat their avatar's style and their real wardrobe as one thing.