"ROBLOX", Is Not a Game Only, It's Also The Future of Education
'Roblox's' IPO was so successful in part because the company has a bright future as a teaching and learning tool.
Roblox, which recently made its debut on the New York Stock Exchange, has quickly become one of the most valuable video game companies in the world. As I write this article, Roblox has effortlessly overtaken household video game names such as Take-Two (maker of Grand Theft Auto) and Electronic Arts (EA) (maker of Battlefield and FIFA) in terms of market cap, while only making a fraction of the incumbents’ revenues and none of their profits.
And there is good reason for this change in pecking order. Unlike Take-Two and EA, Roblox is not just a gaming company. It is a virtual playground for nearly 200 million monthly users, with two-thirds of those users being of school-going age. Such a congregation of children on any one platform has been unheard of—Roblox hosts more students every month than all school-going children in the U.S., U.K., and Canada combined.
With this level of scale, direct access, and market power, Roblox is now in prime position to disrupt the multi-trillion-dollar education market, which has so far been incredibly resistant to change. (Fastcompany)
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