Roblox Corp. Headquarters in San Mateo, California, February 3, 2026.
David Paul Morris | Bloomberg | Getty Images
roblox Shares rose as much as 20% in after-hours trading Thursday after the company reported fourth-quarter results that beat consensus estimates.
Here’s how gaming companies performed compared to the forecasts of analysts surveyed by LSEG.
Loss per share: 45 cents vs. analyst estimate of 48 cents Book: $2.22 billion vs. analyst estimate of $2.05 billion
The company said it expects first-quarter bookings to be between $1.69 billion and $1.74 billion, higher than Wall Street’s estimate of $1.68 billion.
Roblox’s fourth-quarter bookings were up 63% year-over-year, but the company reported a net loss of $316 million for the quarter, up nearly 44% from $220 million a year earlier.
The company reported average daily active users (DAUs) of 144 million in the fourth quarter, an increase of 69% year-over-year. Analysts had expected DAU numbers to be 138 million.
Roblox announced in a letter to shareholders that it does not plan to issue annual guidance starting in 2027 due to the “inherent volatility” of its business. Instead, Roblox said it will focus on providing quarterly guidance.
Roblox has faced criticism for putting underage users at risk, with multiple lawsuits filed on behalf of children sexually exploited on its gaming platform.
The company announced that it began requiring age verification for users wishing to access communications features in Australia, New Zealand and the Netherlands late in the fourth quarter. Roblox said 60% of everyday users in these markets are age-verified, and 45% of everyday users worldwide are age-verified.
Roblox said the rollout of age checks, completed globally in January, caused “a mid-single-digit headwind to engagement growth and a low-single-digit headwind to reservation growth.” However, the company added that “the strategic upside is significant.”
“Accurate age data provides long-term opportunities to customize features and content, improving safety and civility, which drives organic engagement growth,” the company wrote.
Roblox said an age check revealed that its user base is younger than self-reported data indicates. Among daily users, 38% are between the ages of 13 and 17, 35% are under 13, and 27% are over 18.
The company said it views its scale with young users as a “valuable strategic asset.”
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