Roblox RBLX Business Segments
| FY'25 | FY'24 | FY'23 | FY'22 | ||
|---|---|---|---|---|---|
| Percentage of revenue by Product | |||||
| Consumable Virtual Items | 42%+17.0pp | 25%— | —— | —— | |
| Revenue by Geography | |||||
| Asia-Pacific, including Australia and New Zealand | $541.5M+42.9% | $379.03M+32.1% | $286.93M+40.5% | $204.26M+40.4% | |
| Europe | $944.59M+43.2% | $659.59M+30.4% | $505.63M+25.0% | $404.43M+13.1% | |
| Rest of world | $435.37M+54.4% | $282.04M+39.0% | $202.9M+34.9% | $150.41M+28.4% |
Chart any of these lines over time, or line them up against competitors.
Compare these in charts →Questions, answered.
- How does Roblox break its business down?
- Roblox (RBLX) reports percentage of revenue by product across 2 parts — Consumable Virtual Items and Durable Virtual Items. Each is extracted from the segment footnotes and tracked over time.
- Where does Roblox's segment data come from?
- Segment breakdowns are pulled from the segment footnotes in Roblox's SEC filings (the XBRL dimensional tags), so every line ties back to a reported figure. Switch between quarterly, annual, and TTM, or open any segment for its full history.
