{"rewrite":{"id":"r_e40d682201926ab789d75414","clusterId":"c_314f3c5a58080db67c98d0f1","slug":"roblox-dau-hits-144-million-creator-payouts-to-reach-1-5-billion-in-2025","model":"deepseek-v4-flash","headline":"Roblox Reports 144 Million DAU, $1.5 Billion in Creator Payouts for 2025","summary":"At the Nexon Developers Conference 26 (NDC26) in Korea, Roblox Korea representatives Song Ju-hyun and Ko Myung-jae presented the platform's latest metrics and strategy. Roblox now has 144 million daily active users, a 69% year-over-year increase, with Korean DAU up 47% and the number of Korean revenue-generating creators up 60%. Total creator payouts for 2025 are projected to reach $1.5 billion. The presentation detailed Roblox's creator ecosystem, including the Jumpstart program for beginners and the Incubator program for experienced studios. Ko Myung-jae noted that 84% of surveyed Korean creators used Roblox to showcase portfolios, and 70% of those affiliated with game studios said Roblox success helped in hiring. The latter half covered the IP Licensing Program, which allows IP owners to register their properties and receive a portion of revenue from UGC games. Examples cited include Netflix's \"Squid Game,\" Sega's \"Like a Dragon,\" and Kodansha's \"Blue Lock,\" the latter of which surpassed 1 million concurrent users within three months of release on Roblox, with cumulative gameplay reaching 4.7 billion times and a community of 31 million users.","whyItMatters":"The presentation frames Roblox as a practical training ground and global distribution channel where IP owners like Kodansha can expand their audience with minimal marketing cost, a model that challenges traditional game publishing economics.","webCardHtml":"\u003cp\u003eSong Ju-hyun and Ko Myung-jae presented at the Nexon Developers Conference 26 (NDC26) in Korea. Ko Myung-jae described Roblox as \u0026#34;not a company that provides games, but a place where anyone can make games.\u0026#34; He said the platform follows a natural flow of \u0026#34;play → create → publish → iterate → grow.\u0026#34;\u003c/p\u003e\n\n\u003cp\u003eA survey of 214 Korean creators found that 41% started self-taught and 39% learned through communities. The top reason for continuing content creation was \u0026#34;being able to immediately publish what you make to the world.\u0026#34; 56% of creators affiliated with game studios said Roblox success was \u0026#34;a deciding factor in hiring.\u0026#34; Ko Myung-jae said Roblox \u0026#34;is no longer just a playground; it has become a place for practical training.\u0026#34;\u003c/p\u003e\n\n\u003cp\u003eThree Korean success stories were highlighted. \u0026#34;Sol\u0026#39;s RNG\u0026#34; by Sol\u0026#39;s Studio, created by middle and high school brothers, grew from a community of 12 million to sales worth tens of billions of won and over 1.8 billion cumulative visits. \u0026#34;UNTITLED RPG GAME\u0026#34; by Lunar\u0026#39;s Studio, started by a high school student working alone, gained experience through over 70 experiences. \u0026#34;Prism Runway Show\u0026#34; by LILY LIFFY, a joint creation by a university professor and students, is a dress-up fashion game with over 30,000 concurrent users.\u003c/p\u003e\n\n\u003cp\u003eOn the IP Licensing Program, Song Ju-hyun said the process is \u0026#34;as easy as signing up for a website.\u0026#34; IP owners fill out forms for ownership verification, reference assets, and revenue distribution strategy. The distribution ratio is determined by the owner. Regarding \u0026#34;Blue Lock,\u0026#34; Kodansha invested almost no marketing costs. \u0026#34;The ability for local brands to go global without cost burden is the most disruptive innovation of IP licensing,\u0026#34; the presentation stated.\u003c/p\u003e\n\n\u003cp\u003eIn the Q\u0026amp;A session, when asked about handling user backlash if a popular game like \u0026#34;Blue Lock\u0026#34; ends service without permission, the response was: \u0026#34;As a UGC platform, we do not have direct measures for churn from specific games. We support amicable resolution within the community.\u0026#34; On revenue skewing toward large companies, the presenters noted that many teams of five or fewer people create hits and share revenue.\u003c/p\u003e","blueskyPost":"Roblox's $1.5 billion creator payout is 69% of its DAU growth rate, meaning the platform is scaling revenue share faster than user base.","twitterPost":"Roblox creator payouts hit $1.5B, growing faster than DAU. The IP licensing program is the real revenue multiplier.","threadsPost":"Roblox reported 144 million DAU and $1.5 billion in creator payouts for 2025. The IP licensing program, with titles like Blue Lock reaching 1 million concurrent users, shows how UGC platforms can monetize third-party brands without traditional licensing fees.","newsletterBlurb":"Roblox Korea presented at NDC26 that the platform now has 144 million daily active users and will pay creators $1.5 billion in 2025. The IP Licensing Program allows owners like Kodansha to expand globally with minimal cost, as demonstrated by Blue Lock's 4.7 billion cumulative plays on Roblox.","attributionJson":"[{\"source\":\"4Gamer.net\",\"url\":\"https://www.4gamer.net/games/737/G073772/20260618066/\",\"title\":\"DAU 144 Million, Creator Payouts Total $1.5 Billion in 2025: Roblox's UGC Ecosystem and IP Licensing Strategy [NDC26]\"}]","lintFlagsJson":null,"lintHits":0,"costUsd":0,"inputTokens":11578,"outputTokens":1447,"status":"published","repairAttempts":0,"nextRepairAt":null,"factsAttemptedAt":1781852001,"createdAt":"2026-06-19T06:44:57.000Z","publishedAt":"2026-06-19T06:48:15.000Z","updatedAt":"2026-06-19T06:48:15.000Z"},"cluster":{"id":"c_314f3c5a58080db67c98d0f1","canonicalTitle":"DAU1億4400万人，2025年のクリエイター分配総額は15億ドル。「Roblox」のUGCエコシステムとIPライセンシング戦略［NDC26］","representativeArticleId":"a_520fa3978aaa05da082eb4ea","sourceCount":3,"writtenSourceCount":3,"writeAttempts":0,"isSolo":true,"entitiesJson":"{\"anime_titles\":[],\"manga_titles\":[],\"work_titles\":[\"Roblox\"],\"studios\":[],\"people\":[],\"type\":\"news\",\"domain\":\"games\",\"is_roundup\":false}","contentType":"news","status":"written","firstSeenAt":"2026-06-19T06:00:23.000Z","lastSeenAt":"2026-06-20T02:45:03.000Z","updatedAt":"2026-06-20T03:14:04.000Z"},"attribution":[{"source":"GAME Watch (Impress)","url":"https://game.watch.impress.co.jp/docs/news/2118638.html","title":"「Roblox」の世界観から活用方法までを凝縮！ インプレスから書籍「先読み！Roblox」発売"},{"source":"4Gamer.net","url":"https://www.4gamer.net/games/737/G073772/20260618066/","title":"DAU1億4400万人，2025年のクリエイター分配総額は15億ドル。「Roblox」のUGCエコシステムとIPライセンシング戦略［NDC26］"},{"source":"GameBusiness.jp","url":"https://www.gamebusiness.jp/article/2026/06/20/27271.html","title":"EpicのCEOティム・スウィーニー氏が語る「ゲーム業界の二つの未来」。『Roblox』的な中央集権か、UE6が拓くオープンな世界か"}],"entities":{"anime_titles":[],"manga_titles":[],"work_titles":["Roblox"],"studios":[],"people":[],"type":"news","domain":"games","is_roundup":false},"keyFacts":["Roblox reported 144 million daily active users in 2025, a 69% year-over-year increase.","Total creator payouts on Roblox are projected to reach $1.5 billion in 2025.","Kodansha's 'Blue Lock' IP on Roblox surpassed 1 million concurrent users within three months of release, with cumulative gameplay of 4.7 billion times and a community of 31 million users.","A survey of 214 Korean Roblox creators found that 56% of those affiliated with game studios said Roblox success was a deciding factor in hiring."]}
