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Roblox Stock Craters on Outlook. Is This a Buying Opportunity?

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Roblox (NYSE: RBLX) share prices plunged after the virtual gaming platform issued disappointing guidance. The drop cooled off what had been a hot start to the year for the stock, which is still up more than 13.5% on the year as of this writing. The stock has risen by about 48% over the past year.

Let's dig into the company's results to determine whether now is a good opportunity to buy the stock on the dip.

Disappointing bookings

One of Roblox's most important metrics is bookings. This is because of how the company recognizes its revenue. Roblox gets a 30% cut of each virtual dollar, called a Robux, spent on its platform. The remaining money goes to the developers and distributors of the games and experiences on its platform, which are oftentimes the same entity.

When users buy Robux, Roblox must record it as deferred revenue on its balance sheet as bookings. It later recognizes these bookings as revenue when users purchase virtual items. Consumable items get recognized as revenue when they are used, while durable virtual items are recognized as ratable revenue over a user's expected lifetime on the platform. This could be something like buying an outfit for a virtual character. Most of the virtual items sold on its platform fall into this category.

As such, bookings tend to better indicate how much money users are spending on its platform than revenue. For the fourth quarter, Roblox's bookings rose 21% year over year to $1.36 billion. Meanwhile, it guided for 2025 bookings of between $5.2 billion and $5.3 billion. Both numbers fell shy of analyst expectations, with analysts looking for $1.37 billion in bookings in Q4, as compiled by LSEG, and $5.3 billion in 2025, as compiled by FactSet.

At the same time, daily active users grew 19% to 85.3 million but fell well short of the 88.2 million analyst consensus, as compiled by StreetAccount. Lower-than-expected daily active users likely lead to less revenue over time. The company said much of the growth in daily active users came from Japan and India, each with more than 50% growth. Average booking per daily active user, however, only rose 1% to $15.97.

Person playing a game on a phone.
Image source: Getty Images.

Overall revenue, meanwhile, climbed 32% year over year to $988.2 million. Adjusted earnings before interest, taxes, depreciation, and amortization (EBITDA) jumped from a loss of $44.8 million to a gain of $65.6 million. Notably, Roblox is an aggressive user of stock-based compensation, which is removed from adjusted EBITDA. However, this is a real expense that dilutes shareholders over time.

In the quarter, the company recorded $258.2 million in stock-based compensation expenses and $1 billion for the year. Its share count rose 5%, from 681.3 million at the end of 2023 to 714.7 million at the end of Q4. Those additional 33.4 million shares are equal to about $2.3 billion in market cap based on its current stock price.