Metaverse has been offline for 40 hours!

Roblox officially stated that it has identified the potential internal reasons for the service interruption and is performing necessary maintenance work to restore and run Roblox as soon as possible.

On October 31, Roblox, the world’s largest online game UGC platform, suddenly went offline recently. The official website only left a picture, saying, “We are making things better and will be back later.”

Metaverse has been offline for 40 hours!

According to Roblox’s official Twitter, on October 29, there appeared to be a service issue on the Roblox platform. This interruption has nothing to do with any specific experience or partners on the platform.

Metaverse has been offline for 40 hours!

Metaverse has been offline for 40 hours!

This morning, Roblox officially stated that it has determined the potential internal reasons for the service interruption and is performing necessary maintenance work to restore and run Roblox as soon as possible.

Metaverse has been offline for 40 hours!

The first concept of meta universe-Roblox

Roblox is the world’s largest multiplayer online creative game, compatible with virtual worlds, casual games and self-built content. Most of the works in the game are created by users. In the game, players can also develop various types of games.

As a leader of the meta-universe concept, Roblox has been listed in March 2021, and its current market value is close to US$52 billion.

If Metaverse is the way of presenting the Internet in the new era, a 3D virtual world like Oasis in “Ready Player One”, then VR/AR represents the intelligent hardware of the new era, and Roblox is the content ecology of the new era-game UGC Platform + cloud game.

Metaverse has been offline for 40 hours!

Roblox was founded in 2004. Its original intention was to create a 3D virtual platform on which players can create their own virtual worlds, write various games, and interact on the platform to play games, learn, communicate and communicate together. connect.

User portrait and business model

Roblox has become the world’s largest gaming UGC platform. Its core users are mainly Gen Z 5-24 years old, accounting for about 70% of the platform’s DAU, but users use it for up to 153 minutes a day, and users send an average of about 61 per day. Messages.

In 2020, Roblox has approximately 33 million DAU. Under the influence of the epidemic, it is close to double the 17.6 million DAU in 2019.

The core of Roblox’s business model is the in-game virtual currency Robux. Players can purchase skins, props, etc. in the game after recharging Robux. The cash recharge part needs to be divided into 30% for App store and Google play store, and game developers can also get the corresponding share, thus forming a virtuous circle and promoting game creators to better create games.

In the media industry, creators all need to face uncertainty about whether the next product will sell.

The current industry standard answer is to create a strong IP, and then continue to copy its model. But for new products, there is still huge uncertainty. This problem can be solved by letting users participate in game design and production, and then using the long-tail principle to make popular products stand out.

The most typical examples are Youtube and Station B. Among a large number of UGC, popular content will stand out, and more positive feedback from users will promote creator creation.

Roblox’s unique game UGC model is also a typical representative. By lowering the threshold of making games, it helps users to immerse themselves in their own games, thereby increasing user time, and at the same time attracting more new users to achieve a positive cycle.

If Metaverse will open up a new era of the Internet, then Roblox’s current direction is to carry the entire content ecology of Metaverse.

Although Roblox’s current main monetization channel is still through games, as a virtual world platform, it has unlimited possibilities and imagination on the meta-universe circuit. Its real potential lies in its ability to create a “metaworld” combining virtual and reality in the future, as well as its ability to attract the first batch of Generation Z indigenous people.

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