Paper Two: Gaming

The Participation Surface Top

Paper One, Platform Participation, demonstrated that advertising platforms capture measurable economic value from behavioral participation. Paper Two, Gaming, examines a different participation economy: free-to-play gaming, where participation generates value through virtual economies rather than advertising markets. The platform examined here is Roblox Corporation, whose fiscal year 2024 financial disclosures provide the primary source data for the Personal Data Royalty (PDR) calculation that follows.

Roblox Corporation doesn't primarily sell a single game. It operates a platform whose content, environments, and social infrastructure are produced almost entirely by its users. As of fiscal year 2024, Roblox reported 88.9 million average daily active users who generated 73.5 billion hours of engagement during fiscal year 2024. The platform hosts tens of millions of user-created experiences: games, social spaces, simulations, and virtual environments built by players using Roblox's development tools, published within its marketplace. (Roblox Corporation, Annual Report on Form 10K, fiscal year ended December 31, 2024, United States Securities and Exchange Commission, February 18, 2025).

The participation surface in the Roblox environment has several distinct layers. Player presence, the act of entering and inhabiting the platform, constitutes the foundational layer. Gameplay time generates behavioral data and sustains the social density that makes individual experiences valuable. Virtual item purchases within these experiences produce the revenue stream the platform monetizes. Creator activity, the design, construction, and maintenance of the environment's players inhabit, produces the content infrastructure upon which all other participation depends. Social interaction within game worlds generates the relational data and network effects that retain players and attract new ones. Each layer generates value for the platform. None of it is recognized as an economic input in the accounting structure that records the output.

The platform's economic product isn't a single game but access to the player ecosystem. Its revenue depends on the existence of a large, engaged, and demographically concentrated player population. That population is the participation surface. Those 73.5 billion hours of engagement represent a scale of participation comparable to major labor forces. Divided across the global user base, the average Roblox participant contributes approximately 2.4 hours of engagement per day. At that level of sustained activity, the platform functions less like a discrete entertainment product and more like a persistent social environment in which human presence itself becomes the primary productive input. The distinction matters because it reframes what the platform is actually selling. It isn't selling access to a game; it's selling access to the accumulated presence of tens of millions of people who have chosen to spend a substantial portion of their daily lives inside its environment. That presence is the asset. The game mechanics are the mechanism through which that presence is sustained and concentrated.


The Value Creation Mechanism Top

Roblox revenue is generated primarily through purchases of its virtual currency, Robux. Players purchase Robux with real money and spend it within the platform on virtual items, experience access, and avatar customization. At first glance this appears to be a straightforward consumer transaction. The purchases, however, occur within an ecosystem whose value is produced by the participation of the player population itself. Players create the environments, populate them, and generate the demand that sustains the platform economy. The Robux marketplace monetizes that participation rather than replacing it.

The revenue chain works as follows: players contribute time and presence to the platform; creators build the experiences that attract and retain those players; players spend Robux inside creator-built environments. Roblox captures the majority of each Robux transaction before creators convert earned currency through the developer exchange program. The platform doesn't build the content it monetizes; it operates the currency system, the marketplace, and the infrastructure through which participant-generated content is exchanged.

Roblox reported total revenue of $3.6 billion for fiscal year 2024. Of that, the developer exchange program paid out approximately $741 million to creators. That's $2.86 billion retained by Roblox, or 79.4% (Roblox Corporation, Annual Report on Form 10-K, fiscal year ended December 31, 2024). The creator payout figure is significant for what it reveals about the value architecture. Creators received roughly 21 cents of real-world value for each dollar of platform revenue recorded in fiscal year 2024. The platform retained approximately 79 cents. That ratio reflects the structural terms of an exchange in which the platform controls the currency, the marketplace, the distribution infrastructure, and the terms of participation. Creators who build within Roblox don't own their distribution. They rent access to the player population the platform has assembled, a population whose participation the platform has never compensated. Roblox reports engagement hours prominently in its financial disclosures because engagement time is the variable most closely associated with revenue growth. The more time participants spend inside the platform, the more opportunities exist for virtual currency purchases, social interaction, and creator-driven transactions. Engagement is therefore treated internally as the platform's primary growth metric, the figure Roblox emphasizes to investors as the clearest signal of platform health and future revenue potential. That the company identifies engagement as its primary growth driver while not recognizing the participants generating that engagement as economic contributors isn't a contradiction in its accounting, it's the structural condition the PDR formula is designed to measure.

The relationship between engagement and revenue is disclosed with unusual precision in Roblox's filings. The company reports both daily active users and total engagement hours as primary metrics, which allows the per-user engagement figure to be calculated directly from primary sources rather than estimated from survey data. That transparency, offered to investors as evidence of platform health, simultaneously provides the data required to demonstrate the participation value those investors are being asked to fund.


The Minor User Population Top

The Roblox participation surface carries a structural feature that distinguishes it from the advertising platforms examined in Paper One. The platform's daily active user base is mostly people under age 18. Roblox's own filings disclose that approximately 53% of daily active users in 2024 were under the age of thirteen. A substantial additional share falls between thirteen and seventeen. The majority of the participation hours generating the platform's revenue — 73.5 billion annually — are contributed by people who can't legally enter contracts, can't meaningfully assess the commercial value of their behavioral contribution, and in many jurisdictions can't consent to the data collection their participation produces. (Roblox Corporation, Annual Report on Form 10-K, fiscal year ended December 31, 2024).

This matters for the legitimacy framework established in the Introduction to this series. The four conditions required for participation to function as voluntary exchange: survivable refusal, recognized standing, transparency of terms, and independent jurisdiction. Each fail in the standard platform context. In the context of minor participation, the transparency and standing conditions fail more completely than in any adult context. A child who begins using Roblox at age eight or nine isn't capable of assessing that their 2.4 hours of daily engagement is generating participation value for a platform reporting $3.6 billion in annual revenue. The platform acquires this participation at zero cost per participant. The child receives entertainment, and yet the exchange isn't recorded as an exchange.

The behavioral profiles assembled from minor users who engage with the platform across their formative years aren't equivalent to the profiles of adult users. They're longitudinal records of preference formation, social behavior, and purchasing psychology assembled during the period when those processes are most consequential. A child who enters the Roblox environment at age eight and remains an active participant through adolescence contributes not just hours of engagement but a developmental record — the evolution of their social preferences, their response to commercial incentives, their patterns of group membership and identity expression — across the years when those patterns are being formed rather than merely expressed. The commercial value of that record compounds in ways that the per-user revenue baseline doesn't capture, because the baseline measures what the platform realized from that participation in a single fiscal year rather than what it retains as a longitudinal asset.

The PDR baseline calculated in the following section is therefore a floor that understates the participation value generated by the platform's youngest users in ways that no single coefficient fully captures. The Age Coefficient (AC) adjusts for the premium advertising and behavioral markets assign to younger demographics. It doesn't adjust for the compounding developmental value of a participation record that begins at the threshold of commercial socialization and extends across the years of its formation.


The Creator Economy Structure Top

Before the PDR calculation, the creator economy requires precise description. This is because it represents a participation layer whose partial compensation is sometimes offered as evidence that the platform's value architecture is already fair. Roblox creators can't export their audience outside the platform. Their work exists inside an environment whose discovery systems, currency exchange rates, and distribution rules are controlled entirely by the platform operator. A creator who builds a successful experience within Roblox hasn't built an independent business, they've built an asset that exists within, and depends upon, the participation surfaces the platform has assembled. The economic value of that asset — its ability to attract players, generate Robux transactions, and produce real-world income for its creator — is entirely contingent on the platform's continued operation, the platform's continued maintenance of the player population, and the platform's continued willingness to permit the creator's access to that population on the current terms.

That dependency has a precise economic consequence. A creator who has invested substantial time and labor in building experiences within Roblox has no leverage over the terms of their participation. Roblox controls the rate at which creator earnings convert to real currency. It controls the percentage retained from each transaction, the eligibility criteria for the developer exchange program, and the discovery algorithms that determine whether a creator's experience reaches players at all. The creator's only alternative to accepting these terms is to exit the platform, and exit means abandoning the player population their work has attracted, the behavioral data their experiences have generated, and the distribution infrastructure their labor has helped build.

This isn't a labor dispute. It's a description of the structural conditions under which creator participation occurs. The 21 cents per dollar that creators received in fiscal year 2024 was not the result of negotiation between parties with recognized standing and comparable information. It was the result of a platform setting the terms of access to a participation surface it assembled from the unrecognized contributions of the player population whose presence makes creator work valuable in the first place. The creator economy is built on top of the player participation economy. Neither is recognized as an economic input in the accounting structure recording the output of both.


The PDR Formula Applied Top

The Personal Data Royalty formula established in the Introduction, and first applied in Paper One, produces a per-user participation value baseline from disclosed financial data. Applied to Roblox, the calculation proceeds as follows: Roblox reported total revenue of $3.6 billion for fiscal year 2024 against 88.9 million average daily active users globally, generating 73.5 billion hours of annual engagement. Dividing the total revenue by the global daily active user base produces a revenue-per-participant baseline of approximately $40 annually. This figure is the global baseline and carries a significant limitation: Roblox doesn't disclose United States revenue separately in its 10-K filing at the level of granularity available from the Alphabet and Meta filings used in Paper One.

To produce a United States-adjusted figure comparable to the Paper One baselines, the Geographic Coefficient established in Paper One is applied. Paper One demonstrated that United States users generate platform revenue at multiples of the global average across major digital platforms. Applying a conservative Geographic Coefficient of 2.3 to the Roblox global baseline — conservative because Roblox's revenue mix includes direct virtual currency purchases rather than advertising alone, which reduces but doesn't eliminate the geographic premium — produces a United States PDR baseline of approximately $91 to $103 per user per year, with $97 as the midpoint estimate.

This figure reflects platform revenue only. It doesn't include:

This is the floor of the participation value that the platform realizes from the average United States user annually. The price those users received for generating that value was zero.

The Age and Income Coefficients established in Paper One apply here with additional force. The platform's concentration of minor users means the Age Coefficient, which reflects the premium behavioral markets assign to younger demographics, produces above-baseline figures for the majority of Roblox's user population. The Income Coefficient, which reflects the inverse relationship between income and platform dependency, applies to a user base of which many members lack independent financial resources and therefore have no practical access to paid alternatives. A minor user without independent income has no alternative to the free participation economy. The zero-price model extracts most heavily from those least positioned to recognize, assess, or negotiate the terms of what they are contributing.

The H variable in the PDR formula (annual participation hours) is more precisely measurable for Roblox than for any platform examined in Paper One. Roblox discloses total engagement hours as a primary financial metric, allowing H to be derived directly from the 10-K rather than estimated from survey data. The 73.5 billion hours reported for fiscal year 2024 divided across 88.9 million daily active users produces an average annual participation figure of approximately 827 hours per user, roughly 2.4 hours per day sustained across the full year. That figure, derived from the platform's own investor disclosures, is the H variable the PDR formula applies to a participation surface the platform itself characterizes as its primary driver of revenue growth.


The Counterarguments Top

Critics may argue that players receive entertainment value, that participation in gaming platforms is voluntary, or that Roblox's creator economy already compensates participants.

These claims don't contradict the analysis presented here. The Origin Economics framework doesn't deny that participants receive benefits or exercise choice. It demonstrates that the behavioral participation generating platform revenue isn't recognized as an economic input within the accounting structure that records that revenue. The entertainment value objection correctly identifies that both sides of the exchange receive something. It fails as a rebuttal to the misclassification thesis because it conflates the existence of value on both sides with the accuracy of the recording of the exchange. Players receive entertainment. The platform receives a behavioral profile, a social graph, a developmental record, and 73.5 billion hours of engagement annually that its own investor disclosures identify as the primary driver of its revenue. The existence of entertainment on one side of this exchange doesn't establish that the other side has been accurately recorded. A worker who receives housing and meals from an employer has received something. That doesn't establish that their labor has been recognized as the origin of the value from which those benefits flow.

The voluntary participation objection assumes that voluntarily contributed activity cannot constitute an unrecognized economic input. The analysis presented here demonstrates that it can and does. Players voluntarily spend 2.4 hours daily inside a platform that realizes $3.6 billion in annual revenue from that engagement. The voluntariness of the contribution doesn't alter the fact that it's a contribution, that it generates measurable economic output, and that the accounting structure recording that output doesn't recognize its origin. Voluntary contribution without recognized standing is the structural condition the entire series documents. It isn't an exception to the framework. It's the framework's subject.

The creator compensation objection is technically accurate and structurally irrelevant. Roblox does pay creators. The $741 million in developer exchange payouts in fiscal year 2024 is real compensation for real labor. The framework doesn't dispute this. What it identifies is the layer of participation beneath the creator economy — the player population whose presence and spending make creator work commercially viable — that receives nothing. And it identifies the conditions under which creator compensation itself occurs: a platform-controlled exchange rate, platform-controlled distribution, platform-controlled eligibility criteria, and no recognized standing from which to negotiate any of these terms. The creator economy addresses one layer of the participation surface. The foundational layer — player presence, time, behavioral contribution, and developmental data — remains entirely unrecognized in the accounting structure that records the revenue all of it produces.


Conclusion Top

Roblox reported $3.6 billion in revenue for fiscal year 2024 from a platform whose content was built by its users, whose economy was sustained by its players, whose daily active user base was a majority of people under the age of 18, and whose primary growth metric, as disclosed to investors, was the engagement hours that same population contributed. The per-user participation value at the United States baseline falls in the range of $91 to $103 annually, with $97 as the midpoint. The price those users received for generating that value was zero.

Paper One, Platform Participation, established that a United States resident active across Google and Meta properties generates approximately $723 in annual participation value across those two platform families. Adding the Roblox baseline brings the cumulative participation value documented in this series to approximately $820 per year for a user active across all three platforms. This figure covers advertising revenue and virtual currency revenue only, across three platforms, from a series that will document eleven additional participation domains before it is complete. It's not a ceiling; it's the running total after two papers.

The gaming participation economy differs from the advertising economy in its revenue mechanism but not in its structural logic. In both cases, human presence, time, behavior, and creativity generate platform revenue that's recorded as the output of a production function without recognizing the human-origin inputs that made it possible. The platform sells what its participants produced. The participants are recorded as consumers of a free or purchased service. The exchange isn't recorded as having occurred.

What distinguishes the gaming participation economy from the advertising economy examined in Paper One is not the absence of the misclassification but its concentration. The participation surface here is majority children, and the engagement hours are higher per user. The behavioral profiles being assembled span developmental periods whose commercial value compounds in ways that annual revenue figures don't capture. The creator economy adds a layer of partially compensated labor on top of a foundation of entirely unrecognized player participation. The creator labor is itself structurally dependent on a player population whose contribution the platform has never recognized and whose standing in the exchange the platform's own disclosures, terms of service, and accounting structure consistently decline to acknowledge.

Paper One established the floor. Paper Two shows the same structure operating in a different domain, on a younger population, through a different revenue mechanism, at comparable scale. The papers that follow will show it operating in domains closer to the center of daily life — in schools, in homes, in vehicles, in hospitals, and in the systems that map the body, the face, and the biological self.

Participation Value Ledger

Running total after Paper Two. Add only the lines that apply to you.

If you use Google and Meta $723 / year
If you play Roblox $97 / year
Your running total $723 – $820 / year

The lower figure reflects participation common to most internet users. The upper figure includes additional domains examined in this series.

Citations Top

Roblox Corporation, Annual Report on Form 10-K for the fiscal year ended December 31, 2024, filed with the United States Securities and Exchange Commission, February 18, 2025.

Alphabet Inc., Annual Report on Form 10-K for the fiscal year ended December 31, 2024, filed with the United States Securities and Exchange Commission, February 4, 2025.

Meta Platforms, Inc., Annual Report on Form 10-K for the fiscal year ended December 31, 2024, filed with the United States Securities and Exchange Commission, January 29, 2025.

Imanol Arrieta-Ibarra, Leonard Goff, Diego Jiménez-Hernández, Jaron Lanier, and E. Glen Weyl, Should We Treat Data as Labor? Moving beyond Free, AEA Papers and Proceedings 108, 2018, pp. 38–42.

David Zendle and Paul Cairns, Video game loot boxes are psychologically similar to gambling, PLOS ONE 13(11), 2018.

Matthew Drummond and Robert D. Sauer, Video game loot boxes: Paying for uncertainty, Journal of Consumer Affairs 55(3), 2021.