Roblox Marketing (works wonders with Influencers)
Roblox marketing is nothing from Roblox (to understand what Roblox is, check out here)
What people have been noticing are the various stats for the platform...and what it is generating for creators:
- Roblox has 70.2 million daily active users and 214 million monthly active users as of Q3 2023.
- 42.3% of Roblox users are under the age of 13.
- 51% of Roblox’s users are males and 44% are females.
- Roblox has 9.5 million developers and has earned $518.6 million in 2023.
Roblox marketing through Avatars
Apart from game creation (which can be hugely profitable- but also, you need to keep on inventing your game to keep people interested. Coding is helpful here once you get a basic game up and going). Avatars can also be very profitable in the long run.
An Avatar is your online self, what you look like. It can be borderline infinitely adjusted daily/ weekly/ yearly.
It is also easy to do in Roblox studio, you just have to follow the tutorials, tutorials from creators and you can create one yourself. You can aso get people to make them for you. One Youtube Roblox player created a Roblox version of their Youtube persona. 165k views and still growing. Do you think that people will also buy that Avatar because they are you fan? Yep, they do.
According to Beautymatters Gen Z care about their appearance, like most people, but they are also caring about their Avatar appearance to a great deal. Here are the stats:
- 54% are very or extremely inspired by what their avatar and other avatars wear.
- 62% say they care a lot that their avatar looks good to them, compared to 37% who say they care a lot that it looks good to others.
- 47% say the Avatar made them feel creative, 45% happy, 42% stylish, 42% unique, 38% confident, and 37% cool.
- 40% feel it's easier to present their authentic selves in the metaverse than in the physical world.
- 84% say they are somewhat likely to consider purchasing a brand in real life if they see it on Roblox, and 54% say they are extremely likely to.
- 52% say they're comfortable budgeting up to $10 each month to spend on their avatar's appearance,19% are willing to spend up to $20 monthly, and an additional 18% are open to buying $50 to $100 of items every month.
- 36% want rare, digital-only items that don't yet exist in the real world.
- 30% like big, recognizable branding, patterns, and logos for their avatars.
Now buying digital items online is nothing new (WreckItRalph2 even commented on this). But the trend has not slowed down and it is a hungry market.
Price?
Now you cant just create something and then sell it. You have to get permission through Roblox but then you place them on the marketplace- making sure you check Roblox rules and then start selling (you also need to convert Roblux to normal money through Roblox).
A lot of items are really low in price- 1-10 Robux for an item. But you can increase this:
- sell multiple items. More itmes, the more chance something will sell
- it needs to be good and detailed
- trends are abound online. Sloths and Foxes were some of the trends and those items just went flying off shelves
- items in a group is very helpful- so t-shirt, pants, hair, hair accessories, back items
- if you have a group already interested in you, you have a group to market and to bounce ideas off. If you item therefore is high selling then it goes closer to the top of the charts where it can sell more
- if you are already designing clothes/ items and have a group then your sponsor can also join in and you can create something for them
- limited runs of items are more sought after
Think we are joking here?
Some fashion designers are also making garments (virtual) for Roblox and these are going for $10-30 each (can't find the following quote reference):
cSapphire is heralded as something of a virtual apparel-designing doyenne — and it’s evident by the popularity of her designs (her best-selling outfit to date is an early creation: a gray hoodie with a black bandeau that has seen about 600,000 sales).
Check out more eproduct selling ideas at the blog.
You might like these
Roblox: Community, game building and an economy
Virtual goods, digital products. They are hugely popular and very lucrative. They are also increasing repidly in popularity.
Metaverse marketing is new, but stats show the metaverse in increasing. Here is a good place to start
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