GnauzBookOfRhymes
Superstar
Came in here to talk about roblox. My kids got addicted to it after an older cousin showed it to them. I cut them off bc after a CPL days bc they're too young but I definitely see/understand the obsession.
Here are my general concerns.
1. Kids are fickle. Parents can be as well. I have no idea if this kind of research is publicly available but i wish I knew what % of users are "long term" vs those who just signed up within last cpl months. How long does typical user keep playing before they go dormant etc. Do we know if all of the millions of ppl they claim use it are real or is it possible that like twitter followers etc, that there are ways to "game" the system just to make the company appear more valuable? I say that bc I can see a lot of parents letting their kids try it out but then quickly cutting them off.
2. This game gives off the same type of vibes as all those weird Youtube channels marketed to young kids that were deemed so problematic. I have a gut feeling that there will be some massive backlash at some point in near future when it's discovered that all kinds of shady or "sketchy" if you're white, shyt is going on. Case in point:
A few replies down someone posts what is obviously sexually motivated content that seems almost impossible to prevent proactively (I'm sure they are working on this but for most parents, one time is all thats necessary) but will probably become even more prevalent now that as a publicly traded company it represents a more visible target for sociopaths.
That being said I think theres money to be made here at any price you can get it today.
I'm going to throw a couple thousand and check back once summer is near. Parents are going to be forcing their kids outdoors. Limiting screen time for kids - especially after a year plus of remote learning etc - is going to be the biggest parental "virtue signal" over the foreseeable future.
Here are my general concerns.
1. Kids are fickle. Parents can be as well. I have no idea if this kind of research is publicly available but i wish I knew what % of users are "long term" vs those who just signed up within last cpl months. How long does typical user keep playing before they go dormant etc. Do we know if all of the millions of ppl they claim use it are real or is it possible that like twitter followers etc, that there are ways to "game" the system just to make the company appear more valuable? I say that bc I can see a lot of parents letting their kids try it out but then quickly cutting them off.
2. This game gives off the same type of vibes as all those weird Youtube channels marketed to young kids that were deemed so problematic. I have a gut feeling that there will be some massive backlash at some point in near future when it's discovered that all kinds of shady or "sketchy" if you're white, shyt is going on. Case in point:
A few replies down someone posts what is obviously sexually motivated content that seems almost impossible to prevent proactively (I'm sure they are working on this but for most parents, one time is all thats necessary) but will probably become even more prevalent now that as a publicly traded company it represents a more visible target for sociopaths.
That being said I think theres money to be made here at any price you can get it today.
I'm going to throw a couple thousand and check back once summer is near. Parents are going to be forcing their kids outdoors. Limiting screen time for kids - especially after a year plus of remote learning etc - is going to be the biggest parental "virtue signal" over the foreseeable future.