The rapid development and construction of metaverse games have gradually blurred the virtual world and the real world, and it is found that its impact on young people is particularly significant through literature research and data surveys. This article takes the phenomenon of the young age as the background and, based on data analysis, takes the Roblox platform as an example. Through the research, it is found that the related theoretical and practical research of metaverse games is on the rise in general, the current situation of younger users is not optimistic, and the narrow range of audience positioning on the platform is the main reason for the problem. Based on this, the strategic thinking of enhancing the fineness of game screens, providing personalized game recommendations, expanding the Roblox platform ecosystem, and accelerating platform transformation is proposed, providing certain references for the future development of Roblox and other game industry companies.
CITATION STYLE
Huang, J. (2023). Analysis on the Young Age of Roblox Platform Audience Targeting. Highlights in Business, Economics and Management, 11, 112–117. https://doi.org/10.54097/hbem.v11i.7954
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