RBLX vs TTWO Stock Comparison: AI Score, Valuation, Performance and Upside
RBLX (Roblox) and TTWO (Take-Two Interactive) represent very different gaming business models — Roblox is a platform business hosting millions of user-created experiences for predominantly younger audiences, with network effects from its creator economy, while Take-Two is a premium AAA publisher creating high-quality, high-budget games primarily for mature console and PC audiences. These companies serve largely different audiences with different monetization models.
RBLX vs TTWO is gaming platform with creator economy network effects (Roblox's user-generated content metaverse growing DAUs and ABPDAU) versus premium AAA game publisher with blockbuster franchise optionality (Take-Two's GTA VI as a potential multi-year generational revenue catalyst) — platform scale versus franchise depth in gaming.
TTWO holds the edge across 3 of 5 key metrics in this comparison. TTWO has delivered stronger 1-year price return (+0.74% vs -49.80%), though RBLX trades at the lower forward P/E (-40.21x vs 20.99x). Analyst consensus implies meaningfully more upside for TTWO (+31.81%) than for RBLX (+25.78%).
- →Want exposure to the gaming platform/metaverse model — Roblox's user-generated content network effect creates unlimited experience variety funded by millions of developers rather than expensive internal studio production
- →Value Roblox's demographic depth with under-18 users as a generational platform that may retain users as they age and expand spending with income growth
- →Accept that Roblox is not yet profitable and requires sustained bookings growth to cover its substantial infrastructure, safety, and developer payout costs on the path to profitability
- →Want exposure to GTA VI as potentially the largest entertainment launch in history, followed by years of GTA Online live service revenue — a high-stakes event-driven thesis with significant upside if Rockstar delivers another cultural phenomenon
- →Value premium AAA game publishing with Rockstar's extraordinary quality track record and the NBA 2K annual sports franchise generating consistent Ultimate Team microtransaction revenue
- →Accept the lumpy cash flow profile between major Rockstar releases and the Zynga integration risk as acceptable for exposure to gaming's most valuable entertainment franchise catalog
| Metric | RBLX | TTWO |
|---|---|---|
| AI score | 25.3 | 51.0 |
| AI rank | #2808 | #404 |
| Latest close | $51.53 | $239.28 |
| 1M return | +15.93% | +0.48% |
| 6M return | -40.02% | -0.53% |
| 1Y return | -49.80% | +0.74% |
How much would $10,000 be worth today if invested at the start of each period, with all dividends reinvested?
| Period | RBLX | TTWO |
|---|---|---|
| 1Y ago | $5.02K (-49.8%) started 2025-06-18 | $10.03K (+0.3%) started 2025-06-18 |
| 5Y ago | $6.35K (-36.5%) started 2021-06-18 | $13.79K (+37.9%) started 2021-06-21 |
| 10Y ago | $7.41K (-25.9%) started 2021-03-10 | $63.34K (+533.4%) started 2016-06-20 |
Hypothetical — past performance does not guarantee future results.
| Metric | RBLX | TTWO |
|---|---|---|
| Market cap | $36.89B | $39.31B |
| Trailing P/E | N/A | N/A |
| Forward P/E | -40.21 | 20.99 |
| Price/Sales | 6.96 | 7.55 |
| EV/Revenue | 6.40 | 6.05 |
| Analyst target | $64.81 | $279.11 |
| Target upside | +25.78% | +31.81% |
| Metric | RBLX | TTWO |
|---|---|---|
| Revenue growth | 39.30% | 6.10% |
| Earnings growth | N/A | N/A |
| EPS growth | N/A | N/A |
| FCF margin | +22.72% | +21.75% |
| Operating margin | N/A | 2.33% |
| Profit margin | -20.69% | -4.48% |
| ROIC proxy | -311.94% | -10.56% |
| Return on equity | -311.94% | -10.56% |
| Dividend yield | 0.00% | N/A |
| Beta | 1.44 | 0.98 |
| Debt/equity | 435.04 | 84.26 |
| Current ratio | 0.89 | 1.24 |
| Quick ratio | 0.71 | 1.10 |
Lower drawdown and smaller single-period drops generally indicate a smoother ride, though they do not guarantee lower future risk.
| Period | Metric | RBLX | TTWO |
|---|---|---|---|
| 1Y | Growth | -49.80% | +0.33% |
| CAGR | -49.82% | +0.33% | |
| Sharpe ratio | -0.91 | 0.01 | |
| Max drawdown | 70.82% | 27.68% | |
| Max daily drop | 18.33% | 8.08% | |
| Max wkly drop | 23.55% | 19.24% | |
| 5Y | Growth | -36.49% | +37.94% |
| CAGR | -8.68% | +6.65% | |
| Sharpe ratio | 0.15 | 0.22 | |
| Max drawdown | 82.79% | 51.50% | |
| Max daily drop | 26.51% | 13.68% | |
| Max wkly drop | 37.68% | 19.94% | |
| 10Y | Growth | -25.86% | +533.35% |
| CAGR | -5.52% | +20.28% | |
| Sharpe ratio | 0.20 | 0.58 | |
| Max drawdown | 82.79% | 56.14% | |
| Max daily drop | 26.51% | 13.76% | |
| Max wkly drop | 37.68% | 19.94% |
| Category | RBLX | TTWO |
|---|---|---|
| Company | Roblox Corporation | Take-Two Interactive Software, Inc. |
| Sector | Communication Services - Gaming Platform | Communication Services |
| Industry | N/A | Electronic Gaming & Multimedia |
| Core business | Roblox is a user-generated content gaming platform where millions of developers create interactive 3D experiences (games, social spaces, simulations) that hundreds of millions of players access. Players use Robux (virtual currency) to access premium experiences and customize their avatars. Roblox functions as a metaverse platform enabling creation, exploration, and socialization. | Take-Two Interactive is a premium video game publisher with Rockstar Games (Grand Theft Auto, Red Dead Redemption), 2K (NBA 2K, Borderlands, Civilization, BioShock), and Zynga (mobile casual/mid-core games). Take-Two sells premium narrative games and sports simulations with ongoing live-service components, targeting the full-price console and PC game market. |
| Investor focus | Investors track Roblox Daily Active Users (DAUs), Average Bookings Per DAU, total hours engaged, the 17+ age demographic expansion (Roblox's historical core is under-18), developer ecosystem size and quality of experiences, and the path to profitability given Roblox's significant infrastructure and safety costs. | Investors track Take-Two's recurrent consumer spending from live services (GTA Online, NBA 2K Ultimate Team), the GTA VI launch as the primary near-term revenue catalyst, Zynga mobile portfolio performance, and the financial trajectory toward positive free cash flow after the large Zynga acquisition. |
- →Massive user-generated content network effect — millions of developers create experiences on Roblox for free, giving Roblox an essentially infinite content library funded by its creator economy rather than internal studio costs
- →Deep demographic penetration in the under-18 generation — Roblox is the dominant gaming and social platform for children and teenagers in the U.S. and increasingly globally
- →Creator economy flywheel — successful Roblox developers earn real money from Robux, incentivizing continuous quality content creation that attracts more players, which attracts more developers
- →Rockstar's cultural influence and franchise quality — Grand Theft Auto is among the most valuable entertainment IP globally; GTA V's extraordinary 10+ year commercial success validates Rockstar's development approach and commercial execution
- →NBA 2K annual sports dominance — NBA 2K is the only serious basketball simulation game, maintaining annual release cadence with strong Ultimate Team microtransaction revenue
- →Premium game positioning — Take-Two's Rockstar and 2K games sell at full price ($60-70) with high quality standards, serving the premium gaming market segment with loyal enthusiast audiences
- →Age demographic retention challenge — users who grew up on Roblox are aging past the core under-18 demographic; whether they stay on the platform as young adults or migrate to other games/social platforms is a critical question for Roblox's long-term addressable market
- →Not yet profitable — Roblox's significant infrastructure, safety (child safety is a serious cost), and developer payout costs mean the company has been operating at a loss; the path to profitability requires significant DAU and bookings per DAU growth
- →Platform moderation and child safety — Roblox's young user base creates significant safety obligations; past incidents of inappropriate content have generated regulatory and reputational scrutiny
- →Dependence on Rockstar release cadence — Rockstar releases games infrequently (GTA V was 2013, GTA VI expected 2025); years between major releases create revenue gaps
- →Zynga integration challenges — the mobile gaming market is intensely competitive; multiple Zynga titles have underperformed post-acquisition expectations
- →Premium AAA game market faces competition from live services — players spending time in GTA Online, Fortnite, or Roblox play fewer traditional paid narrative games
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