This got mentioned extensively back in 2008. <a href="https://news.ycombinator.com/item?id=28247034">https://news.ycombinator.com/item?id=28247034</a><p>The issues are still basically the same, the expose is basically the same, and Roblox has made almost no changes in response.<p>Issue 1) Buy / Sell difference<p>- Buy Roblox: 100 Roblox = $1.00 ($0.0100 / Roblox)<p>- Sell Roblox: 100 Roblox = $0.35 ($0.0035 / Roblox)<p>Issue 2) Large Roblox cut in-game<p>- Sell Item: Roblox / Player, ~70% / ~30%<p>- Ex: 10000 Roblox item, Roblox / Player, 7000 / 3000, $24.50 / $10.50<p>- Worse with Buy / Sell rate difference.<p>- The large cut also drives children toward black market sales and auctions to get a better percentage.<p>Issue 3) Large barrier for withdrawls (slightly better than last article)<p>- Google Youtube: $20, you can withdraw<p>- Roblox: 30,000 Roblox (Looks like $300 @ buy-rate, really $105 @ $0.0035 cash-out rate)<p>Issue 4) Cannot trade / sell / barter existing content (make more stuff)<p>- "No. Robux acquired from trading/selling virtual items that you did not create are not considered earned."<p>Issue 5) Advertise to be seen.<p>- You have to pay money to Roblox to get your game to appear in the Discover section to even have players who will pay money for "your" items. 50,000,000 games, only top few 100 are shown.<p>Issue 6) Roblox Talent Hub<p>- Creators can effectively hire child labor at wildly below market rates.<p>- Ex: 200 Robux, as payment to direct production design for a game. ($2.00 at buy rate, or $0.70 at sell rate)<p>Issue 7) They're pre-teen children<p>- These are not adults. In many cases they're not even pre-teens. Other than an allowance, almost none have any experience with: economics, ROI, relative worth, appraising, information asymmetry, monopolies of knowledge, adverse selection, double bind traps, tragedies of the commons, gambling mechanics, slow-drip rat feeders, or any of the vast number of similar predatory ideas. Guess they'll learn fast, or their parents bank accounts will.