(Reuters) - Roblox raised its annual bookings forecast on Thursday, as user engagement increased on its platform during the summer holidays and more mature content helped it draw older users with higher spending power.
Shares of the company rose 3.5% in premarket trading.
The video gaming company, known for its popularity among younger gamers, has been encouraging developers to create more mature content such as horror games to attract older users that have more spending power.
The number of hours engaged by players above the age of 13 rose 30% in the April-to-June quarter, and the company now expects annual bookings between $4.18 billion and $4.23 billion, up from its prior view of $4 billion to $4.10 billion.
"It's the content creation of our developer community that attracts the older users and builds things that are worthy of them spending their capital, and when users spend a lot of time with us, it tends to correlate to spending money with us," Chief Financial Officer Michael Guthrie told Reuters.
Unlike traditional video game firms, Roblox relies on user-generated content and makes most of its money from the sale of its in-game currency, "Robux".
Its model, which is similar to Epic Games' Fortnite, has helped Roblox at a time when customers are cutting back on purchases and sticking with proven titles.
The company forecast third-quarter bookings - which mostly come from the sale of virtual currency - in the range of $1 billion to $1.03 billion, above estimates of $971.2 million, according to LSEG data.
The prototype is designed for two main tasks: weeding and crop monitoring.
Its second-quarter bookings exceeded Wall Street expectations, benefiting from summer holidays in the U.S., which allows gamers to spend more time on its platform.
The results follow a disappointing report from the company in May that sparked the worst single-day rout in its shares due to a cut in its annual forecast.