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Roblox grows up

The 3D-world for kids is attracting an older audience. It might also be the closest thing we’ve got to a metaverse that already exists. Brands are taking notice.

Roblox grows up

[Illustration: Maria do Rosário Frade]

BY Harry McCrackenlong read

“When you’re ready, feel free to take your seat with grace, landing into the body with ease, trusting whatever posture feels most supportive.”

My Roblox avatar—a blocky, smiley-face little guy with shaggy orange hair, plasticky-gray complexion, and hinged limbs—is rolling out his yoga mat. As a soothing voice coaches him, he kneels with palms outstretched, surrounded by other avatars seeking their own inner peace.

By the standards of Roblox’s 3D playground, this exercise in virtual mindfulness isn’t exactly action-packed—and that’s the point. “We wanted something calm and tranquil, where you can tune in by tuning out,” says Angélic Vendette, global head of marketing at yoga-wear maker Alo, which created the experience. So, apparently, did plenty of Roblox users: They’ve visited the virtual yoga studio more than 70 million times.

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ABOUT THE AUTHOR

Harry McCracken is the global technology editor for Fast Company, based in San Francisco. In past lives, he was editor at large for Time magazine, founder and editor of Technologizer, and editor of PC World More


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