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for the advertisers that are using it, what sort of impacts are you observing from that?
could you give us a little bit more detail about what that entailed? Was it a new type of model targeting a different use case?
how would you characterize the moat around MAX?
did you see a test from Meta doing more advertising in the in-game ad environment?
Is that the metric that you're managing to try to find the point at which you're going to go general availability?
how should we think about the timing and potential magnitude of doing more marketing?
is it a function of just taking even more share in mediation? Is it about ad load increasing to the customers you already have?
talk to us a little bit about how you arrived at this decision to market to acquire advertisers because I think historically, it's mostly been growth by word of mouth
what is the cost benefit analysis given the cost of generating creative for advertisers in real time?
are you continuing to push into new categories beyond the ones that you've talked about?
Is that consistent with the long-term growth profile that you shared during the Investor Day in September?
what ultimately were the main issues in retrospect? How did you fix them? What changes in the game were the most effective to fix them
what should investors be watching to help us determine when the engagement headwinds from those changes have peaked.
Is the entire guide down driven by the change in behavior versus the severity that you have observed because of age check
the concerns that we've seen coming up in the market over the past week about the potential for
what will real-time content generation and what you're calling 4D content creation mean for Roblox experiences
How does that change incentives for creators versus the old engagement-based payouts?
What are you doing and what can you do to keep that ball rolling?
So what were the puts and takes in the DAU step-down from 3Q to 4Q?
Will that have a material impact on your gross margins? Or will you continue to sell boxed download codes
How should they think about the mix between just an ongoing significant revenue contribution from Grand Theft Auto versus the pipeline
what is your level of confidence in their ability to sustain that continued outperformance in the market versus the market?
is there anything that you would call out that's driving that continued strength and even the acceleration versus what you saw last quarter?
Is that accurate? And if so, how and when would that payment be accounted for?
how do you evaluate the attractiveness of those opportunities in terms of partnering with new distribution modes like Netflix
if you could expand a little bit more on exactly how that works
I guess, where do you feel you sit in the future of these new AI game creation tools?
where are we in the process of kind of harvesting the low-hanging fruit for Vector?
I was wondering if you could break down a little bit more what the drivers of that were.
is there anything preventing you from taking the technology that's driving the stronger performance at Unity Ads
Are you seeing the customers that are on Vector respond to that 15% to 20% lift in installs in IIP by increasing their spend?
I think it's a step down of like $40 million to $50 million quarter-on-quarter.