Roblox appears to profit from this situation:
* CHILDREN spend a lot of time creating content for minimal return. The Developer Revenue Return is approximately 30%. Conventional app stores should return 70 to 97%, instead.
* CHILDREN buy and build loot box systems (gambling, uncontrolled spending, emotional manipulation, focus on money over gameplay), and are financially and socially motivated to use their "Robux" (which they purchase from Roblox - gift cards, direct, or contests / promotions) on expensive virtual items :hat-with-sparkly-feather:. I believe humans take a long time to mature and need careful education to help moderate their tendency towards unhealthy biases once they become adults, and begin to directly impact the rest of us.
* Generally, children may not fully understand the real-world value they're giving up in such unfavorable circumstances.
I formerly developed monetization solutions.