We treated Electric Lap as an extension of the Formula E IP, not a standalone branded game. Each race added lasting value to the digital Formula E world, with playable circuits, real-world results, official team liveries and suits. Live-ops then expanded the experience beyond the race calendar, with Brainrot, Intergalactic and Anime introducing new worlds, challenges and collectables. London proved how digital and physical experiences could work together. A fan-created livery moved from the Roblox community to a real Formula E car and back into the game, demonstrating how gaming can become part of the championship itself.

Audience & Impact
Electric Lap didn’t just build a Roblox audience. It built a digital Formula E audience in markets that matter to the championship. Across the season, Electric Lap generated 1.03M visits and 52K hours of gameplay, with around 10K users per day discovering the experience through Roblox Home recommendations.
Live-ops expanded the Formula E universe beyond real-world circuits, using Brainrot, Intergalactic and Anime to tap into cultural trends and give younger audiences new reasons to engage and return.
The geographic reach was particularly valuable: 203,180 of the 304,640 DAU across the top 10 countries came from Formula E race markets — approximately 67%. This created a clear ecosystem: Race market → race moment → digital track → continued engagement.
Alongside the game, season content generated 827,820 social interactions, further amplifying Formula E’s digital presence.
Together, these results show how Electric Lap can extend the lifespan of race-weekend investment, strengthen Formula E’s presence in priority markets and create ongoing engagement with younger audiences beyond the physical championship.