Joel Neoh, Outgoing CEO and Co-Founder of Fave
Joel Neoh has spent two decades selling things to adults: group‑buying deals at Groupon, cashback at Fave, DNA kits and supplements at Prenetics. His new role asks him to build a business on a platform where a large slice of the audience still needs a parent’s permission to buy anything.
Roblox has appointed the Malaysian serial founder as Managing Director for Southeast Asia and Oceania, giving him oversight of both regions. Neoh, who joined in October, will lead regional strategy, work with brands and local businesses, and grow a creator ecosystem that goes beyond play.
On paper, it looks like a growth hire. In practice, it also signals a trust‑building mandate.
The safety question comes first
Neoh’s first priority, he said in an interview, is to “listen, learn and build relationships” with creators, developers, educators, brands and, importantly, policymakers.
This focus is critical as Indonesia’s Government Regulation No. 17/2025 (PP Tunas), in force since March 2026, explicitly names Roblox among the services it regulates. The communications ministry previously noted that Roblox’s feature changes fell short of child‑protection standards before confirming compliance later that month.
Officials have also pressed Roblox to open a local office in Indonesia. In Malaysia, the platform pledged stronger safeguards after government scrutiny and a serious incident involving children in Johor. While gaming platforms are not currently covered by Malaysia’s under‑16 social‑media rules, the government has warned those rules could be revisited if safety complaints rise.
Neoh acknowledged that Roblox’s young community brings “both an incredible opportunity and a responsibility.” For a platform whose largest regional markets are writing rules with it squarely in mind, that responsibility is not a talking point—it is the licence to operate.
From player base to creator hub
Neoh’s longer‑term vision is to make SEA a hub where Roblox experiences are created, not just consumed. He argues that AI tools that lower game‑development costs could enable creators in Indonesia, the Philippines and Malaysia to reach global audiences, echoing the broader rise of AI‑enabled gaming entrepreneurs.
In SEA, gaming dominates the digital landscape, especially in Indonesia where a deep bench of digitally native players exists. Turning players into paying creators is harder, however; creator economies often concentrate rewards among a few hit studios, so Neoh must show that local developers can earn sustainable income, not just applause.
He insists success “isn’t just about growing the number of users,” though Roblox’s shareholders will still watch those figures closely.
Brands, but carefully
Neoh’s commercial background from Groupon and Fave informs his view that brands can reach younger audiences through immersive experiences, virtual goods and creator collaborations. The goal is to shift from advertising at communities to “creating experiences with communities.”
Early movers already exist. Indonesian children’s magazine Bobo brought its IP onto Roblox with Volare Advertising Network. Singapore’s Esplanade built “Beatsverse” around its Baybeats festival, featuring music from more than 20 local artists. Malaysian QSR chain Marrybrown is testing links between gameplay, its loyalty programme and physical outlets via its MB App.
That Marrybrown experiment is the most Fave‑like idea on the list: online engagement converted into offline footfall. It is also the one that needs the most care. Neoh himself conceded that everything must be “thoughtful, age‑appropriate.” Fast‑food rewards pitched to a young audience draw close scrutiny from child‑protection advocates. The argument that the creator economy is distribution, not marketing, will be stress‑tested here.
The rivals are not sitting still
Roblox is hardly alone in chasing SEA’s young gamers and creators. Sea’s Garena, whose Free Fire remains a staple across the region, is weaving AI deeper into its gaming arm. Microsoft’s Minecraft and Epic Games’ Fortnite, with its creator toolset, compete globally for the same user‑generated content talent, while Naver’s Zepeto has long courted Asian teens with avatar‑led social spaces. For brands, the platform choice increasingly comes down to where young users already spend their social time.
Why Neoh, why now
Neoh’s résumé reads like a map of SEA’s consumer internet over the past 15 years. He co‑founded SAYS.com in 2010, later acquired by Catcha Group, then built GroupsMore, which merged into Groupon, where he led Asia Pacific operations across a dozen markets until 2015. He went on to found Fave, which reached more than 50 cities and over 10 million users before Pine Labs, which has since listed publicly, acquired it in 2021.
He has also backed more than 50 startups, co‑founded early‑stage fund First Move and mentored at Endeavor. Most recently, he spent two years as managing director and chief consumer officer at Prenetics, building consumer health brands IM8 and CircleDNA.
Zhen Fang, Roblox’s VP of international, said the company would keep investing in regional teams, creators and partners, citing Neoh’s entrepreneurial record and local connections. The hire follows last year’s appointment of former Tinder APAC communications chief Papri Dev as Roblox’s head of communications for Asia Pacific.
The pattern is hard to miss. Roblox is staffing up for a region where reputation and regulation will shape growth as much as product does. Neoh’s network across founders, investors and policymakers may prove more valuable than his deal‑making playbook.
The real test is whether a founder who made his name getting people to spend can build a business where, for once, restraint is the product.
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