- Index hide2 Currently, the industries that generate the most revenue from the metaverse are e-commerce (eCommerce) and video games.3 In accordance with The Metaverse Consulting Companyrecently the population of The Metaverse reached 400 million unique monthly active users.
One study estimates that by 2030, worldwide metaverse revenue will be $490 billion.
Currently, the industries that generate the most revenue from the metaverse are e-commerce (eCommerce) and video games.
In accordance with The Metaverse Consulting Companyrecently the population of The Metaverse reached 400 million unique monthly active users.
The metaverse is here to stay and Playboy, among many other companies, knows it, which is why it has decided to join the trend, taking its iconic mansion to one of the most important virtual settings for the coming years.
Not long ago the future caught up with us and today, topics such as virtual reality, artificial intelligence, among others, are part of the daily language not only of brands, but of society in general, a society that, it is worth mentioning, is deeper into digital issues.
To this day, when we talk about the metaverse, it even seems like an obsolete topic thanks to the popularity that artificial intelligence is reaching. In fact, a recent study, carried out by the statistics platform Statista estimates that, by 2030, revenue from the metaverse worldwide will amount to 490 billion dollarsa forecast that, to tell the truth, sounds somewhat conservative and that does not agree with what was expressed by Bloomberg Intelligence and, above all, because some companies foresee a market volume of between approximately 750 and 1,700 trillion dollars.
Under this framework, the same study, Statista’s Advertising & Media Markets Insightspoints out that, currently, the industries that generate the most revenue from the metaverse are e-commerce (eCommerce) and video games.
Now, given the great opportunity that the digital scenario represents, in reality, no brand wants to be left out, which is why initiatives are already being developed in order to capture those audiences that, in some way, were born with the language fluent in new technologies.
To mention an example, several months ago, H&M unveiled its new virtual store in which consumers will even be able to try on clothes through an augmented reality platform, an ad hoc strategy with current trends.
Playboy will take his mansion to the metaverse; this is your strategy
In association with The Sandbox, Playboy, the iconic bunny magazine, is one of the many brands that have been “seduced” by the opportunities offered by the metaverse and will launch its MetaMansion this year.
The intention had already been made known some time ago, but it was not until this year that the project with which Playboy seeks to gain trend and, of course, delve into the new habits of a community – a new community – will finally see the light of day. – that it has little or nothing to do with the brand’s most popular content (nude).
Any bunny home? ??? We’re teaming up with none other than…. @playboy! ????
Together, we will be creating a Playboy MetaMansion social game inside #TheSandbox with #NFT collectibles & special experiences for the Rabbitar @PlayboyNFTs community! pic.twitter.com/3l6Wq6ncvt
— The Sandbox (@TheSandboxGame) July 11, 2022
In the end, what remains clear is that digitization is still underway and, far from stagnating, it is emerging as one of the largest spaces for brands in order to position themselves in a new consumer culture, where the virtual experience is already one of the demands of the consumers.
In fact, according to The Metaverse Consulting Companyrecently the population of The Metaverse reached 400 million unique monthly active users.
Virtual worlds accessed in the browser with an average user age 13 or younger and not based on blockchain are clearly the main driving force in the market for metaverse currently, representing 340 million unique users (85 percent).