Audience & market
The Audiences
Real estate professionals: they find new outlets and can offer new services
Service providers: they offer their services (movers, interior decorators, etc.) in a geo-contextualised way
Metaverse investors: they invest in virtual land whose value is closely linked to real activity
Individuals: they search, sell and rent goods, accessing immersive services. They can participate in Versity with their own digital assets as well.
Contributors: they "work" on the development of Versity and are rewarded for their participation and involvement. In fact, they create value permanently and in the service of Versity
Market trends
Metaverse Market
The metaverse has become a trend in 2021 with platforms such as The Sandbox, Decentraland or Roblox having seen their reputation boosted. Today, conditions are favorable for the emergence of new solutions dedicated to certain sectors of activity.
Key figures and events :
Facebook is renamed Meta (October 2021), and many companies are moving into the metaverse, such as banks (JP Morgan, HSBC, etc.), retailers (Carrefour, Casino, etc.), and brands of all kinds (Nike, AXA, Warner Music Group, etc.)
The Sandbox has already established over 200 partnerships with brands
The global market is estimated to be worth around $1,542 billion by 2030 (source PwC)
The digital asset market is $54bn
The NFT market alone has surpassed $41bn by 2021
Virtual Real Estate Market
In 2021, the 4 main metavers (The Sandbox, Decentraland, Cryptovoxels and Somnium Space) have sold :
270.000 Virtual lands
Total value : $500 millions
On The Sandbox, land prices have increased by an average of 300 times between December 2019 and January 2022
Content creation market
The metaverse will radically change the market of the content creation. With Web2, content (text, video, etc.) has become accessible and easy to do for everyone, so much so that creators have become opinion leaders, influencers. The content creation market is estimated to be worth $104 billion by 2021.
With Web3 and metavers, content will also be at the centre of the discussions. In 2020, for example, the "GDP" of the game Second Life was $650 million, of which $80 million was generated by content creators.
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