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Meta

The document provides an overview of marketing best practices and innovations in the metaverse. It discusses how the metaverse will change how brands market to and interact with customers, allowing them to offer virtual product demonstrations. It also covers how brands can create unique customer experiences through digital items, events, experiences, AR, digital representatives, and targeting entrepreneurs. The metaverse will focus on immersive customer experiences like virtual stores more than traditional websites.

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0% found this document useful (0 votes)
34 views29 pages

Meta

The document provides an overview of marketing best practices and innovations in the metaverse. It discusses how the metaverse will change how brands market to and interact with customers, allowing them to offer virtual product demonstrations. It also covers how brands can create unique customer experiences through digital items, events, experiences, AR, digital representatives, and targeting entrepreneurs. The metaverse will focus on immersive customer experiences like virtual stores more than traditional websites.

Uploaded by

pcreformation
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 29

MARKETING IN THE

METAVERSE
A complete overview of best
practices and innovations

Mario Ramic
Mario Ramic

Mario is the founder of Takeaway Reality and has


worked on various XR projects with many compa-
nies such as ford, NHL teams, and various other
brands.

His background is in management consulting and


his main focus is XR and metaverse strategy.
The Marketing function has by its very nature seen The Metaverse is expected to completely change
a variety of changes and evolutions ever since the the way brands market to and interact with their
f irst Marketing teams appeared in the business customers in a similar way that social media did.
world. This can be most obviously demonstrated
on examples in the advertising industry. Just think how instead of creating a 30 second TV
commercial, many brands now prefer to create
For example, in 1997, the banner ad click-through a 1-minute explainer video on how their product
rate was 7% (Sigel et al., 2008), but as users got works and post it to social media. In the future, we
used to seeing them, their effectiveness dropped. might see these same brands offering their cus-
And only 5 years later, their average CTR was at tomers a virtual version of their physical product
0.7% (Sigel et. al, 2008). to try out in the Metaverse.

Looking at this, it is easy to forget how big of an As Tim Sweeney, the CEO of Epic famously stated,
advertising boost the initial 7% in 1997 was com- the Metaverse would allow users to “test drive a
pared to traditional media advertisements that us- new car that’s crafted exactly the same in the real
ers were used before the internet (and which cus- world as it would be in this virtual one.” (Washing-
tomers were accustomed to). We expect the same ton Post, 2021).
to happen once consumers enter the Metaverse
era. With the pandemic halting most of the world’s
events for the past 2 years, people and brands are
We can say with great certainty that seismic shifts getting more and more used to the idea of holding
will happen in the way brands will market their virtual events.
products to customers, we just can’t predict exact
ly in what way, but in this section, we will try our However, their current format (limited by current
best based on our extensive industry experience, technology) leaves a lot to be desired in terms of
research conducted with industry leaders and the quality. Even current trends in games such as Fort-
current Metaverse trends. nite seem to indicate the Metaverse will vastly im
1 2
prove the quality of virtual events.

Our prediction is that the Metaverse generation


will look at these events in the same way we look
at bulky early mobile phones f rom the 90’s today.

Another important factor to consider is the user ex-


perience. With virtual places, brands can expect to
have visitors to their virtual storef ronts and eCom-
merce and even shopping for digital products will
look more like going into a retail store than shop-
ping through a website.

All of this will of course be underpinned by a vast


amount of data. As the Metaverse adds another di-
mension to the internet, the variety of data that
businesses will be able to get will increase dramat-
ically. In the rest of this sub-chapter, we will look
into all of these areas individually and in more de-
tail.

3 4
CHAPTER 1:
PRODUCTS AND
SERVICES IN THE
METAVERSE
The introduction of the Metaverse will mark a genera-
tional shift in marketing communications. Instead of re-
lying on trusting the brand that their product is superior,
the customer will be able to experience their product in-
teracting within a virtual environment.

Hotel chains could let you stay in a replica of their famous


hotels, boat manufacturers could design mini-games
where you operate their boat, you could even try out vir-
tual clothing and have your avatar wear it for a day be-
fore buying it either as a virtual item for your avatar or as
a physical item delivered to your door.

The possibilities of what you can do with your brand are


truly endless. But there is one big factor that you need to
keep in mind – customer experiences are the key!

5 6
Your efforts will need to be laser-focused on mak- Just as with the current platforms, various areas will
ing sure you curate a unique and interesting ex- emerge that will serve as places that can be used to
perience each time you “market” your product or market your brand. In this book, we will go through
service on the Metaverse. Approach experience de- 6 marketing areas that we believe have a high po-
sign more as if you would be designing a retail ex- tential to be very important in the Metaverse, but
perience, rather than a classic UX of a 2D website keep in mind, this is not intended as an exhaustive
or app. You need to make sure to keep in mind that list, just a list of what we believe might be the big
this will exist in a 3D space. areas to consider when marketing your brand in
the metaverse.
Also, consider adding some gamif ication elements
as research shows a strong increase in engagement Metaverse Marketing Areas:
and enjoyment (Yang et al, 2017) in participants in
a gamif ied experience compared to participants
in non-gamif ied experiences. For inspiration, you
can look into how hotel chains or Starbucks pay 1. Marketing Through Digital Items
close attention to the customer experience in their
physical spaces. 2. Metaverse Events

Service businesses would arguably need to pay 3. Exclusive Experiences


even more attention to how users experience their
Metaverse worlds. For example, they would be able 4. AR Marketing
to create games around their offering. You could
have Metaverse users prepare food for a fast-food 5. Digital Brand Representatives (AI and Human)
f ranchise, discover your brand’s unique process
and add to the perception of the product, or play 6. Targeting Metaverse Entrepreneurs
around with graphical representations of famous
companies’ balance-sheet analysis in real-time.
7 8
Marketing through digital items Unlike in the real world, items branded items might
not only be produced by you. Opportunities (and
threats) could arise f rom the unlicensed creation
of your branded assets by individuals.
Another important aspect to consider when it
comes to marketing in the Metaverse is the increas-
There are 2 strategies you could take here. You can
ing importance of digital assets. Digital assets are
f ight them, or you could join them. Fighting them
rapidly increasing in price.
might be hard due to you f ighting an inherently
losing battle. Just think of the music industry try-
The early success of digital-only fashion brands and
ing to stop piracy in the early ’00s. Joining them
the skyrocketing prices of land on proto-metaverse
might result in a better outcome. For example, you
platforms such as Decentraland offer tangible
could consider partnering up with digital creators
proof that items, structures and places will be very
by releasing brand guidelines on how to create
important in the Metaverse.
your brand assets and opening up your brand to
various interpretations.
According to Forbes, just in 2021 land prices on pro-
to-metaverse platforms rose 700%. From a market-
Of course, suing everyone and letting everyone do
ing perspective, all of these can be used to show-
whatever they want are two opposite sides of the
case your brand and tell your story. Imagine your
spectrum. Most likely, brands will adopt a hybrid
brand partnering up with a Metaverse music festi-
strategy that will include elements of both these
val to have your brand displayed on the stage as a
extremes.
3D model, just like you would in the real world.

As platforms change, one rule of branding stays


However, in the Metaverse, you could take this a
the same, putting your name on as many good ex-
step further, by also offering event-exclusive brand
periences as you can is always a good strategy to
items. These could range f rom clothing items to
increase brand awareness.
items you could use in actual games. An import-
ant aspect to consider in this space is the creator
9 10
2. Metaverse Events

This is one of the most well-known areas of the


Metaverse, and for good reason!

Events where people can all gather in a digital


environment and share the same experience in
real-time is a microcosm of everything that the
metaverse stands and is intended for.

One of the most well-known examples being the


Travis Scott concert in Fortnite, which was wit-
nessed by over 27 million people!
people ! These events are
not constrained only to the entertainment realm.
The Exthereal conference aimed to bring together
the biggest names in digital fashion to a VR-First
event hosted in Altspace.

11 12
3. Exclusive Experiences Consulting companies will have their networking
spaces where their various clients can pop in and
chat or they could use them to organise events for
exclusive members.
Exclusive experiences in the Metaverse are expe-
riences that cannot be accessed by all members The Metaverse offers an incredible opportunity for
of the general public but only a limited number of exclusivity. Research has clearly shown that XR ex-
people. periences feel much more personal than shared ex-
periences in 2D spaces. This should result in even
These present a huge opportunity for luxury and more value gained by socializing in exclusive com-
service brands to augment their offerings with ad- munities within the Metaverse.
ditional content. Think of these as serving the same
purpose as airport lounges.

They are not the main offering but offer additional 4. AR Marketing
benef its to certain customers. One of the best ex-
amples of this is the Bored Ape Yacht Club,
Club , a NFT
company valued at 4 Billion USD.
USD. Out of all the marketing areas mentioned here,
Augmented Reality marketing is the most mature
The members of this exclusive club enjoy various area and has already been used by many famous
amenities such as forums and spaces that are ex- brands to promote their product. In 2020, 43.7 mil-
clusive to their members (NFT holders). In the near lion people used social network AR at least once
future, we will be seeing luxury manufacturers per month in 2020, representing 20.8% of social
such as Rolls-Royce and Rolex offering exclusive network users.
metaverse hangouts for their high-prof ile custom-
ers. Currently, you can create quite complex AR experi-
ences through mobile apps or quick-to-access

13 14
ones through webAR platforms such as 8th Wall. the most famous. These allow you to create limited
AR experiences that can range f rom makeup f il-
A good example of this is the Takeaway Reality ters to face paint fan f ilters such as the one Take-
Metaverse agency, which worked with Ford and away Reality created for the Montreal Canadiens.
the Edmonton Oilers to create a web AR experience You can also create simple games with face f ilters.
where a 3D model of a Ford Bronco was branded These are great for expanding your reach on social
with the Edmonton Oilers’ colours and logo would media.
appear in your real environment after clicking a
link. Overall, current AR experiences have proven to be
of major interest to users who tend to spend much
The user could then resize the car and place it in more time on them than on traditional promotion-
their room or their driveway. They could also jump al content.
in and explore the interior of the car. Finally, the
users would be encouraged to take pictures of the The Future of AR marketing within the context of
car in their driveways and share them on social the Metaverse will be even more exciting. AR will be
media. This is a great example of how AR could be the technology what will bridge the gap between
used in order to drive engagement and increase the physical world and the Metaverse.
product awareness.
This has obvious implications for businesses that
Another good example is IKEA’s place phone app have physical locations. These real-world locations
where you can furnish your room with their fur- could be used as hubs to enter the metaverse, get
niture using just a phone camera, their products, on the waitlist for exclusive events or gain exclusive
and your imagination. items that you can only get by visiting the physical
location. Imagine going to Starbucks in Paris and
The other big area of use for AR in marketing right getting a Starbucks branded “I love Paris” shirt for
now is using various f ilters on social media plat- your avatar in the Metaverse.
forms. Snapchat lenses and Instagram f ilters are
15 16
Marketeers should consider that the integration of
the real world and metaverse works both ways.

This means that physical locations could display


3D items and decorations f rom the Metaverse that
you could see through your phone or through AR
glasses.

It might not be too crazy to think that walking


through Los Angeles, Zagreb or London in 2027
might include you seeing 3D models of Ronald Mc-
Donald and the Burger King interacting with the
environment around their respective restaurants
to try and grab your attention.

Although brands are currently experiencing a lot


of success with AR marketing campaigns. The true
potential of AR marketing will be unlocked once
it is able to bridge the gap between the real world
and the Metaverse. Most likely through consum-
er-focused smart glasses technology that is being
developed by Apple and Meta.

17 18
5. Metaverse Brand Representa- mouth in the Metaverse in the same fashion as they
would in real life. If you see that indirect brand rep-
tives/Influencers resentatives and Metaverse influencers are deliv-
ering results, the next step could be investing in
the creation of AI brand representatives.
One innovative marketing approach within the
Metaverse is to use individual brand representa- These would be NPC’s (Non-playable characters)
tives. These could be real people or AI “bots” who who would be able to interact with users in the
would promote your brand within the metaverse. metaverse as a sort of chatbot, or just walk around
and spread the word about a metaverse event you
Real people are the most obvious f irst step you are organizing or your product offering. They could
could take to develop Metaverse Brand Represen- also be used within your experience as virtual re-
tatives. ception workers that would be able to direct users
where to f ind certain elements of your experienc-
You could pay “Metaverse influencers” who have a es or explain community rules within your spaces.
lot of connections within certain groups that your
brand might want to target to wear your branded So far, these exist in a limited capacity in some pro-
gear for a period of time. You could also incentiv- to-metaverse platforms such as Altspace where
ize them to talk about your offerings by offering a they serve mostly a customer service purpose.
referral code that would grant them a share of the These are using very primitive AI, with the imple-
prof it for each new customer they refer. mentation of more advanced AI, you could poten-
tially have people who mimic real people. Howev-
Alongside these, you could have indirect brand rep- er, it remains to be seen how metaverse providers
resentatives. These are regular Metaverse inhab- react to these corporate bots walking around their
itants that wear your merchandise because they platforms.
like your brand or just think it looks nice or even
people who promote your brand through word of
19 20
6. Targeting Metaverse Entrepre- From a marketing perspective this means that ev-
ery brand should think about how to best tailor
neurs their current offerings and create new offerings for
entrepreneurial customers. For example, instead
of just selling your product, you could create an
Unlike in web 2.0 where the average user is expect- offering where a metaverse apparel seller can use
ed to just be a consumer, in the metaverse the av- your brand and pay you a licensing fee.
erage consumer will be strongly encouraged to be-
come a creator and seller of items/environments/ We are also expecting to see growth in services
services, etc. This is an area where marketers will that will support entrepreneurial activities. These
be able to tailor their approach to a growing entre- could be products or services such as insurance,
preneurial market. specialized CRM’s or recruiting agencies. The truth
is it is too early to tell what the biggest industries
Ever since the rise of platforms like Instagram, within the metaverse will be, but what we can say
YouTube and Facebook, we have seen a sharp rise with absolute certainty, they will be new and excit-
in entrepreneurial activities. This is especially pro- ing.
nounced among the young user base that is the
most active at using these platforms.

For example, research shows that the odds for


Gen-Xers to be entrepreneurs are 10% higher than
the baby boomer generation. This trend will not
only continue but is expected to be amplif ied due
to the fundamental principles and architecture of
the metaverse which encourages entrepreneur-
ship and creation.

21 22
CHAPTER 2:
According to Brand Finance’s Brand Directory, the
combined value of the top 3 brands in 2007 was
just over $115M. By 2022, this f igure rose to $969M.

YOUR BRAND IN THE In the current business landscape, your brand is

METAVERSE not just a name or logo that you put in f ront of


an advertisement or slap onto your product. Your
brand represents the values that your company
stands for and the ideas which it promotes within
The history of brand identity and branding in a society.
modern sense has its roots in the industrial revolu-
tion. When considering the value you can gain f rom
f rom your brand in the context of the metaverse,
It started off as simply connecting your product there are 2 important questions you need to con-
with a recognizable logo and/or name next to an sider:
advertisement.
1. How to position your brand within the metaverse
environment?

2. How to directly monetize your brand in the


metaverse?

The positioning of your brand will of course, de-


pend on your brand values and how you want your
brand to be perceived. This will be similar to the
way you position your brand in the current non-
metaverse environment.
23 24
The only major difference will be that a variety of use your brand logo on their apparel that they cre-
additional options will open up that will allow you ate. If you want to take it a step further, you can al-
to shape your brand perception and increase your low metaverse spaces to use your logo within their
brand awareness. Some of them we have already experiences. Some brands are already doing that.
discussed, such as using digital brand representa-
tives in the metaverse or creating digital twins of The best example is Atari. They partnered with De-
your products. central Games,
Games , which is the largest casino provid-
er within Decentraland to create the Atari Casino.
Casino .
One very popular way of increasing brand aware- The casino uses the classic Atari Intellectual Prop
ness in the metaverse is to sponsor metaverse erty and branding and in exchange, Atari gets 12%
events. There has been a noticeable trend of virtual of the casino prof its.
events happening since the start of the COVID-19
pandemic and despite the pandemic slowly end- In any case, your brand in the metaverse will most
ing, the trend of virtual events does not seem to be likely be your most important asset and the better
slowing . it is perceived the more direct monetary gain you
can see f rom licensing it.
The other thing to consider is direct monetization
of your brand. Today, the value of the brand is a
somewhat vague f igure that gets calculated by an-
alysts in various research f irms. Although the brand
will still be an inherently intangible element, the
metaverse will create many areas where you could
monetize your brand.

The most basic way to do that is to license your


brand to various metaverse activities, products or
services. You could sell a license fee for someone
25 26
CHAPTER 3:
In the Metaverse, these principles hold true as well,
what will change is the sheer amount of data that
will be available to marketers.

A NEW DIMENSION Adding another dimension is not just an aesthet-

OF DATA ic change, it fundamentally increases the amount


and types of data that will become available to
companies. This will not only be useful, but neces-
sary, as the user flow of going through metaverse
In recent years, the practice of collecting and us-
experiences will be much more complex than the
ing user data to predict their behavior and better
linear flow in 2D applications.
target users has become more and more popular.

This means that you will need more data and ad-
Most modern marketers have accepted that data
vanced data management techniques to spot what
is the key to understanding and targeting users
is engaging or disengaging users in your experi-
as well as that it is crucial for tracking the perfor-
ences. In this section, we will underline just some
mance of your campaigns and projects.
of the potential new data streams that will emerge
as a result of people immersing themselves in the
metaverse as well as some trends that we expect
to be happening in data management and collec-
tion.

27 28
DATA MANAGEMENT TRENDS:

1. Automated pipeline creation

2. Decentralization

3. More advanced AI

4. Data Ethics

Data Management
Trends
NEW DATA STREAMS:

1. Eye-Tracking data

2. Spatial data

3. Facial expression data

4. Economic behavior patterns

29 30
1. Automated pipeline creation 2. Decentralization

The metaverse with its immense increase in the We believe that in the metaverse, individual cre-
amount of useable data will result in the accel- ators will have much more autonomy than they do
eration of some progress being made regarding on current web 2.0 platforms. For example, a Insta-
AI-powered data collection. In the Metaverse, we gram influencer or a youtuber is able to look only
can expect advanced AI that can identify useful at the analytics that YouTube or Instagram offer
data f rom the environment and create new data them.
pipelines all by itself, without any human involve-
ment. In the Metaverse, much more autonomy will be giv-
en for individual experience creators to implement
In practice, this could mean that if the AI sees that their own data tracking solutions into their expe-
users are spending a signif icant amount of time riences. This is believed to be the case due to the
looking at a certain object within your space (for vast amounts of f reedom the metaverse concept
example, a decorative tree placed in your environ- allows in theory.
ment) it will automatically record and track data
such as how much time people are spending look- Another big reason for believing this is the case is
ing at that tree and what their reactions to it are that the barriers to entry will be slightly higher for
(positive or negative). metaverse creators, as creating a good experience
will usually require a team of developers and mod-
In this practical example, you would be able to un- elers, so the creators will be looked at much more
derstand more about objects and parts of your ex- as businesses than for example current creators on
perience that you would not expect would drive social media.
attention and can make more informed decisions
on why and how people are using your app. However, in practice, major platform owners in the
31 32
metaverse might take the same path as they do
4. Ethics of Marketing Data
within the web 2.0 environment and restrict the
potential of individual creators to implement their
own data tracking.
The f ield of data privacy has been talked about a
lot in recent years to stay more focused, we will not
discuss any ethical implications of data usage in
this marketing focused book.
3. Advanced AI
Instead of talking about the ethical implications
and potential ways of handling user data and how
As many of you may know already, AI will be one that might evolve, we will just try to outline what
of the key pillars of the metaverse. One of the big implications this might have for the marketing
areas where it will be used is in the generation and function.
processing of user data.
We believe that consent will be key. Regulation
Just f rom current AI developments, we can be rel- such as GDPR in the EU has already established
atively certain that AI will help optimize and clean
consent and privacy as the key considerations to
up data, as well as produce real-time insights.
keep in mind when handling user data. We believe
The potential usage of AI in this f ield in the that this will become even stricter and clear expla-
metaverse is almost limitless. The potential for us- nations will need to be given to users on what data
ing AI within the metaverse is truly vast. This is why is being used and how.
it will be crucial for any on-going metaverse expe-
riences to have an AI expert on the team that will However, the metaverse opens up a great way to
be able to create algorithms that will focus on the visually present this information to users in a fun
areas most relevant to the needs of that particular and interactive way. For example, instead of a bor-
experience. ing consent form, you could give your users bub-
33 34
bles that contain various data categories that they
can pop and see how they are used to improve the
experience.

New Data Streams

35 36
1. User Attention Points 2. Spatial Data
(Eye-Tracking Data)
The need to look at data within the 3rd dimension
will revolutionize not just the types of data avail-
Even the most basic VR devices today have the
able to marketers, but also the processes they use
functionality to spot what the user is looking at any
to access and mine this data.
time during the experience. This is a major benef it
of metaverse experiences compared to real-life ex-
You will need to look at what areas, sub-spaces
periences such as retail shopping.
or rooms are the most visited, where are people
spending most of their time, what are people do-
Just imagine how much money retail chains would
ing in these areas etc.
spend if they could have the data to see at which
products and at what time the user is focused on.
The question of where something is happening
This is possible in the metaverse and will be used
will be one of the most important questions any-
extensively.
one wanting to improve a metaverse experience
will need to ask themselves.
In fact, we believe that alongside with traditional
metrics such as number of users and average us-
This is because the correct identif ication of where
age time, user attention points will become one of
some things are happening will lead to being able
the major KPI’s for metaverse experiences.
to analyse what is happening there and what are
the reasons this particular part of the experience
is more/less populated and used than the other
parts. In many ways, it is similar to see which pag-
es on a 2D web user’s visit, but it is vastly different
in the way you approach it.

37 38
The primary reason is that each space will need some things are happening will lead to being able
to be divided into trackable subspaces that will be to analyse what is happening there and what are
designed for some reason. This will allow you to the reasons this particular part of the experience
test and compare various use cases and reasons is more/less populated and used than the other
why people are choosing this exact space. parts. In many ways, it is similar to see which pag-
es on a 2D web user’s visit, but it is vastly different
in the way you approach it.

3. Facial Expression Data

The need to look at data within the 3rd dimension


will revolutionize not just the types of data avail-
able to marketers, but also the processes they use
to access and mine this data.

You will need to look at what areas, sub-spaces


or rooms are the most visited, where are people
spending most of their time, what are people do-
ing in these areas etc.

The question of where something is happening


will be one of the most important questions any-
one wanting to improve a metaverse experience
will need to ask themselves.

This is because the correct identif ication of where


39 40
3. Emotional Responses (Facial as decoration.

Expression Tracking) Community rules and behavior might need mon-


itoring as well. In an age of increased sensitivity
to “toxic” behavior, community management and
The intense focus on experiences in the Metaverse moderation will become important aspects to con-
will require a completely new approach to UX de- sider when designing an experience.
sign. The current UX design process is focused on
2D experiences where linear paths can be identi- It is still not fully clear which responsibilities re-
f ied and worked on. garding community moderation will fall into the
domain of the metaverse providers and which will
The 3D nature of the Metaverse means that there be managed by the owners of the space.
will need to be at least a partial disruption to cur-
rent UX processes. In the Metaverse, there will be In any case, it is expected that your brand as the
no happy or unhappy path. owner of the space will be responsible for enforcing
your own community guidelines at least in some
Each user will have a different subjective experi- capacity. Here the decision of what type of behav-
ence and they might explore and be interested in ior is tolerated will be an important one.
exploring different parts and elements of your ex-
periences. This is why it is crucial that each pixel On the other side of that, brands will need to con-
of your spaces is polished and thought about be- sider how to reward behavior that is benef icial to
cause you never know where an individual’s user’s the brand. For example, imagine you design an ex-
interest may be. perience where you organize a branded basketball
shootout in the Metaverse. Since you will want peo-
In a phone app, for example, a user is not expect-
ple to spend as much time practicing and getting
ed to just wander off and explore what pages look
a high score, you will need to think of a strategy to
like, whereas in a 3D experience, a user might ad-
make that high score mean something.
mire a fountain or wall paintings you have put in

41 42
At Takeaway Reality, we usually recommended giv- Today, people might use the same app for differ-
ing out unique digital items to winners. The win- ent reasons, the most obvious example would be
ners could then be incentivized through the digi- people using Spotify. Some might use the stream-
tal economy because these items might be re-sold ing platform to listen to music, while others might
and might even appreciate in value with time. use it to listen to podcasts.

For example, imagine you are a toothpaste brand. In the Metaverse, many more people will use your
You could create an Instagram AR f ilter that whit- spaces for other purposes than intended. If you
ens users teeth and makes them sparkle. In order want to experience this f irst-hand. Just go into pro-
to create virality around your campaign, you can in- to-metaverse platforms such as Altspace or VRch-
centivize users to post the images on social media at and you will quickly f ind spaces that were in-
and tag your brand. Each user that does so could tended as “newsrooms” that are now used just to
receive a limited edition NFT of a particular smile hang out or NFT galleries where people just come
they can use on their avatar within the metaverse. to play basketball because there is a basketball
They could then own it, wear it in the metaverse hoop there.
and even re-sell it at some point on the secondary
market. Considering all of these new design variables, the
f ield of UX design in the Metaverse is expected to
evolve and grow as there are more experiences and
more designers start designing for the Metaverse.
As with any early entrants of a brand new market,
the key elements are testing and iteration.

Strategies on how you will test and ref ine your space
will need to be a key consideration when planning
to launch a Metaverse experience. In practice, we
always recommend using agile methodologies
43 44
such as SCRUM or Kanban when launching these tential strategies could be gathered) for market-
experiences. These ensure that iteration and test- ing purposes.
ing are incorporated directly into the development
of your space. Setting aside the morality of such actions for now,
the practical implications of whether this will be
possible at all will initially depend on the platform/
4. Economic behaviour patterns DAO/Community which will oversee the rules in
the metaverse experience. It is also not out of the
question that after time passes, this area gets reg-
ulated by lawmakers. In any case, the possibilities
Tracking user purchases has been a staple of web of gathering data within the metaverse are truly
2.0 marketing data gathering for the past decade. incredible and it is certain that it will disrupt the
The metaverse has the potential to take this to an world of marketing.
entire new level. Because instead of just looking
at purchases, the individual can be modelled after
their entire economic behaviour.

For example, you could gather data f rom their sell-


ing and entrepreneurial behaviors to better target
entrepreneurial tools and products. You can also
compare users based on how big their propensity
of saving is and target products such as insurance
on those more risk averse.

There are obvious data privacy issues that arise


when looking into things such as amounts of sav-
ings or entrepreneurial patterns (f rom which po-
45 46
A NEW ERA FOR
MARKETING Considering all of the information gathered f rom
this sub-chapter it is easy to see how the metaverse
will open up an entire new marketing landscape
f illed with opportunities for marketing your prod-
ucts and services that are not possible in the cur-
rent web 2.0 era.

The metaverse will be an entire new world, and de-


spite our best efforts, no one can truly predict all
of the marketing strategies that will become most
popular.

We have given you the architectural knowledge,


but now it is upon the marketers on the world to
build, test and experiment with innovative market-
ing approaches in the metaverse.

BE BRAVE AND EXPLORE THE NEW FRONTIER!

47 48
CHAPTER 6:
HOW TAKEAWAY
REALITY CAN WORK
WITH YOU
THROUGHOUT THE
The Metaverse presents massive opportunities
for companies to seek new fortunes, engage with
new audiences and revitalize their image and sto-

METAVERSE ry in incredible new ways. To get the most out


of it, it’s highly advantageous to work intimately
with experts in the f ield.

49 50
Here at Takeaway Reality, we offer data-driven in- effective strategies for your company to create val-
sights to help you to traverse the unknown waters ue within the Metaverse.
of the Metaverse.
From Marketing to the establishment of a digital
Our expert team of XR developers, consultants, product range within the Metaverse, we can pro-
and Metaverse-enthusiasts are here to help you at vide expert guidance.
every stage.

We are focused on gaining a deep insight into the


Metaverse and how industries like yours can be
shaped by it.
Digital Content Creation

With up-to-date knowledge of what’s occurring


and when we aim to bring you influential advice Our expertise exceeds consulting. We will also help
for how your company can thrive within the multi- with the digitization of your products, making them
verse. compatible with the new ways that people can in-
teract and enjoy your brand within the Metaverse.

Our 3D Asset Modelers will bring your products


to life in the virtual world. From Cars to Branded
Metaverse Strategy Consulting Beanie Hats, we pride ourselves on delivering digi-
tal replicas with the highest of authenticity.

One way in which we can help you with this is with


Once designed, we will support your company with
our Metaverse Strategy Consulting services.
the release of these products into the Metaverse
and be on stand-by for post-service maintenance
With rich experience behind us, our trained consul-
and KPI analysis as well.
tants intend to work with you to develop the most
51 52
Virtual Spaces Building

Working closely with your company and branding


vision, we will design and build your virtual space
for clients, colleagues, and public visitors to enjoy.

This is a great way to tell your story and interact


more directly with your stakeholders. From confer-
ences to training, these spaces will host memora-
ble events in the near-distant future.

CONTACT US

Email us at [email protected] or
visit our website at takeaway-reality.com

Designs and Illustrations by Freepik & Vecteezy

53 54

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