Defence
Defence
02 Literarure Review
03 Reserach Methodology
04 Findings
05 Discussion
01
01. Introduction
The Metaverse Web 2.0 and Web 3.0 Research Questions
The Metaverse
Example Virtual worlds Second Life, Roblox and Fortnite Decentraland and The SandBox
Digital Asset Ownership Leased within platform where purchased Owned through non-fungible tokens (NFT)
Source: https://www.jpmorgan.com/insights/research/understanding-the-metaverse
01. Introduction
The Metaverse Web 2.0 and Web 3.0 Research Questions
Research Questions
The past five years have been marked by digital disruption on a scale and at a pace never seen before. The COVID-19 pandemic
has accelerated our shift toward digital, in work and leisure, and our social life will likely be increasingly impacted by this
fundamental shift in our habits and preferences. From this, emerges a new vision of our future: the Metaverse
1 2 3 4
What
What opportunities will advertising/branding What difficulties will What is the consumer's
brands pursue as they formats are available to brands face as they motivation for entering
enter the Metaverse? brands in the enter the Metaverse? the Metaverse?
Metaverse?
02
02. Literature Review
Components of the Metaverse Current adoption of the Metaverse
Components Of The Metaverse
1. Immersive Realism 02. The Ubiquity of Access 03. Interoperability 04. Scalability
and Identity
Fully realized Metaverse must provide Scalability may be the most
How much a user is transported into a Interoperability is encapsulated by
platform for interaction that is challenging virtual world element to
virtual world and how transparent the transitioning from autonomous virtual
psychologically engaging for the user, master, as the physical world is
boundary between the user's actions worlds to an interconnected network
just like the physical world. massive and potentially limitless in
and those of their avatar is, a virtual of 3D virtual worlds or The Metaverse. layers and dimensions.
environment is more realistic. Interoperability must also be
An embodiment in the Metaverse is considered in terms of continuity.
about more than how avatars can Three dimensions of virtual world
represent the self; it is also about how scalability are identified. Concurrent
the avatar body allows users to users or no. people communicating
interact with other avatars, agents, with each other at any given time,
objects, and events in the space. Scene Complexity and User/Avatar
Interaction.
21.12.2022 Branding in Metaverse Source: 3D Virtual worlds and the metaverse: Current status and future possibilities: ACM Computing Surveys: Vol 45, No 3 8
02. Literature Review
Components of the Metaverse Current adoption of the Metaverse
Current Adoption of the Metaverse
The current spike in adopting new technologies and advancements in connection, interaction technology, and artificial realities,
is radically transforming the world into a digital one. The Metaverse is gaining popularity due to its increased social utility. The
Metaverse applications are divided into two categories: "Metaverse as a tool" and "Metaverse as a target.
The phrase "Metaverse as a tool" refers to the use of the Metaverse to "Metaverse as a target" refers to how the Metaverse can accomplish
solve difficulties and problems in the real world. The Metaverse operations such as profit generation. Metaverse as a target: Quantified
augments the real world in various ways by performing jobs that are data in the Metaverse can potentially be used to simulate user behavior.
difficult to perform in reality. The Metaverse can be used to simulate As a target, consider the Metaverse itself, i.e., the target is the
social phenomena and marketing campaigns Metaverse itself. People have discovered social communication and
value in the Metaverse.
21.12.2022 Branding in Metaverse Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy — TU Delft Research Portal 9
Reserach Methodolgy
03
03. Research Methodology
Research Methodology Interview Participants
Research Methodology
Given that my research topic is new and the industry is still in its infancy, a qualitative research approach together with
semi-structured interviews seemed the most appropriate.
Luis Bravo Martins CMO KIT-AR, Protugal Tech Author and Speaker
Sujeet Kumar Kotalwara Senior Technology Ernst & Young (E &Y), India Product Managment
Consultant
Samantha G. Wolfe Prof. NYU and Tech PitchFWD, USA Marketing Prof.
Author
04
04. Findings
Persuasiveness is the key factor that stood out among all the interviewees who addressed the topic of consumer motivation to enter the
Metaverse.
The Metaverse is about immersion, vividness, and the impression of being in the real world. This possibility allows marketers to extend their
consumer experience
Similar to the physical world, users in the Metaverse will have different identities depending on the situation. Because it
serves as your digital identity, an avatar is a crucial component of the Metaverse. In this context, the Metaverse provides a
variety of options for brands across various industries.
Opportunity Example
In-Metaverse advertising is one of the simplest Coca-Cola, Samsung, and Volkswagen that
and fundamental ways for brands to be visible in have invested in virtual billboards inside
the Metaverse. Dynamic Billboards, sometimes video games like Football Manager and
known as virtual billboards, have been introduced Hyper Scape.
in a gaming environment or gathering.
Brand activations, also known as experiential Vans, a company that makes skateboarding
marketing, are a format that borrows from real- footwear and gear in the United States, is a
world brand marketing methods and allows perfect example of how to successfully
brands to interact with customers where they are launch a brand activation campaign and
already active engage your target group on Roblox
Opportunity Example
Selling to avatar or selling for avatar, the most Ralf Lauren putting its classic Polo T-shirts
intriguing method of marketing for brands is into the Roblox environment. Visitors could
Direct-to-Avatar, which is only available in the spend as little as $5 on some of the brand's
Metaverse NFTs, which included puffer coats,
checkered beanies, and a ski clothing.
Brand must ensure a community around its target To date, various event forms have been
audience, engage them with the content they organized in the Metaverse. Musical
want, and nurture their interactions. Building on performances or festivals are the most
community engagement and gatherings, some common, with numerous instances. Concerts
businesses may need a more focused strategy are immersive experiences
To understand the various challenges or risks that brands may face in the Metaverse, parts of various definitions were
recapped in this section.
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Discussion
My research will enable businesses entering this domain to weigh the
advantages and disadvantages of the Metaverse and provide them with
empirical findings. This study's findings have significant implications for
brands looking to enter the Metaverse area.
Storytelling
Brand democratization - Brands need to offer
customization. Instead of a top-down, centralized Metaverse will serve as a strategic point of contact
approach to traditional marketing, brands will need to for brands that will improve the customer journey
offer incentives and advantages that are highly or brand experience and boost brand equity.
individualized in order to attract customers.
06
Future Scope and Conclusion
The Metaverse is still being developed, so there are many prospects for academic research on a wide range of topics relating to Metaverse,
its extensive use for Brands, and how consumer behavior will grow about Metaverse.
Comprehensive Comprehensive
Behavioral
Behavioral aspects aspects
Opportunities Opportunities
Outweigh Outweigh
Challenges
Challenges