How the Metaverse Could Be the Next Virtual Marketplace
virtual stuff for real money
- Meta started testing a tool to monetize users in Horizon World.
- Experts say the move in the meta is part of the beginning of a virtual item sales boom.
- Recent surveys show that users prefer to use Metaverse for shopping.
Francesco Carta Photographer/Getty Images
Experts say that buying and selling virtual items on the metaverse will soon become a big business.
Meta recently announced by the company that it has started testing its user monetization tool within Horizon Worlds. Selected creators can already start creating digital items and effects and then sell them directly in the virtual social space. This is the part that is rushing to commercialize the metaverse.
Amit Shah, chief strategy officer of digital commerce platform VTEX, told Lifewire in an email interview: “The online video game market has already proven that people are spending billions of dollars in virtual goods and technologies, using real money.” .
virtual shopping
This tool allows users to sell access to items and experiences within the app. After all, Meta says he hopes the people of the Metaverse will be able to “make a living”.
Horizon Worlds is Meta’s social VR platform based on user-generated content that anyone can create on their own within the app. This platform is currently only available to VR users 18 years of age or older in the US and Canada.
Exactly what can be bought and sold in the Metaverse version of Meta is a bit vague. The company says the tool will allow developers to “sell virtual items and effects”. Citing an example where someone sells an attachable accessory (such as a hat) or an item that grants access to an exclusive part of the world (such as a special key). . ).
“Essentially unconstrained by physical space, Metaverse will provide new levels of creativity and new ways to enable the next generation of creators and businesses to pursue their passions and make a living,” Meta wrote on her blog.
Ricky Houck, Metaverse commerce expert at Metaverse business platform Touchcast.com, told Lifewire that virtual goods are already generating huge sales in an email interview.
Enter the hot virtual market
“It started with a lot of hype moving from the cryptocurrency market to NFTs, but now we are seeing especially fashion brands investing in this space,” he said. “Gucci, Nike and Tommy Hilfiger have all entered the metaverse market, and recently Dolce & Gabbana sold a $300,000 tiara that could only be worn on the metaverse.”
“The metaverse is inherently unconstrained by physical space and will provide new levels of creativity and open up new possibilities for the next generation of creators.”
However, Houck said that Meta could be criticized for commercializing Metaverse. He said that many users support the vision of Web 3.0 rather than buy and sell.
“A big part of this movement is to give the community more ownership, and taking half of the money (excluding taxes) sends a pretty strong message in the opposite direction,” Houck said. “But they have a huge user base and most of them are not part of the central Web3 movement, so they can be a lucrative channel.”
However, a recent survey showed that users prefer to use Metaverse for shopping. Online shopping portal Smarty has published a consumer study focusing on whether they are willing to shop online with cryptocurrency, ready or interested to shop on the metaverse.
Research shows that 26% of users are currently looking for a good virtual reality setup to join the metaverse, and 35% are willing to pay up to $500 for a VR setup. And 20% said they’ve ever shopped on Metaverse, with music (46%), VR games (37%) and concert tickets (32%) being the most wanted items right now.
Vipin Porwal, CEO and Founder of Smarty, said in a press release, “Data shows that consumers are interested in the new internet and want a way to engage, especially when it comes to shopping.” “Brands will make more changes to respond to new consumer needs, just as they shifted early in the pandemic to meet their changing needs.”
Francesco Cata Photographer/Getty Images
In an email interview, Nir Kshetri, professor of economics at the University of North Carolina-Greensboro, pointed out in an email interview that one of the downsides of Meta’s initiative is the high fees that producers have to pay. For virtual goods sold on Horizon on Quest VR devices, Meta takes 47.5% of each transaction.
“But it can’t be considered too high, as Roblox only pays developers 28.1% of game-related revenue,” he said.
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How the Metaverse Could Be the Next Virtual Marketplace
Virtual stuff for real money
Meta has begun testing user monetization tools within Horizon Worlds.
Experts say the move by Meta is part of the start of a boom in the sale of virtual items.
One recent survey finds that users are eager to use the metaverse for shopping.
Francesco Carta fotografo / Getty Images
Buying and selling virtual items in the metaverse will soon be big business, experts say.
Meta has begun testing user monetization tools within Horizon Worlds, the company announced recently. Selected creators can already begin creating digital items and effects they can then sell directly within the virtual social space. It’s part of a rush to commercialize the metaverse.
“The online video games market has already proven that people will spend real money, think many billions, for virtual goods and abilities to engage more deeply,” Amit Shah, the chief strategy officer of the digital commerce platform VTEX told Lifewire in an email interview.
Virtual Shopping
The tools will allow users to sell access to items and experiences inside the app. Eventually, Meta says, it hopes people can “earn a living” in the metaverse.
Horizon Worlds is Meta’s social VR platform built around user-generated content that anyone can build within the app itself. The platform is currently available only to VR users older than 18 in the US and Canada.
What exactly you’ll be able to buy and sell in Meta’s version of the metaverse remains a bit vague. The company says the tools will allow creators to “sell virtual items and effects” and gives the example of someone selling an attachable accessory (like a hat) or an item that would grant access to an exclusive part of a world (like a special key).
“The metaverse—by nature of its not being limited by physical space—will bring a new level of creativity and open up new opportunities for the next generation of creators and businesses to pursue their passions and create livelihoods,” Meta wrote on its blog.
Ricky Houck, a metaverse commerce expert with Touchcast.com, an enterprise metaverse platform, told Lifewire in an email interview that virtual goods are already hot sellers.
Entering a Hot Virtual Market
“It started with a lot of hype from the crypto market moving into NFTs, but now we’re seeing fashion brands, specifically, investing in this space,” he said. “Gucci, Nike, and Tommy Hilfiger have all made moves in the metaverse market, and Dolce & Gabbana recently sold a tiara for $300,000 that can only be worn in the metaverse.”
“The metaverse—by nature of its not being limited by physical space—will bring a new level of creativity and open up new opportunities for the next generation of creators.”
But Houck said that Meta could face criticism for commercializing the metaverse. Many users, he said, support a vision of Web 3.0, which is less about buying and selling.
“A big part of the movement is to give more ownership to the community, taking half their funds (before taxes) sends a pretty strong message in the opposite direction,” Houck said. “That said, they do have a massive user base, most of which aren’t in the core web3 movement, so it could be a highly profitable channel for them.”
But one recent survey finds that users are eager to use the metaverse for shopping. The online shopping portal Smarty released a consumer study that focused on their readiness to shop with crypto online and whether they’re already “gearing up” for metaverse or interested in shopping in the metaverse.
The study found that 26% of users are currently looking for an excellent virtual reality setup to participate in the metaverse, with 35% willing to pay up to $500 for a VR setup. And with 20% noting they’ve already shopped the metaverse, the top items they look to purchase right now include music (46%), VR games (37%), and concert tickets (32%).
“The data shows that consumers are interested in the new internet and want to have opportunities to get involved—especially when it comes to shopping,” said Vipin Porwal, CEO and founder of Smarty, in a news release. “Brands will begin making more changes to address new consumer desires, similar to the way these companies shifted during the start of the pandemic to meet the changing needs of shoppers.”
Francesco Cata fotografo / Getty Images
Nir Kshetri, a business professor at the University of North Carolina-Greensboro, pointed out in an email interview that one drawback to Meta’s initiative is the high fees that the creators have to pay. For virtual goods sold in Horizon on a Quest VR device, Meta will take 47.5% of each transaction.
“However, it may not be considered too high given that Roblox pays developers just 28.1% of the revenue associated with the game,” he said.
#Metaverse #Virtual #Marketplace
How the Metaverse Could Be the Next Virtual Marketplace
Virtual stuff for real money
Meta has begun testing user monetization tools within Horizon Worlds.
Experts say the move by Meta is part of the start of a boom in the sale of virtual items.
One recent survey finds that users are eager to use the metaverse for shopping.
Francesco Carta fotografo / Getty Images
Buying and selling virtual items in the metaverse will soon be big business, experts say.
Meta has begun testing user monetization tools within Horizon Worlds, the company announced recently. Selected creators can already begin creating digital items and effects they can then sell directly within the virtual social space. It’s part of a rush to commercialize the metaverse.
“The online video games market has already proven that people will spend real money, think many billions, for virtual goods and abilities to engage more deeply,” Amit Shah, the chief strategy officer of the digital commerce platform VTEX told Lifewire in an email interview.
Virtual Shopping
The tools will allow users to sell access to items and experiences inside the app. Eventually, Meta says, it hopes people can “earn a living” in the metaverse.
Horizon Worlds is Meta’s social VR platform built around user-generated content that anyone can build within the app itself. The platform is currently available only to VR users older than 18 in the US and Canada.
What exactly you’ll be able to buy and sell in Meta’s version of the metaverse remains a bit vague. The company says the tools will allow creators to “sell virtual items and effects” and gives the example of someone selling an attachable accessory (like a hat) or an item that would grant access to an exclusive part of a world (like a special key).
“The metaverse—by nature of its not being limited by physical space—will bring a new level of creativity and open up new opportunities for the next generation of creators and businesses to pursue their passions and create livelihoods,” Meta wrote on its blog.
Ricky Houck, a metaverse commerce expert with Touchcast.com, an enterprise metaverse platform, told Lifewire in an email interview that virtual goods are already hot sellers.
Entering a Hot Virtual Market
“It started with a lot of hype from the crypto market moving into NFTs, but now we’re seeing fashion brands, specifically, investing in this space,” he said. “Gucci, Nike, and Tommy Hilfiger have all made moves in the metaverse market, and Dolce & Gabbana recently sold a tiara for $300,000 that can only be worn in the metaverse.”
“The metaverse—by nature of its not being limited by physical space—will bring a new level of creativity and open up new opportunities for the next generation of creators.”
But Houck said that Meta could face criticism for commercializing the metaverse. Many users, he said, support a vision of Web 3.0, which is less about buying and selling.
“A big part of the movement is to give more ownership to the community, taking half their funds (before taxes) sends a pretty strong message in the opposite direction,” Houck said. “That said, they do have a massive user base, most of which aren’t in the core web3 movement, so it could be a highly profitable channel for them.”
But one recent survey finds that users are eager to use the metaverse for shopping. The online shopping portal Smarty released a consumer study that focused on their readiness to shop with crypto online and whether they’re already “gearing up” for metaverse or interested in shopping in the metaverse.
The study found that 26% of users are currently looking for an excellent virtual reality setup to participate in the metaverse, with 35% willing to pay up to $500 for a VR setup. And with 20% noting they’ve already shopped the metaverse, the top items they look to purchase right now include music (46%), VR games (37%), and concert tickets (32%).
“The data shows that consumers are interested in the new internet and want to have opportunities to get involved—especially when it comes to shopping,” said Vipin Porwal, CEO and founder of Smarty, in a news release. “Brands will begin making more changes to address new consumer desires, similar to the way these companies shifted during the start of the pandemic to meet the changing needs of shoppers.”
Francesco Cata fotografo / Getty Images
Nir Kshetri, a business professor at the University of North Carolina-Greensboro, pointed out in an email interview that one drawback to Meta’s initiative is the high fees that the creators have to pay. For virtual goods sold in Horizon on a Quest VR device, Meta will take 47.5% of each transaction.
“However, it may not be considered too high given that Roblox pays developers just 28.1% of the revenue associated with the game,” he said.
#Metaverse #Virtual #Marketplace
Synthetic: Vik News