Digitized products: Virtual merchandise and virtual experiences will form the backbone of product offerings in the metaverse, providing consumers with unique and immersive digital experiences.
Virtual business locations: Just like physical offices or websites, you can use virtual storefronts in the metaverse. Here, consumers can view and test digital products such as NFTs before buying them or purchase physical items. Businesses can also create virtual offices for their employees to hold business meetings, collaborate, engage in team-building exercises and more, all reducing the need for a physical location.
Subscription-based revenue streams: Companies can offer metered consumption or rental-based models, where consumers pay based on how much they use or consume. This approach provides an alternative to NFT ownership and focuses more on the utility of the asset while itβs in their possession. This will consist of renting, utility-based consumables, and subscriptions.
Advertising: Advertising, including sponsored content and product placement, will play a significant role in the metaverse economy. Companies can also use suggested materials, like NFTs, to track engagement and promote their products and services β like how companies gate whitepapers or other high-value material to obtain email addresses.
Meta-education: The metaverse has enormous potential as a platform for online learning, providing students with greater access to educators and contextual content. Metaverse universities, infotainment, and forums will offer new ways of engaging with educational material.
Last updated 4 months ago