Marketing in Metavers: 4 benefits of this relationship for the market  SEGS

Marketing in Metavers: 4 benefits of this relationship for the market SEGS

Experts point to the evolution of NFTs and immersive experience technology as key issues for marketing in the near future.

The reality of the global market, Metavers is a way for people to connect in the immersive online world. This technology has the potential to become stronger and stronger in the corporate world – and the numbers are not lying: according to Crunchbase data, in the last quarter of 2021, nearly $ 1.9 billion was invested in venture capital startups. Virtual and augmented reality software and hardware.

The exponential growth of this market opens up opportunities for direct and effective communication with the most diverse target audiences. For marketing and advertising, the situation is no different. As Metavers becomes more important, businesses and sectors in the region are looking for ways and strategies for growth. Knowing this, here are four benefits that Paulo Martins, CEO of, highlights about the impact of this technology on marketers:

Increased engagement with immersive experiences

Metaverse focuses on creating digital experiences through audio, video, augmented and virtual reality. Over time, marketers will be able to create such experiences for businesses.

The executive points out that some early adopters are already developing this type of practice at conferences and events. “A notable example is the CES (Consumer Electronics Show) conference which has been presenting virtual reality experiences since 2017. With this, brands and vendors are able to successfully create immersive experiences for their customers and acquire the ability to generate more sales and conversions “, Martins highlights.

Presence in the virtual world

Metavers will feature a virtual world where users can visit, navigate and create properties with other possibilities. Second Life was a case in point – launched as a computer-accessible virtual world in 2003, in 2020, it already had about 900,000 subscribers. In the game, users can create avatars to interact with the cyber world and visit business, library and educational experiences.

“Virtual worlds are important to marketers because of their scale. To create a unique and immersive experience for your brand, you need to have appeal, especially if you want to be present in this immersive environment. It’s a good idea to create avatars to interact with users, “the CEO comments.

Make money by selling collectibles

In addition to driving brand engagement, companies can monetize metavers through non-fungible tokens (NFTs) – a type of digital archive arising from blockchain networks. The current NFT rally is driven by low interest rates and a gold rush. However, digital collectibles are likely to remain in constant demand.

The marketing potential of collectible goods and NFTs is most evident when the merchant combines them with other trends. For example, imagine customers buying a virtual home, a virtual card or digital art created by their favorite player? The idea is to create NFTs for art (digital and physical), photos, videos, messages, social media posts, and more.

Metaverse integration and offline marketing

With the integration of metavers and offline marketing, it is possible for users to use technology to communicate with a company beyond the virtual world – or, for example, access a website. “Professionals can create a temporary presence in the metavars world to promote their company at an event. It’s a bet to take advantage of the brand in a technical and creative way “, he concludes.

About the arena:

In 2018, in the United States, Arena arrives in Brazil with its portfolio of major companies including Globo, Telegraph, Vetex, Facebook, Figma, Vance, Universidad de Sao Paulo, Nubank, Bradesco, C&A, Avon, Bayer and clients. Other .. Startup has a platform divided into two parts: experience and data and offers live chat, blog chat and digital event products to customers in more than 124 countries. By 2021, the widget used by more than 24,000 customers has reached approximately 350 million users globally.


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