Gaming platforms are going beyond games, selling virtual goods in marketplaces
Posted: Sat Feb 01, 2025 7:25 am
Gaming platforms are moving beyond games and are gradually replacing physical shopping malls and entertainment venues. These universes now offer more opportunities for shopping and social interaction. For example, in Roblox and Fortnite, you can not only play, but also watch movies together, attend concerts and parties. Brands have taken note of this trend.
According to Roblox's head of marketing and people, Barbara Messing, metaverses currently serve as a place for shared entertainment, but in the future they will be used for any collective activity available in real life. For example, for learning or working together, as well as for shopping and interacting with brands.
Roblox recently went public with a market cap of $38 billion. The company kenya number data is increasingly teaming up with brands to expand its sponsorship business. The platform has already signed several commercial partnerships scheduled for this month, but details are yet to be revealed.
Robux, a virtual currency, for individual payments or monthly subscriptions. Netflix has released a limited edition Stranger Things 3-themed item set specifically for the platform, the National Football League has created virtual versions of its uniforms, and Nike has offered its own avatar apparel.
Gucci is also partnering with various platforms, including Roblox, the virtual world Zepeto, and the avatar creation service Genies. The company will offer clothing and accessories that will be available only digitally. Last year, Gucci also launched its own app, Gucci Sneaker Garage, in which you can create virtual sneakers from existing models.
The online game Fortnite has also become a hub for entertainment. At the beginning of the pandemic, rapper Travis Scott hosted an in-game concert. Fortnite has also released special items and worlds related to Disney and Verizon, as well as the John Wick films.
According to estimates by research firm CB Insights, the virtual goods market, which encompasses fashion, real estate, and art, could already be valued at $190 billion.
According to a report by the NPD research group, in the first quarter of last year alone, consumers spent about $9.6 billion on in-game purchases.
According to Roblox's head of marketing and people, Barbara Messing, metaverses currently serve as a place for shared entertainment, but in the future they will be used for any collective activity available in real life. For example, for learning or working together, as well as for shopping and interacting with brands.
Roblox recently went public with a market cap of $38 billion. The company kenya number data is increasingly teaming up with brands to expand its sponsorship business. The platform has already signed several commercial partnerships scheduled for this month, but details are yet to be revealed.
Robux, a virtual currency, for individual payments or monthly subscriptions. Netflix has released a limited edition Stranger Things 3-themed item set specifically for the platform, the National Football League has created virtual versions of its uniforms, and Nike has offered its own avatar apparel.
Gucci is also partnering with various platforms, including Roblox, the virtual world Zepeto, and the avatar creation service Genies. The company will offer clothing and accessories that will be available only digitally. Last year, Gucci also launched its own app, Gucci Sneaker Garage, in which you can create virtual sneakers from existing models.
The online game Fortnite has also become a hub for entertainment. At the beginning of the pandemic, rapper Travis Scott hosted an in-game concert. Fortnite has also released special items and worlds related to Disney and Verizon, as well as the John Wick films.
According to estimates by research firm CB Insights, the virtual goods market, which encompasses fashion, real estate, and art, could already be valued at $190 billion.
According to a report by the NPD research group, in the first quarter of last year alone, consumers spent about $9.6 billion on in-game purchases.