XXXXX METAVERSE

Summary:

Mark Zuckerberg believes that the Metaverse will become a place where people work, eat, play, and interact in the digital world that is always on. The Metaverse is in its early stages of evolution. It is a vibrant world full of innovation, opportunity, and growth.

Bloomberg and Yahoo finance estimate that the Metaverse market is growing at an average CAGR between 13% to  44%.

Summary CAGR growth rate of key Metaverse segments

Metaverse Segments CAGR
Gaming Advertisements 28%
Fashion 28%
Other brands 28%
Sports 28%
Concerts 25%
Shows 25%
Other events 25%
Real Estate 31%
Celebrity Influencers 35%
Other Influencers 35%
Cryptoasset investors 22%

Source: Bloomberg Intelligence, Yahoo Finance, Brand Essence Market Research

The Xxxxx concept uniquely provides comprehensive Metaverse capabilities under a single umbrella. Xxxxx’s Metaverse will provide entertainment, investing, and earning opportunities. It is a platform for celebrities, influencers, brands, and others to enhance their social presence. Here, they can advertise, perform, play, interact, leverage the enhanced brand presence, attract customers, and profit from it.

Visitors have a lot of options to choose from on the Xxxxx Metaverse. These include – live performances, concerts, games, stores, clubs, pool venues, arcades, gyms, group discussion forums, crypto-asset exchanges, concert venues, etc. It is a real-life virtual environment. A realm where the visitor can manipulate a blend of visuals, sound, and technology to deliver an unforgettable and engaging out-of-this-world experience. Blockchain is the underlying technology for the platform. It makes it secure against cyber theft and hacking.

The business model focuses on business development, partnership development, and marketing. The development and implementation of the platform offerings will be outsourced to specialist partners. Anything as a service and pay-to-use business model will help the company focus on sales, marketing, relationship building, and organization development.

Unlike most technology-focused projects, Xxxxx Metaverse is projected to show a positive return from the end of the first year. Its revenue projections are conservative and likely exceed the numbers shown in the cost revenue sheet.

Many of the services offered by Xxxxx are identical to those provided, tried, and tested by yyyy. It will ensure that Xxxxx Metaverse will start generating profits almost immediately. The Founding team is led by people who have successfully rolled out the Yyyy advertisement platform. The team has the drive and experience to make this a successful venture.

Metaverse- business opportunities overview

Metaverse is a shared virtual world that you can access via the internet. Visitors get an immersive experience with the help of augmented reality and virtual reality technology. In a digital world, advanced human-computer interaction involving hardware and software occurs. The Metaverse is in its early stages of evolution. It is a vibrant world full of innovation, opportunity, and growth.

The metaverse market’s true potential is still being discovered. Still, various industry reports from Bloomberg and Yahoo finance estimate it is growing at an average CAGR between 13% to  44%. The metaverse market has rapidly grown in the last two years (2020 and 2021). It is anticipated to maintain an average CAGR of 13.1% until 2024.

Lockdowns, work-from-home, and logistics disturbances caused by the global pandemic have fueled the demand for the services offered in the Metaverse. The metaverse market will be approaching $783 bn in 2024. This revenue will come from gaming software, services, advertisement, live entertainment, social media ads, gaming, IT, and VR hardware.

Mark Zuckerberg believes that the Metaverse will become a place where people work, eat, play, and interact in the digital world that is always on.

Metaverse development trends

Google, Apple, Microsoft, and Meta will be developing more capable VR/AR headsets. The Seoul Metropolitan Government has announced work to build a virtual communication ecosystem with economic, cultural, tourism, and civic services. They are calling this project Metaverse Seoul.

Google acquired Canadian company North. The company brings with it augmented reality hardware and software capability. Apple is reported to be exploring acquiring a headset company. This ability will enable entry into the Metaverse. Microsoft Hololens, Facebook’s, now Meta’s, Oculus, PlayStation’s VR helmets, Epic Games video games, Alibaba Ali Metaverse, and others seek to leverage the opportunities in the Metaverse world.

In this hot market, geopolitics, too, is playing its part. The People’s Republic of China (PRC) seeks to compete with America and the Western world. It is competing to leverage the Metaverse’s abilities in industry and business. It has constituted a committee to promote and develop applications for the Metaverse. Alibaba and Tencent are developing applications and building products that will help them dominate the emerging market in the Metaverse.

Gaming

Many of the Metaverse services are targeted at the gaming-related audience. Software and hardware services required by this segment are being developed. Gaming gets between 50% to 60% of revenues in the Metaverse.

Bloomberg Intelligence estimates gaming services industry revenues alone will show a CAGR of 8.1 percent. Its market share will touch $ 170.1 billion in 2022. The average CAGR of the live entertainment industry is projected at 24.31 percent from 2020 to 2024. Its market share will reach $131.6 billion in 2022.

Two of every five people across the world are into gaming. Nezoo reports that there were 2.69 billion gamers globally by the end of 2020. This segment has been growing at 5.6 percent year on year. Gaming revenues for 2020 have reached $159.3 billion. China and the US are the two largest gaming markets worldwide. ESA, 2020 reports 18 to 34 age group accounts for 38 percent of gamers, and 6 percent of 65 years and above are also in the US. Both men and women are into gaming, with the weightage split in favor of males.

Brands want to leverage the gaming segment. Adidas released NFTs and purchased land on the Sandbox VR – a virtual real estate company. Andrew Kiguel, CEO of Tokens.com, has purchased real estate in the fashion district of Decentraland, paying around $2.5 million for the space. He plans to build towers in Decentraland’s Crypto Valley. He wants to rent out office and retail space. Another digital real estate developer and investor in the Metaverse, Republic Realm, has bought 259 parcels of Decentraland to turn it into a virtual shopping district.

Gucci has partnered with game maker Roblox to sell items. Balenciaga will sell its clothing that can be purchased in virtual stores on Epic Games. Louis Vuitton has created Louis the Game game to showcase its high-end brand.

Other companies leveraging gaming to build their brand include Red Bull, Puma, PepsiCo, Manchester City, KFC, Pizza Hut, AB InBev, etc.

A few companies that have invested heavily in this space are – Decentraland, Sandbox, Epic Games, and Meta. Decentraland has a 3D VR platform with measurable real estate. Sandbox has a marketplace with user-generated crypto and NFT assets that you can buy and incorporate into your VR world. Meta (formerly Facebook) is experimenting with its Oculus products.

Bloomberg Intelligence estimates that by 2024 there will be 1.73 billion VR users. By 2024 revenues from VR games will touch $ 2.4 billion, and there will be an investment of $17.6 billion in AR/VR tech.

3D AR and VR technology have been extensively applied to gaming. Fifty-nine percent of industry experts surveyed and reported on XRtoday.com have said gaming will dominate VR investments for the next few years. The majority also expect the highest potential to benefit from VR amongst all use cases comes from gaming.

Influencers

The gaming industry is the new hotspot for influencer marketing. The security that blockchain provides to influencers is drawing influencers to the Metaverse world. The global influencer marketing market size has doubled since 2019. It was valued in 2021 at S13.8 billion. Marketers use social media platforms to leverage influencers to bridge the gap between brands and consumers. Instagram remains the most popular platform for influencer marketing worldwide. In 2020, it surpassed $ 2 billion. TikTok is another popular choice. (Statistica.com) The most popular vertical segments are Fashion and Beauty, Health and Fitness, Travel and Lifestyle, Gaming, Family, Parenting, and Home and Sports.

Influencer marketing, even though it continues to grow rapidly, it is impacted by fraud. In 2021, 49 percent of Instagram influencer accounts were affected by fraud. (marketsandmarkets.com). Influencer marketing will shift from social media platforms to Metaverse’s new-age solutions. The higher quality experience of AR/VR technology and security from fraud will attract the industry to move their advertisement dollars to Metaverse-based platforms. Facebook anticipated this trend and has rebranded itself as Meta, indicating the broader shift to new forms of advertisement.

Celebrities are jumping onto the Metaverse bandwagon. Paris Hilton, Snoop Dogg, Andrew Yang, Jake Paul, Blackpink, Shawn Mendes, and Lady Gaga are some prominent names mentioned in the media. You will note that some individuals like Andrew Yang and Jake Paul are business people with varied ambitions. The common feature of all these individuals is that they want to leverage the Metaverse to reach a larger audience.

A few prominent examples of celebrity plans to exploit the Metaverse to expand the fan base and customer outreach are:

  1. Paris Hilton has created an island inside the game Roblox. The island is called Paris World. Visitors can visit the island and see a replica of her Beverly Hills estate.
  2. The rapper Snoop Dogg has also rebuilt his mansion in the Sandbox. The celebrity is building ‘Snoopverse’ that expands his digital world. You can buy tickets to private parties hosted by the rapper. He has created a Q and A section, too, for fans.
  3. Blackpink, the South Korean all-girl pop group, uses the Metaverse to meet and virtually interact with fans on Zepeto. The meeting is reported to have drawn 46 million fans in two weeks.
  4. Shawn Mendes, the Canadian singer, has teamed up with Genie, an avatar tech company, to create digital wearables.
  5. Lady Gaga released a music pack for Beat Saber, a VR rhythm game set in the Metaverse.
  6. Andrew Yang held a press conference on the Metaverse platform ZEPETO.
  7. At the same time, Jake Paul has invested in the virtual reality metaverse Blocktopia. He owned a digital land, a part of which he gave away. The digital property was valued at $100,000.
  8. Warner Music Group has partnered with Sandbox to create a performance space in the Metaverse. The plan is to develop persistent, immersive social music experiences that allow artists and fans to engage like never before.

Revenue from live entertainment businesses in the Metaverse is expected to exceed $200 billion by 2024, according to data and analysis of PWC, Statista, and Two Circles. Live entertainment includes films, live music, and sports.

Virtual Reality opportunities

A study by IZEA Worldwide outlines the business potential of the Metaverse:

  1. Seventy-two percent of influencers say they are considering or already making money in the Metaverse.
  2. Eighty-five percent of the surveyed individuals have played virtual world games like Minecraft and Fortnite.
  3. Fifty-six percent of social media influencers are working in the Metaverse.
  4. Sixty percent of influencers view themselves as creators in virtual worlds.
  5. The top three activities of consumers in the Metaverse are gaming (68 percent), exercising (53 percent), and watching media (48 percent)
  6. Ninety percent of influencers and 72 percent of social media users support brand sponsorships in the virtual world game.
  7. Seventy-three percent of respondents who played virtual world games had seen sponsorships in those games, and close to half remember the brand names. The respondents have seen the following brands in the Metaverse – Chipotle, Coca-Cola, Clorox, Google, Marvel, Cartoon Network, Nike, Red Bull, Skillshare, and Skittles.
  8. Consumers rank Apple and Amazon above Facebook, Microsoft, and Sony as the brands they believe will build the most compelling virtual reality experiences of the future.

The importance of virtual influencers in the Metaverse is rising. Virtual influencers are being used in fashion. Prada uses computer-generated avatars to promote their products. Brands use existing virtual influencers and launch new ones to reach consumers seeking a more extensive interaction with their favorite brands.

These interactions are bringing some impressive results for some luxury brands. The Gucci Garden held in Roblox in May 2021 drew 19.9 million visitors. Metaverse as a concept has penetrated several industries like fashion, automotive, and consumer goods.

The following were some of the top-mentioned companies among metaverse influencer discussions on Twitter during 2021. These were Coinbase Inc, Roblox Corp, Nike, Nvidia, Adidas, Anheuser Busch InBev, Balenciaga and Hyundai Motor Company. The interaction is expected to explode in 2022 and become more widespread in the coming years.

Nike has acquired the digital sneaker Metaverse company RTFKT. The company is preparing to sell virtual apparel. Apparel consumers can don via their virtual avatars.

Metaverse trends

Blockchain technology has helped overcome infrastructural bottlenecks to operate in the Metaverse space. There is frenetic global activity happening in the Metaverse world. Businesses build applications that will give consumers an immersive experience over the Metaverse. The companies come from diverse areas like healthcare, education, finance and investment, entertainment, real estate, retailing, military, manufacturing, and others,

Technology giants like Google, Amazon, and Microsoft have created in-house research units to build capabilities and explore technologies. Frenetic acquisition activity is taking place in this technology segment.

Technologies will inevitably converge. The Industrial Metaverse, for instance, will soon emerge. Industrial IoT has accumulated huge data on equipment and the environment. The data resides in the cloud and can be accessed with the help of applications like Amazon’s AWS or Microsoft Azure. Amazon has taken its IoT product and 3D rendering technology and built the AWS IoT TwinMaker toolkit that can be used for 3D models derived from CAD.

Decentralized finance (DeFi) is now getting established. The DeFi financial model will facilitate financing across the Metaverse.

Brands continue to evolve to enable them to establish direct communication with customers. A website, social media, and live broadcasting have helped brands connect with customers. Many consumers are now expecting both an in-store and digital experience. The Metaverse enables engagement between brands and customers using a personalized avatar. The avatar can be used to try out clothes, test-drive vehicles or elevate the interaction between the two.

Summary CAGR growth rate of key Metaverse segments

Metaverse Segments CAGR
Gaming Advertisements 28%
Fashion 28%
Other brands 28%
Sports 28%
Concerts 25%
Shows 25%
Other events 25%
Real Estate 31%
Celebrity Influencers 35%
Other Influencers 35%
Cryptoasset investors 22%

Source: Bloomberg Intelligence, Yahoo Finance, Brand Essence Market Research

The Metaverse is an exciting world for technologists, innovators, and business

Competition Landscape:

The Metaverse space is attracting a lot of innovation. The competitive landscape in the Metaverse is emerging. It is a blue ocean with room for many more players.

Demand is exceeding the available supply. It is a hot, emerging market. Here below is a summary of prominent competitors in the Metaverse.

Online Game Makers Social Networking Gaming, AR & VR hardware Live Entertainment Crypto platforms
Roblox Meta Meta Live Nation Binance, US
Epic Games Tencent Lenovo Theme Parks Coinbase
Microsoft HP Sports Teams eToro
Activision Blizzard Logitech Gemini
Electronic Arts Valve Robinhood
Take-Two Razer SoFi Active Investing
Tencent Snap TradeStation
Netease Webull
Nexon Kraken
Valve Open Sea
Decentraland
Sandbox

Source: Derived from Bloomberg Intelligence and NerdWallet

A close look at the competitors reveals that companies offering the entire spectrum of services and solutions under a single platform are yet to be created. The Xxxxx concept uniquely provides comprehensive Metaverse capabilities under a single umbrella.

Xxxxx Metaverse

Xxxxx’s Metaverse will provide entertainment, investing, and earning opportunities. It is a platform for celebrities, influencers, brands, and others to enhance their social presence. Here, they can advertise, perform, play, interact, leverage the enhanced brand presence, attract customers, and profit from it.

Celebrities, influencers, and common people can create digital avatars in the Metaverse. It will be very lifelike. It will mirror the person’s image in the Metaverse. Our technology will enable users to interact with each other. They will be able to attend and host virtual concerts. They can play multiple games with real people, own virtual property, and feel like they are staying in a virtual environment that is real.

The platform will have three sections – Celebrity, Influencer, and General Sections:

Celebrity Section:

Celebrities would be represented in their virtual world avatar form. Fans will be able to recognize their idols and enjoy the interaction. The section has a designated location for performing multiple live events and helping brands promote their merchandise. Each public figure in the section will be verified for authenticity by the Xxxxx administration team. It will ensure that users enjoy an authentic experience. Celebrities will have access to both the Influencer and General Sections.

Influencer Section:

Influencers with a substantial fan following can import their fans from social media to Xxxxx. Influencers can host multiple games, parties, and events in this section. They can connect with different brands and help them in brand promotion. The immersive experience in Xxxxx will help influencers gain more fans and increase their virtual presence.

General Section:

It is a place for the general public to interact and enjoy the virtual world. People can follow their favorite influencers and celebrities here. Virtual interaction will increase social presence, help gain followers and graduate to become influencers.

Xxxxx virtual world services

Stores

Virtual specialty stores allow owners to organize special events and product demonstrations. It is where enthusiasts gather, interacts, window shop, and get entertained.

Buying and selling platform for accessories/clothes

You can create a specialty store and sell products within a unique category. You can buy, rent out/ lease a retail store for direct customer interaction. It is a place for designers/brands like Adidas, Nike, etc., product endorsements

Private Island

You can own a private island on Xxxxx. It is a place for spending time with friends and loved ones. Here, individuals can host live video streaming concerts and parties engaging in exclusive games and activities with their audience. The private party time can be rented in 30-minute slots. Gatherings will be limited to two to ten individuals.

Concerts Hall

You can organize virtual live concerts where DJs from anywhere worldwide can perform. Audience capacity will initially be limited from 5000 to 10000 people. VIP customers can get closer to the real screen and have a ringside seat to the live concert. Others can enjoy it from a bit further away, just like you do in real live shows.

Banks/Exchanges

Xxxxx platform has connected NFT to real-world money. Users can bank and trade in NFTs from here. NFTs will represent your favorite clothes and other merchandise. You can check how they would look on your avatar. A virtual card can be created to make purchases, accept money for products sold, and book a concert hall or private island. The banks can be used to redeem these for real cash.

Real Estate

We have a section dedicated to real estate. You can develop high-value virtual structures and create custom houses, condos, and penthouses. You will have the choice of selecting a location close to that owned by a celebrity or influencer. You can choose from any of the accessible and available land blocks.

Discussion Groups

These virtual locations allow like-minded people to listen to your favorite star or influencer speaking on a topic of interest to you. You can focus on specific issues like mental health, hold a condolence meeting, attend an event on cancer, and have a group therapy session with actual therapists. Users can reach out to their favorite influencers and organize a conversation around the subject area of their choice. It will be a place where you can share ideas, knowledge, and expertise on various issues on set days. The events can be live-streamed.

Arcade

Now you can enjoy real-life gaming experiences in the Metaverse. It is a place for users to play games. The platform will offer a wide choice to gamers to choose from and enjoy. We will have plug-ins for many popular game providers. The sensing and monitoring technologies available now will make gaming an unforgettable experience. There is a choice for monthly memberships giving the user the freedom to play the games at a time they choose.

Clubs

These are virtual nightclubs to socialize, make new friends, listen to great music, and enjoy. Users can rent out these clubs, invite friends, and play music from their favorite playlists. At this moment, the capacity limit is 150 users.

Gym

These are virtual gyms you can rent, organize training sessions, get your favorite trainer, and get an opportunity to follow a fitness regime. We will have a rate set per session with specific trainers.

Pool venue

Live performances streaming by DJs from anywhere worldwide can be held in the Metaverse pool venues. You will have your favorite artist perform in the Xxxxx metaverse pool venue. It is where 300 to five hundred people can get together to enjoy themselves.

In summary, visitors have many options to choose from on Xxxxx Metaverse. These include – live performances, concerts, games, stores, clubs, pool venues, arcades, gyms, group discussion forums, crypto-asset exchanges, concert venues, etc. It is a real-life virtual environment. A realm where the visitor can manipulate a blend of visuals, sound, and technology to deliver an unforgettable and engaging out-of-this-world experience. It will be a gathering Hub where people of different preferences and requirements can gather and enjoy.

Visitors, brands, celebrities, influencers, crypto-asset investors, and traders can earn, expand their social media presence, get entertained, and enjoy.

Salient features of the Xxxxx Metaverse platform are:

  1. Celebrities, influencers, and brands can do live events, performances, shows, and launch advertisement campaigns.
  2. Brands can own or rent virtual stores to display merchandise and services and promote products.
  3. Virtual property can be bought, sold, and traded. Brands and others can rent out/lease retail stores just like in the physical world.
  4. Celebrities and influencers can create virtual avatars of themselves, conduct live performances, and allow fans and others to interact with them like never before.
  5. Specialty stores at attractive locations will become gathering places for enthusiasts. Events, shows, and product demonstrations organized in such sites will draw visitors, enhancing a brand image that will translate into higher sales.
  6. It will have private islands where you can spend time with friends and loved ones. You can host live video streaming concerts, play games, hold events, parties, etc.
  7. There will be concert halls for performances, banks, and exchanges to transact into cryptocurrencies, NFTs, and other crypto-assets; discussion forums for discussions, seminars, and presentations.
  8. Clubs and pool venues to socialize, make new friends, and listen to music. Here events and shows can be organized. Gyms will be where trainers can hold training sessions and learn about fitness regimes.

Security, administration, and authentication

Xxxxx metaverse uses advanced blockchain technologies to keep users’ data safe and secure. The technology protects visitors from identity theft, fraud, and personal privacy breaches.

While users control their digital identity, fake users cannot enter our Metaverse. We have partnered with Veriff to authenticate every virtual avatar on Xxxxx and prevent using another avatar. We have zero tolerance for unethical activities and misbehavior and do not hesitate to ban players permanently from our platform.

Influencers with a fan following over social media platforms can import them to Xxxxx.

Xxxxx customers

Games are the most popular use case in the Metaverse. Celebrities, influencers, and brands leverage games for promotion and increase their social profile.

Xxxxx Metaverse users will have a profile similar to that of gamers. The typical Xxxxx user profile has been created, and its features are encapsulated below: (DELETED For confidentiality)

Xxxxx Metaverse user persona

Newzoo has identified nine personas that capture all types of gamers today. The personas are summarized below:

Ultimate Gamer  (14%) Loves gaming and spends money and free time on games

Around Enthusiast (10%) are interested in all types of games, from watching to playing

Conventional Player (3%) has plenty of gaming devices and loves playing but do not love to watch others play

Subscriber (21%) prefers high-quality free games. This individual spends on games if needed.

Lapsed Gamer (15%) prioritizes other things than gaming

Backseat Viewer (6%) used to play a lot  before now prefers watching others play

Popcorn Gamer (14%) gaming is not a favorite pastime for this segment, but he loves watching others play

Hardware Enthusiast (9%) is always updated about the latest gaming gadgets, consoles, etc.

Time Flier (23%) plays games during free time. The individual prefers mobile games.

Source: Gamer segmentation

The Xxxxx customer base is wide and large. Customers are eager for more.

Xxxxx business model

Xxxxx Metaverse is coming at the very early stages of this technology’s growth cycle. With demand rising rise, Xxxxx Metaverse has limited downsides.

The business opportunity can be leveraged with an appropriate business model.

Xxxxx has the option to choose from multiple business models. Various models have been analyzed: Anything as a service, platform, e-commerce only, shop in shop and pay-per-use. Finally, the following two business models were shortlisted:

  1. Anything as a service: Xxxxx Metaverse has a diversified offering base. Revenues accrue with users paying to use it over the internet.
  2. Pay per use: Here, a customer pays for the actual usage of a service. The service is measured in time, the number of clicks, and bytes consumed.

Business Model Canvas

Based on the suggested business models, the business model canvas for Xxxxx Metaverse is enclosed below: (Business model canvas deleted for confidentiality)

 

Business model canvas

Xxxxx Metaverse will use its partner ecosystem to build various required functionalities. The partners will be leveraged to provide their customers with end-to-end services, including design, implementation, and hosting per each customer’s requirements. Xxxxx platform will have a crypto exchange where investors can trade crypto assets like cryptocurrencies, NFTs, etc.

The business model focuses on business development, partnership development, and marketing. Given the diversity of its offerings, building technology capabilities for each technology need will divert the focus of the venture from concept designing, planning, and implementation. For this reason, the development and implementation of the platform offerings will be outsourced to specialist partners. A small system integration team of business architects and technology planners will be inducted initially to help structure the implementation.

A transparent services cost structure will facilitate customers to choose and pay for the desired service. Anything as a service and pay-to-use business model will help the company focus on sales, marketing, relationship building, and organization development.

The business models were put to a PESTLE stress test to identify business risks to the venture. The PESTLE analysis review is presented below:

Pestle analysis

The Pestle analysis shows that Xxxxx Metaverse will likely face a geopolitical risk when it plans to extend its business beyond the US and Europe into Asia, specifically China.

Workplan, operations, and management

Xxxxx Metaverse implementation will have three phases:

  1. Preparation Phase
  2. Organization Build Phase
  3. Operations Phase

A high-level work breakdown structure is presented below:

Tasks Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 Q11 Q12
Preparation Phase
Design business and technology architecture
Identify functionality that can be reused from Yyyy
Customize functionality that can be imported
Prepare Xxxxx Metaverse for launch
Market test service ready for roll-out
Validate projected revenues from test results
Organization build phase
Hire core tech team of architects and planners
Induct business operations core team
Induct sales and marketing core team
Operations phase
Build partnership ecosystem
Monitor performance against operational indicators
Re-evaluate business strategy at the end of yr2
Re-evaluate business model and plan at the end of Yr 2
Restructure and implement modifications

 

Preparation Phase:

The Founding Team has already prepared a draft business architecture. An architect will be inducted to prepare a detailed business and technology architecture for the venture. This individual will also review the existing functionality in Yyyy, a platform owned by the Founders. Many of the concepts enunciated in the Xxxxx Metaverse have been tested and validated on Yyyy.

An outsourcing team will be deployed to pick artifacts cleared by the artifacts and implement these on the Xxxxx platform. Once this import is completed, the operational core team will test the performance of the functionalities in a rigorous market test. It will be a short real-life test phase. The test will cover technical functionality. It will also validate the revenue and cost numbers. If required, these will be modified, and suitable modifications of cost and revenue projections will be made.

Organization Build Phase:

The core of the Xxxxx organization will be inducted during the early phases of the project. It is a very critical phase of the project. The individuals placed should be fully on board with the Founders’ vision. The core team- technical, operations, and marketing will be a skeletal team handpicked by the Founders. These individuals will form the kernel around which the entire organization will be built.

Staffing Schedule

Position Period Mode of hiring
Solution Architect Three months Freelance
Operational Head Annual Full time
Sales and Marketing Head Annual Full time
Legal Annual Contract
Finance Annual Contract

 

Operations Phase:

Full-fledged operations are expected to commence by the fourth quarter after project kick-off. A high-level work breakdown has been presented in the workplan.

Budgets and projected cashflows

 

Project costs have been split into Development and Implementation Staffing costs. Development and Implementation costs are based on average development costs offered by outsourcers.

The revenue estimates have been derived from the CAGR growth averages published by Bloomberg Intelligence, Google Finance, and other reliable sources. Unlike many technology-oriented projects, revenues start overtaking costs from the 2nd year onward. In three years after launch, the benefit-cost ratio is projected to cross 2.0.

Xxxxx Metaverse Cost Revenue
        Yr Yr Yr Yr
COST COMPONENTS Number Rate Period in months 0 1 2 3
Development and Implementation
Gaming platform integration LS 100000
Concert venues LS 25000
Islands LS 25000
Pools LS 25000
Gyms LS 25000
Arcades LS 25000
Stores LS 25000
Clubs LS 25000
Discussion forums LS 25000
Cryptoexchange LS 100000
Maintenance 10% build cost 40000 40000 40000
Sub Total 400000 40000 40000 40000
Staffing costs
Technical architect 1 10000 3 30000
Operations 1 15000 12 90000 180000 180000 180000
Marketing and sales 1 15000 12 90000 180000 180000 180000
Finance 1 5000 12 30000 60000 60000 60000
Legal 1 LS 5000 5000 5000 5000
Administration LS 10000 10000 10000
Travel LS 10000 10000 10000
Sub Total 245000 445000 445000 445000
Total Costs 645000 485000 485000 485000
REVENUE COMPONENTS         Yr Yr Yr
      Average Industry CAGR 0 1 2 3
Gaming advertisement 28% 50000 64000 81920 104857.6
Fashion 28% 50000 64000 81920 104857.6
Other brands 28% 50000 64000 81920 104857.6
Sports 28% 50000 64000 81920 104857.6
Concerts 25% 50000 62500 78125 97656.25
Shows 25% 50000 62500 78125 97656.25
Other events 25% 50000 62500 78125 97656.25
Real Estate 31% 50000 65500 85805 112404.6
Celebrity Influencers 35% 50000 67500 91125 123018.8
Other Influencers 35% 50000 67500 91125 123018.8
Cryptoasset investors 22% 50000 61000 74420 90792.4
Total Projected Revenues 550000 705000 904530 1161634
Benefit-cost ratio 0.85 1.45 1.87 2.40

Key people

 

 

Data Sources:

  1. https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-tech-platform/ ; https://www.statista.com/topics/8652/metaverse
  2. https://financesonline.com/number-of-gamers-worldwide/#:~:text=Newzoo%20reports%20there%20were%202.69,market%20an%20estimated%20%24189.3%20billion.
  3. https://www.xrtoday.com/virtual-reality/gaming-in-the-metaverse-the-next-frontier/
  4. https://www.thedrum.com/news/2021/02/05/gaming-2021-will-transform-how-brands-interact-with-consumers-forever
  5. https://www.statista.com/statistics/1092819/global-influencer-market-size/
  6. https://www.marketsandmarkets.com/Market-Reports/influencer-marketing-platform-market-294138.html
  7. https://influencermarketinghub.com/influencer-marketing-benchmark-report-2021/
  8. https://marketingtechnews.net/news/2022/jan/17/more-than-half-of-social-media-influencers-participate-in-the-metaverse/
  9. https://www.voguebusiness.com/technology/what-influencer-marketing-looks-like-in-the-metaverse
  10. https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-tech-platform/ ; https://www.statista.com/topics/8652/metaverse
  11. https://newzoo.com/news/introducing-newzoos-gamer-segmentation-the-key-to-understanding-quantifying-and-reaching-game-enthusiasts-across-the-world/

 

 

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