More than a third of people said they have heard of the metaverse, but have never used it
Virtual clothing is the most popular category of digital goods that people want to own in the metaverse.
Reddit wants to help brands predict the future - for example, when a restaurant should offer lab-grown food, or a beauty brand should offer DNA-based skincare treatments or DNA-personalized vitamins.
Gaming is everywhere, and is for everyone. The question is no longer "do you game?", but "what do you play?" How can a range of publishers better understand and capture the many demos and the energy
of gaming? Enthusiast Gaming's SVP, Global Head of Sales & Marketing, Amanda Rubin, shares what it has learned about understanding gaming as a social connector, how it innovates in ad products, and
opens a door for publishers into Web3/Metaverse futures.
The 44% of media buyers not even considering such investments cite the metaverse's newness, lack of standards, and lack of budget, among other concerns.
Popular metaverse-hosted games like Roblox are "gateways" to the metaverse for kids under 12, according to a new survey.
Just 8% have actually engaged in the metaverse, and only a third of those have spent any money there. This survey shows inflation possibly jeopardizing paid streaming subs.
Cosmo Media Labs, a production studio focused on content, gaming, Internet Protocol and brand partnerships, announced its launch today after securing investment from The Sandbox, one of the leading
decentralized gaming virtual worlds.
Here are some of the practical, current-environment strategies noted in the first report.
But many see skills and measurement as key barriers to growth, WARC and MMA report.
About two-thirds of sensior executives said they had implemented metaverse features in campaigns.
Meta is citing rising costs of its metaverse-unit Reality Labs as well as a tightening economy. Tech products like these are an integral part of Meta's move toward Web 3.0 and its focus on opening
retail stores to sell its metaverse hardware.
More than two-thirds of adults in China, India, Peru, Saudi Arabia and Colombia have positive feelings about virtual environments.
About 67% of 500 marketers recently polled by Sprout Social plan to invest at least a quarter of their budgets in metaverse tactics related to the evolution of social media over the next year.
The metaverse might be the latest buzzword for the ad industry, but most CEOs participating in a Gartner survey ignore the technology. Here's what they do think about.
People who are familiar with the term "metaverse" tend to be more amenable to the idea of experiencing virtual events.
By 2027, 5G will be transforming video and television transmission, local broadcast, live events and VR and metaverse adoption.
Creative agency Berlin Cameron partnered with personal growth platform Luminary and research platform Persky in a survey that reveals women's representation in -- and views on -- the metaverse and NFT
The pandemic led many people to discover some of the advantages of remote work and virtual interactions.
Teens are most interested in new virtual experiences in gaming, TV/movies and shopping, while 45% of those over 54 are not interested in virtual experiences, a study by Toluna finds. Nearly half of
teens and 25% of those 18 and up said they know what the metaverse is, while 54% of those over 54 had no idea what it is.
More than half of marketing executives said they planned to either increase or maintain OOH spending this year.