Happy Monday, y’all! Hope you’re ready for another productive week, it’s our first full week of Fall! Here’s three business/marketing/web3 stories I’ve read over the last week that I wanted to share with you:
I’ve been working in social media long enough to remember around 2006 or so when everyone got excited about Second Life. For about a 6 month period, the site was all marketers could talk about. It offered a way for you to meet virtually online, you could have meetings, attend events together, there were meetups, concerts, etc. But the hype couldn’t sustain the site, and although it is experiencing a bit of a comeback now, it’s just never met its promise.
The Metaverse now offers a super enhanced version of what the promise of Second Life was. You can engage and interact online in virtual worlds, buy stuff in the Metaverse, then get it in the real world, etc. And people still aren’t buying into the hype, it seems. Marketing Charts posted a poll that found that only 17% of Americans are excited about the Metaverse. To be fair, I think the idea of virtual worlds has merit and appeal, but the technology still isn’t available to provide a truly immersive experience to all.
But it’s getting closer. High speed internet being available to a greater portion of internet users will have a huge impact on the experience delivered.
The “Meh”-taverse: Americans Not Sold on Virtual Worlds https://t.co/WuLuTuKIGK @marketingcharts @IpsosNewsPolls
— marketingcharts (@marketingcharts) September 23, 2022
What can we learn about content consumption habits from looking at this study of where users are spending their time on social media? We want content in short bursts ,whether it is video, visual, or text. You could also follow that logic and say this creates an opportunity for a site that caters to short audio clips, but not sure what that would look like.
Meta’s losses show the metaverse’s costly risk: https://t.co/jV2AUOFvjE pic.twitter.com/DN5AAeag7e
— EMARKETER (@eMarketer) September 22, 2022
Apple has reversed course, and will now let developers sell NFTs within their apps and games. The catch, of course, is that Apple will take its standard AppStore 30% cut. This move could open the door for larger games like Fortnite to offer NFT sales on the mobile version of its game.
Apple has finally decided to let developers sell NFTs within its games and apps. The downside? Apple gets its classic 30% 'app tax' cut for each transaction. Ouch. https://t.co/J6oGJRtcFi
— Cointelegraph (@Cointelegraph) September 26, 2022
So that’s it for this week’s Monday’s Marketing Minute. Hope you have a wonderful and productive week, see you next Monday!