While the notion of "passing the time" may seem mundane, it mirrors the behaviour observed on platforms such as TikTok, where users spend hours scrolling, contributing to the £88 million worth of goods sold on the platform last year, 62% of which was incremental market growth. A massive 43% of the spend on TikTok comes from those under 34 years of age - Metaverse’s core demographic.
The Metaverse is currently dominated by three major platforms: Roblox, Fortnite, and Minecraft. While they each have their roots in gaming, they offer far more than just gameplay; they provide a canvas for self-expression, social interaction, and economic engagement. On these platforms, users can create and share their own content, interact with others in real time, and buy goods.
Many brands are already leveraging these virtual worlds to build loyalty, and some industries are leading the way.