Roblox: Virtual Commerce in the Metaverse

Israeli, Ayelet Tempest Keller, Nicole

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In 2022, Roblox had 58.8 million daily active users, including over half of all children and teens under the age of 16 in the United States. Roblox, a free-to-use "co-experience platform", allowed users to come together in immersive 3D experiences to socialize, work, play, learn, and purchase virtual and real goods. Brands saw Roblox as a major metaverse testing ground and experimented by offering a variety of branded items and experiences. In 2022, Roblox was grappling with how to maintain revenue growth and generate profits, considering two key decisions. First, how should Roblox expand its partnerships with brands, and should Roblox allow brands to offer immersive advertising within experiences? Roblox would have to tread carefully to not raise the ire of watchdog groups who were wary of advertising targeted at children. Second, should Roblox change its economic model which was free to publish, and adopt a "scarcity economy" whereby Roblox would allow creators to only publish items in limited quantities and charge an upfront fee for item creation, similar to a manufacturing fee? On one hand, scarcity could prevent excess supply from driving down prices, but culturally Roblox users and developers were accustomed to unlimited supply, low prices, and virtually no upfront fees.

出版日
2023/02
領域
マーケティング
ボリューム
24ページ
コンテンツID
CCJB-HBS-523028
オリジナルID
523028
ケースの種類
Case
言語
英語
カラー
製本の場合、カラー印刷での納品となります。