Experiences over possessions
Posted: Sun Dec 22, 2024 10:27 am
Collect experiences instead of possessions, I learned this from my parents and I see it reflected nicely in the metaverse. Virtual items are already very good to give away, but offering a real virtual experience has much more positive effects. Research shows the following:
Brand experiences have very positive effects on brand satisfaction, trust and loyalty. Subjective consumer responses that are evoked by specific brand-related experiential attributes in such settings. These subjective experiences are connections, experiences, memories and all the things that consumers feel about their products.
I previously wrote about the many tourist email list of australia destinations worldwide that ensure that you can experience a holiday from the couch at home. I see most organizations mainly focus on a game element. Small games, where you can win a virtual goody or for example receive a coupon to pick up a prize in the physical world.
For example, Brewery InBev sponsored a virtual riding school , where you can breed, raise and sell virtual horses. Some horses are already going for $165,000. Clothing brand Vans has set up a virtual skate park 'Vans World', where visitors can skate virtually with each other and buy virtual sneakers with earned points. You can also completely customize your own virtual skateboard. The virtual world has already attracted 100 million visitors at the time of writing.
Also read: Metaverse for beginners: the internet will soon be everywhere
Car manufacturers are also opening virtual experiences one after the other. I previously wrote about Ford, which not only opened a virtual garage, but even applied for patents on virtual cars. Skoda recently went a step further by developing a true virtual cycling paradise around the Tour de France in its Skodaverse .
Brand experiences have very positive effects on brand satisfaction, trust and loyalty. Subjective consumer responses that are evoked by specific brand-related experiential attributes in such settings. These subjective experiences are connections, experiences, memories and all the things that consumers feel about their products.
I previously wrote about the many tourist email list of australia destinations worldwide that ensure that you can experience a holiday from the couch at home. I see most organizations mainly focus on a game element. Small games, where you can win a virtual goody or for example receive a coupon to pick up a prize in the physical world.
For example, Brewery InBev sponsored a virtual riding school , where you can breed, raise and sell virtual horses. Some horses are already going for $165,000. Clothing brand Vans has set up a virtual skate park 'Vans World', where visitors can skate virtually with each other and buy virtual sneakers with earned points. You can also completely customize your own virtual skateboard. The virtual world has already attracted 100 million visitors at the time of writing.
Also read: Metaverse for beginners: the internet will soon be everywhere
Car manufacturers are also opening virtual experiences one after the other. I previously wrote about Ford, which not only opened a virtual garage, but even applied for patents on virtual cars. Skoda recently went a step further by developing a true virtual cycling paradise around the Tour de France in its Skodaverse .