> For the complete documentation index, see [llms.txt](https://metaversus.gitbook.io/metaversus-ecosystem-overview/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://metaversus.gitbook.io/metaversus-ecosystem-overview/opportunity.md).

# Opportunity

Consumer behaviour has largely shifted toward adopting digital personas, yet many brands have yet to provide a solution. Digital native consumers are fast becoming the majority, today we are the cusp of virtual consumerism and the tsunami of upcoming generations expect a metaverse experience.&#x20;

**Current Web2 models & existing Metaverse worlds:**

Consumers are hungry for something new, for Metaverse ready experiences with different layers of interaction, acquisition, retention, re-ignition and rewarded loyalty. In conjunction with that, today's digital advertising and acquisition models are tired, invasive and highly dependent on user data. A breakthrough of virtual world advertising & user engagement based on real interests and interactions is on the horizon, and embodied within MetaVersusWorld.

Brands (and consumers) are craving for a model that takes them out of the Facebook & Google ads model with costly search optimization tactics, whilst always being in competition with other web brands, but not standing out. Algorithm based targeting, costly and inconsistent, will be replaced with fun activities, entertainment, interoperable rewards based systems.

<figure><img src="/files/L0CdUqXmhbWNjo7YxaD7" alt=""><figcaption><p>Web1 to Web3 Advancements</p></figcaption></figure>

Current Metaverse worlds & experiences don’t deliver for brands and consumers alike with poor graphics & avatar representation, uninspiring virtual stores, low in world utility, low engagement after initial hype, inflated usage numbers, low user gratification, little real long term strategic value and poor brand focus with lack-lustre brand representation.

This presents a strong market opportunity. One that MetaVersusWorld is primed to deliver upon.&#x20;

**Size of the Market:**

<figure><img src="/files/GTvZYR3GOqo7Uhusq9ua" alt=""><figcaption><p><a href="https://www.mckinsey.com/capabilities/growth-marketing-and-sales/our-insights/value-creation-in-the-metaverse">McKinsey 2022 Metaverse Report</a></p></figcaption></figure>

Gartner reports that 25% of people will spend an hour per day in the metaverse by 2026 for work, shopping, education, entertainment, and social. What’s more, 30% of organizations in the world will have products and services ready for metaverse.

<figure><img src="/files/O1pGAUlVB9pVaC3dgPHk" alt=""><figcaption><p>MetaversusWorld TAM, SAM, SOM </p></figcaption></figure>

Research documents:\
<https://www.gartner.com/en/newsroom/press-releases/2022-02-07-gartner-predicts-25-percent-of-people-will-spend-at-least-one-hour-per-day-in-the-metaverse-by-2026>\
\
Grayscale Research <https://grayscale.com/wp-content/uploads/2021/11/Grayscale_Metaverse_Report_Nov2021.pdf>
