![]() (Besides core gamers, most PC/Mac users simply aren't comfortable or familiar with large client downloads, especially for "entertainment" software.)Īnd yes, we are seeing other major brand integrations on other metaverse platforms, but in contrast to The Sandbox, the successful ones already had a large user base beforehand. Nearly all of them, in fact, quit during the account creation and client download process. The entrance of brands was so incessant, I hired an analytics expert to monitor user traffic to their sites in Second Life.Īnd while these arrivals attracted much media coverage, there was one thing all those brand partnerships didn't attract:ĭespite all that press coverage and excitement, fans of these brands, for the most part, simply didn't stay. Which very much reminds me of Second Life's hype period:īack in ancient times (by which I mean 2006-2008), when Second Life was bruited as The Metaverse, the platform also saw integrations with other mass market brands and personalities: Duran Duran, the CSI TV franchise, Armani, and on (and on). ![]() One likely factor, as I discussed yesterday: While The Sandbox has a fairly active website, the actual Sandbox client viewer requires a long and heavy download. So why aren't those fans converting into users? See you in #AlphaSeason3 □ /aFs圓Wv57bĪs you've probably seen across various news outlets, The Sandbox has announced in recent months brand integrations with Snoop Dogg, DeadMau5, The Walking Dead, among many others - brands with tens of millions of fans. Thx everyone who played Alpha Season 2, we hope you had fun! Why aren't all The Sandbox's major brand partnerships leading to major user adoption? But from my view, it only deepens the mystery: ![]() In reply to that point, one Sandbox staffer told me it's still early days - since after all, the product is currently designated as being in Alpha. And yet again, last generation platform Second Life still has some 600,000 monthly active users! Then again, 300,000 is still very much on the low end for current metaverse platforms as compared to, say Rec Room ( with 3 million MAU on VR headsets alone), not to mention ROBLOX and Fortnite Creative. (I updated my original post to reflect that.) Staff members of The Sandbox took some umbrage in the thread, pointing out that the co-founder recently reported that The Sandbox client now has 300,000 monthly active users, which is pretty solid growth from its reported 30K MAU last November. My post yesterday questioning the logic behind The Sandbox's reported $4 billion valuation (by Bloomberg) led to an interesting conversation on LinkedIn.
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