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 您所選取的商品項目

> Roblox: Virtual Commerce in the Metaverse

商品編號: 9-523-028
出版日期: 2023/02/15
作者姓名:
Israeli, Ayelet;Tempest Keller, Nicole
商品類別: Marketing
商品規格: 24p

再版日期:
地域: Asia;California;Europe;North America;South America;United States
產業: Gambling and casinos;Media, entertainment, and professional sports;Recreation and fitness industry;Video game industry
個案年度: 2022 -  

 


商品敘述:

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.


涵蓋領域:

Advertising;Advertising campaigns;Brand management;Branding;Economic systems;Economics;Entrepreneurial business strategy;Innovation;Marketing;Marketing channels;Marketing strategy;Pricing strategy;Social media;Technology and analytics


相關資料:

, (9-523-099), p, by Ayelet Israeli, Nicole Tempest Keller