Problem 2: Screen Time is good not bad
Problem 2: Screen Time
Screentime is either for entertainment or valuable. Rarely both. Watching TV, Tik Tok or gaming is entertaining. Learning to code, doing your online math homework, or taxes are helpful. How can society gamify screen time to be both entertaining and valuable?
Market size:
The video gaming industry will have a market size of $195.6B in 2021; this is expected to grow at a CAGR of 12.95% from 2022 to 2030. The global eSports market was pegged at $1.08B in 2021, and it's expected to reach $2.8B by 2028 at a CAGR of 24.5%.
Solution Q1 2023:
New business models with exponential growth are created weekly for the esports industry. There is a significant need to justify screen time beyond just having fun for the gaming industry to expand. A new Play2Learn sector is being created to utilize player engagement in a game to valuable skills, focused on content delivery that genuinely motivates the player/learner. Play2Learn is a new category of Esport.
Step 1:
Nearly 50 million kids play Roblox daily, having fun but not learning anything. Imagine if we leveraged those players into learners to help them learn more about what is and isn't taught in school. Web3 education most likely isn’t taught at the local elementary school, so there is a considerable gap yet to be filled, knowing this is the framework for the future internet.
Parents that don’t allow kids screen time will feel safe in the metahug world environment that is highly curated for safety and education, limiting the kids to age 25. Brands are the incentivizing mechanism to allow this model to be free. We are shifting the paradigm of report cards to be more integrated into real-world value. So the motivation helps propel the action, e.g., The chemistry class needs a fresh, fun way to learn in a Roblox game with friends and metahug incentives, rewarded by brands for coffee from Starbucks or shoes from Nike.