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Problem 3: Building for Gen Z & Gen Alpha
Problem 3: Building for Gen Z & Gen Alpha
Brands hire expensive agencies, full of adults, to build gamified experiences for kids when kids should be creating experiences for other kids. Brands risk large dollars if the game fails, even with a correct concept but wrong execution. However, brands are striving to use Roblox with 48.2 million users; it is an exciting journey worth trying. But how and where is a good place to start is a problem for brands trying to leverage this new frontier.
Market size:
Roblox has 43.2 million daily active users worldwide. An increase from 19.1 million daily active users by the end of 2019. Roblox has created over 20 million gaming experiences since 2008
Solutions Q1 2023:
MetaHug Dao is a cost-effective kid’s creative agency and development shop with a SaaS model that creates experiences and games for brands in the MetaHug Roblox World. This Roblox world has the adult supervision of Play2Learn, with tools like hub spot or salesforce for gaming and metaverse-inspired platforms. Roblox is the first integration, but Minecraft, Fortnite, Decentraland, and Sandbox are next.
It is time-consuming for educating teams to build a game about a product. However, it is much easier to get the target demographic and current user base to build a game by rethinking what is possible and tackling the problem set with fresh eyes, and unbiased young minds. This will save time with fewer iterations since the target demo is creating the R&D feedback loop.
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