Market Potential of Acent’s Decentralized Gamified Web
To assess the potential for a decentralized gamified web, it is necessary to examine the existing DAO metaverse platforms on the market that are trying to offer virtual land NFTs as well as their market capitalization.
Here are some of the most popular metaverses and their relevant statistics:
- Decentraland (2017-present) – 8.5 million users as of 2021; 300,000 monthly active users as of 2021; 2,500 peak user concurrency as of 2021
- Sandbox (2020-present) – 2 million registered as of 2021; 30,000 monthly active users as of 2021, with only 50% of them spending more than 1 hour per day;
- Somnium space (2021-present) – 300,000 registered users as of 2021, 413 monthly active users; 16 peak user concurrency as of April 2022
- Earth 2 (2020-present) – 250,000 registered users as of 2021; no data on MAU and DAU
- Next Earth (2021-present) – 180,000 registered users as of 2021; no
- Cryptovoxels (2018-present) – 8,989 registered users; 203 monthly active users; 10 DAU
Based on the assumption that these users are mutually exclusive, there are currently 11 million+ registered metaverse platform users, with 330,000+ monthly users and nearly 3,000+ peak concurrent users. This is a far cry from the metaverse’s media hype, especially when compared to other popular gaming and social media platforms like Facebook, which has nearly 66 percent of monthly active users (MAU) who log on every day.
Strong MAUs and concurrent users are commonly being used as success indicators in online gaming. The higher the MAUs and concurrent users (i.e., the number of people using the platform at the same time), the more successful the platform is.
Here are some of the MAUs and peak concurrent users of other Web 2.0-based platforms:
- PlayStation Network – 111 million MAUs
- Steam – 120 million MAUs in 2020; 24.8 million peak concurrent users; 62 million DAUs
- Ubisoft – 35 million MAUs in Q3 2021
- Roblox – 49.5 million DAUs.
According to statistics, there were only 50,000 Web 3.0 metaverse users worldwide as of late 2021. This is regarded as the lowest of the seven most well-known virtual platforms, with Facebook surpassing all other platforms (see figure below).
This presents an excellent opportunity for Acent blockchain-rendered YED to fill in the gaps. YED’s entry into the market will be very timely and has the potential to gain a large market share, which will boost Web 3.0 metaverse users. Combining the market capitalizations of gaming and e-sports (US$1.9 trillion) and the Web 3.0 metaverse (USD 0.3 trillion) could generate enormous momentum for a metaverse service that would offer both worlds. The business model of YED and its decentralized gamified web service will offer various meta-applications and services that will accelerate the mass adoption of a metaweb service.
According to a global survey, people flock to the metaverse not only for entertainment but for various reasons such as:
- improving creativity and imagination (37%);
- traveling the world without moving (37%);
- increasing technological literacy and skills (34%);
- providing a new immersive way to connect people (34%);
- creating completely new job opportunities (30%);
- meeting your loved ones whenever you want (30%);
- more possibilities in education (29%);
- giving opportunities for self-expression (27%); and
- helping people overcome disabilities (39%);
In a separate survey, some people said they would join the metaverse for the arts and live entertainment (48 percent), while others would do so for bitcoin and non-fungible tokens (44 percent).
YED, as the new meta-web service, presents a unique social and economic infrastructure that can address various facets of growing social demands and expectations in a metaverse. It would transcend the types of services and benefits that a typical website can provide. The YED meta-web service will provide cutting-edge technological features that will supplement the services provided by various sectors, such as finance, education, entertainment, and even the medical field.