Interality.ai
@interality
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Interality.ai- Virtual Trial Rooms solutions powered by XR & AI for Fashion Ecommerce to solve the problem of product returns and enhance sales.
Seoul, Republic of Korea
Joined February 2021
Gucci is building gamified experiences for its users🎮 With its iOS app, Gucci allowed customers to virtually "try on" its sneaker collection The app also has Gucci Arcade with a wide range of games for users to play and interact with Have you tried the app yet?🤔
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Got access to @interalityXR. Setup an 👽 avatar > dropped a gm in the metaverse > and minted a Unit Pass on Polygon! Super excited to explore what's possible in here, and gonna be checking out their World Builder in a bit. Definitely looks cool!
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Digital IPs understand the need to explore new mediums with better engagement & exposure, constantly innovating and reaching the right audience. What Movie/TV Show would you like to see in the metaverse next? ⚡
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The experience rewards visitors and users for participating and interacting with various elements of the themed world & at the same time drives higher engagement and awareness for the movie.
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🚨 A great example of this at Interality is ‘Made in Bengaluru’ - A Kannada film that launched its metaverse with Interality Offering Fans a Chance to Win Real-Life Rewards You can read more about it here: https://t.co/8X1e0spiAk
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This not only draws the attention of viewers who have already watched the movie but also encourages those who happen to be playing in the maze on Decentraland to watch the film, boosting its viewership
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Upon finishing the mission, users were able to select from a variety of rewards: 1. Including free wearables for their avatars 2. & signature looks of characters from "The Gray Man."
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🏁 Within the first week of its launch, over 2,000 people entered the maze, eager to reach the fountain at its center and unlock a secret room to complete their mission
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The Metaverse Mission included an instructional video from Hollywood actor Ryan Gosling, who portrayed the protagonist in the film, and features a maze set to the movie's dramatic music
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🎬 Recently Netflix created an immersive experience for fans of "The Gray Man" film in Decentraland, allowing them to navigate a recreated landscape based on the movie
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✅ However, this trend also presents an opportunity for virtual worlds and metaverses to replace traditional forms of promotion, offering a more cost-effective & scalable way of generating buzz and driving engagement under a common platform
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With the growing dominance of OTT platforms and the popularity of big-budget movies that attract audiences to theaters, costs for generating pre-release excitement through promotions, content creation, and engagement activities are expected to increase ⏫
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The worldwide Movie/Theatrical market had a box office of US$42.2 Billion in 2019 & a whopping $3.16 Billion was spent on advertising alone. 🌍 💰 More 🧵 👇
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With Louis Vuitton & Other Giants in the space leading the charge, we can't wait to see what other exciting developments the fashion industry has in store for the Metaverse!
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The NBA is a prime example of a brand that has leveraged the Metaverse to build fandom and engagement among its global audience. (With over $1 Billion in volumes for its digital collectibles)
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For reference, the global gaming audience spent an approximate 54Billion U.S. Dollars 🤯 on additional in-game content & digital items
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• Diversify revenue streams and unlock new monetisation avenues Brands can now sell In-game/In-world Virtual Assets/Collectibles, digital twins of physical goods, unlock on-chain subscriptions, royalties on secondary sales and a sustainable virtual economy
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highlights the trend of younger audiences spending more time in virtual worlds and actively owning In-world digital currencies & assets versus Real World Items. This presents an opportunity for brands to be at the forefront of this shift.
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🎯 But why are brands building a Metaverse strategy? • Reach a younger, tech-savvy audience The rise of platforms like Roblox (Over 50 Million Daily Users) & Minecraft (More than 140 Million Monthly Users),
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