Metaverse Strategy
Metaverse Strategy refers to enterprise investments in persistent virtual worlds where users participate as avatars โ encompassing both centralized gaming/UGC platforms (Roblox, Fortnite, Minecraft) and decentralized Web3 metaverses (Decentraland, The Sandbox, Otherside). KnowMBA POV: most metaverse strategies are technology-led without a customer use case. The 2021-2022 enterprise metaverse wave โ virtual storefronts in Decentraland, Wendy's restaurants in Horizon Worlds, brand land-grab in The Sandbox โ has overwhelmingly produced negligible commercial returns. Where commercial metaverse strategy works, it works on platforms where audiences already exist (Roblox: 70M+ daily users, mostly children and young teens; Fortnite Creative: real concurrent live audiences) โ not on Web3 platforms whose user counts have collapsed since 2022. The strategy question is rarely 'should we do metaverse' and almost always 'is there a real audience for the experience we want to build, on a platform where they already are?'
The Trap
The trap is the 2021-era belief that 'every brand needs a metaverse presence.' Companies bought NFT land in Decentraland for six and seven figures and built virtual stores with concurrent user counts in the single digits. The land has subsequently lost 90%+ of its value (Decentraland MANA token down from peak ~$5.50 to <$0.30 by 2024). The second trap: confusing platform usage with platform suitability โ Roblox has enormous engagement, but it is overwhelmingly a children's platform; brand experiences have to be designed for that audience to capture any value, and most enterprise marketers do not understand the youth audience well enough to do so.
What to Do
Apply a metaverse strategy filter in three steps: (1) Identify the audience โ does your customer base actually use these platforms? For most B2B and most non-youth B2C, the honest answer is 'no.' (2) If yes, pick the platform that audience is on โ Roblox for kids/young teens, Fortnite Creative for older teens/young adults, Minecraft for the broad family audience; Web3 metaverses (Decentraland, Sandbox) have effectively no remaining commercial audience. (3) Design for the platform's actual social dynamics โ Roblox brand experiences that succeed (Nikeland, Vans World, Walmart Land) are designed as games with brand integration, not as virtual storefronts. Measure on (a) concurrent users, (b) engagement minutes, (c) attributable downstream commerce โ and be skeptical of any metric that doesn't appear on this list. Most enterprises should defer metaverse investment until either the audience materializes or a specific use case (training, location-based, B2B collaboration) emerges with clear ROI.
Formula
In Practice
Roblox reached 70M+ daily active users by 2024 and is the dominant commercial metaverse platform โ Nikeland (50M+ visits since launch), Walmart Land, Vans World, and the Forever 21 Shop City have published meaningful engagement numbers, though direct commercial monetization remains modest. Fortnite Creative hosts publicly visible live events (Travis Scott concert: 12.3M concurrent peak in 2020; Marshmello concert: 10.7M in 2019) โ proof that real concurrent audiences exist on the platform. By contrast, Decentraland reported under 1,000 daily active users in late 2022 (DappRadar) despite a peak token valuation in the billions, and the broader Web3 metaverse category โ Decentraland, The Sandbox, Otherside โ has shown sustained user-count and token-value collapse from 2022 peaks. Meta's Horizon Worlds reported under 200K monthly users in early 2023 (internal documents reported by WSJ) despite Meta's $36B+ Reality Labs investment. The pattern is clear: where the audience is real (Roblox, Fortnite), commercial strategy is possible; where it is not (Web3 metaverses, Horizon Worlds at consumer scale), strategy is theater.
Pro Tips
- 01
Audience is the only thing that matters. A platform with 70M daily users (Roblox) is a real channel; a platform with 800 daily users (Decentraland) is not. Verify audience numbers from independent sources (DappRadar, SensorTower, internal platform disclosures) before committing.
- 02
Roblox brand strategy is game design, not retail design. The brand experiences that work on Roblox are designed as games where users want to play โ Nikeland, Vans World, Forever 21 Shop City. Virtual storefronts that mimic e-commerce do not work on Roblox or anywhere else.
- 03
Treat NFT-based virtual land as a sunk-cost lesson, not a current strategy. The 2021-2022 brand land grab in Web3 metaverses has lost almost all commercial value. Do not double down to recover; redirect.
Myth vs Reality
Myth
โWeb3 metaverses are the future of commerceโ
Reality
After three+ years of investment and hype, Web3 metaverse user counts have collapsed and brand revenue has been negligible. Roblox and Fortnite โ both centralized, both decidedly not Web3 โ are where the real audience is.
Myth
โA metaverse strategy is required to remain relevant to younger consumersโ
Reality
Younger consumers spend time on Roblox, TikTok, and Discord โ not on virtual-world platforms generically. The relevant strategy is platform-specific (designed for Roblox or designed for TikTok), not 'metaverse' as an abstract category.
Try it
Run the numbers.
Pressure-test the concept against your own knowledge โ answer the challenge or try the live scenario.
Knowledge Check
A consumer brand has $2M to spend on a 'metaverse strategy.' Which approach has the highest probability of measurable engagement?
Industry benchmarks
Is your number good?
Calibrate against real-world tiers. Use these ranges as targets โ not absolutes.
Daily Active Users (Major Metaverse Platforms, 2024)
Reported daily active users on major metaverse platforms, late 2022 / 2023 / 2024 disclosuresReal Mass Audience
Roblox: 70M+ DAU
Real Niche Audience
Fortnite Creative: tens of millions per event
Modest Audience
Minecraft: millions DAU
Insufficient for Brand Strategy
Horizon Worlds: <500K MAU (reported)
Effectively Zero
Decentraland, Sandbox: <2K DAU each
Source: DappRadar / Roblox Investor Disclosures / WSJ reporting on Meta Horizon Worlds
Real-world cases
Companies that lived this.
Verified narratives with the numbers that prove (or break) the concept.
Roblox (Nikeland)
2021-Present
Nike launched Nikeland on Roblox in November 2021 โ a brand-experience world designed as a game with sport mini-games, avatar customization with Nike apparel, and integrated brand storytelling. Nikeland reported 50M+ visits within its first months and has been one of the most-cited reference cases for brand-on-Roblox done well. Critically, Nikeland was designed as a game young people want to play, not as a virtual storefront โ that design choice is the difference between Nikeland's reported engagement and the negligible engagement of brand virtual storefronts on other platforms.
Platform
Roblox
Reported Visits (Year 1+)
50M+
Design Approach
Game-first, brand-integrated
Audience Match
Roblox youth audience (Nike target)
Brand metaverse experiences work on platforms with real audiences, designed for those audiences. Nikeland is the canonical case; the design discipline (game-first) is more important than the platform choice.
Decentraland
2020-Present
Decentraland is a Web3 metaverse with virtual land sold as NFTs. At its 2021-2022 peak, virtual land plots sold for hundreds of thousands of dollars; brands including Samsung, JP Morgan, and Coca-Cola opened virtual presences. By late 2022, DappRadar reported daily active user counts of under 1,000, and the MANA token has fallen 90%+ from peak. Most brand virtual storefronts have been quietly archived. The platform itself continues to operate but commercial metaverse strategy on Decentraland has not produced measurable returns for the major brand investors.
Reported Daily Users (Late 2022)
<1,000 (DappRadar)
MANA Token Decline
90%+ from peak
Major Brand Investments
Mostly archived
Strategic Lesson
Platform without audience is not a channel
Web3 metaverse hype produced enterprise investment far beyond what user counts could support. The cautionary lesson: verify audience before allocating budget. A platform's market cap or NFT sales volume is not its user base.
Decision scenario
The Metaverse Investment Decision
You are CDO at a global apparel brand. Marketing wants $5M to launch a metaverse strategy across Decentraland, Sandbox, and Horizon Worlds 'to reach younger consumers.' Brand competitors have public press releases about similar investments. You suspect the audience numbers do not justify the spend.
Proposed Investment
$5M
Decentraland DAU
<1,000 (DappRadar)
The Sandbox DAU
Similar low numbers
Horizon Worlds MAU
<500K (WSJ reporting)
Roblox DAU
70M+
Decision 1
Choose your strategic response.
Approve the $5M as proposed โ competitive parity matters and the press value alone justifies itReveal
Re-scope: $1.5M for a Roblox brand-world experience (designed as a game), $1.5M for a TikTok creator and shop program where the youth audience demonstrably engages, and $2M held for a real opportunity if/when one emergesโ OptimalReveal
Related concepts
Keep connecting.
The concepts that orbit this one โ each one sharpens the others.
Beyond the concept
Turn Metaverse Strategy into a live operating decision.
Use this concept as the framing layer, then move into a diagnostic if it maps directly to a current bottleneck.
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Turn Metaverse Strategy into a live operating decision.
Use Metaverse Strategy as the framing layer, then move into diagnostics or advisory if this maps directly to a current business bottleneck.