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KnowMBAAdvisory
Digital TransformationAdvanced7 min read

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?'

Also known asWeb3 Metaverse StrategyVirtual World StrategySpatial Web StrategyPersistent Virtual WorldsMetaverse Investment

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

Metaverse Strategy Viability = (Real Concurrent Audience ร— Audience Match to Customer Base ร— Platform Stability) โˆ’ (Build Cost ร— Maintenance Cost ร— Audience Decay Risk)

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

โ€œWeb3 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

โ€œA 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.

๐Ÿงช

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 disclosures

Real 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.

๐ŸŸฅ

Roblox (Nikeland)

2021-Present

success

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.

Source โ†—
๐ŸŸช

Decentraland

2020-Present

failure

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.

Source โ†—

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+

01

Decision 1

Choose your strategic response.

Approve the $5M as proposed โ€” competitive parity matters and the press value alone justifies itReveal
Year 1: virtual storefronts launched. Combined daily engaged users across the three platforms: ~120. Press coverage is initially favorable but quickly fades. By month 18, the executive team is asking what return the $5M produced and there is no defensible answer. The brand quietly archives the storefronts in year 2.
Daily Engaged Users: ~120 across 3 platformsCost per Daily User: $11,500/day-user (year 1)Year 2 Status: Quietly archived
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 emergesReveal
Year 1: Roblox experience launches with 60K daily visitors by month 4 (modeled on Nikeland's pattern). TikTok creator program drives measurable commerce uplift. The brand reports a credible 'youth engagement' story in earnings calls with real numbers. The $2M held is later deployed to a focused immersive use case (in-store AR try-on) when one matures. Total measurable engagement: orders of magnitude higher than the original proposal would have produced.
Roblox Daily Visitors: โ†’ ~60KTikTok Commerce Uplift: Measurable in earnings callsHeld Budget: $2M deployed later, well

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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.