[Company Name] will primarily offer its metaverse-based asset marketplace to:
Virtual Asset Owners –Individuals and businesses who already own or create virtual assets within the metaverse and are interested in monetizing their virtual assets and reaching a larger audience for buying, selling, or trading purposes. This includes creators of digital art, virtual real estate owners, game developers, and collectors of digital items.
Metaverse Enthusiasts – Users who are actively engaged in the metaverse, spending significant time in virtual worlds, and participating in various activities within these environments. They are interested in exploring new virtual experiences, acquiring unique digital items, and interacting with other users in the metaverse.
Businesses and Brands – Organizations seeking to establish a presence within the metaverse to promote their products, services, or virtual experiences may use the company’s asset marketplace to acquire virtual advertising space and branded items or engage in collaborations with metaverse creators.
Gamers and Virtual World Participants –Players of online games or users of virtual worlds who are interested in enhancing their gaming experiences or personal avatars by acquiring in-game items or customizable assets from the marketplace.
TAM $xx trillion
The global market for metaverse marketplace is projected to reach a revised size of $xxx billion by the end of 5 years.
SAM $xx billion
[Target Location Market]’s metaverse marketplace market by the end of 5 years.
SOM $xx billion
[Company Name] would be able to capture a respectable share of the serviceable available market by the end of 5 years.