The Metaverse Augmented Reality NFT Trading Real Estate AR Gaming
- In Hyperdrive
We’re building a location-based augmented reality app that will help artists, brands, musicians, and entrepreneurs connect with their audience in the real-world.
Our goal is to gamify the discovery of events, digital NFTs’, and branded product offerings so that entrepreneurs can open up additional sources of revenue, a new dimension in competitive commerce and a means to secure and reward audience loyalty.
All of this, while having fun with friends in the real world.
Getting in front of consumers is expensive, complicated, and location dependent. No easy way exists to launch branded AR spaces anywhere in the world.
Visibility Is Expensive.
$90.32 Billion of all current media spend is lost in unclaimed offerings and neglected transactions that lead to consumer attrition.
No Real-Time KPI's.
Current KPI’s lack immediately actionable data which makes it hard to measure engagement and leads to poor marketing decisions.
Out Of Sight.
Without advertising, consumers lack awareness of new offerings. They are often far from a storefront, or browsing online unrelated to brands.
No Easy Way Exists.
Consumers must visit a brick-and-mortar, url, or content platform for an engagement.
Stolen artwork is everywhere. Lack of visibility has lead to a decline in trade volume. Currently, No easy way exists to create and launch intellectual property in AR worlds.
A small number of whales control most of the value in the system because early adopters benefit at the expense of newcomers
Lack Of Visibility.
Major Web3 platforms dominate while growth depends on expensive advertising or being featured on the home page.
$17.5 billion in NFT sales went into the accounts of scammers and rug pulls. This has caused trust to wane and projects to die.
Poor or no utility.
NFT’s fail to sustain the hype because from lack of utility. They find innovative ways to raise funds but lose momentum.
With Portals, it’s easy to instantly build, gamify, monetize, and publish social augmented reality spaces anywhere in the world.
1st-to-market user generated AR worlds
1st-to-market hyper-targeted real-time KPI’s
1st-to-market brand centric portals
Monetization of virtual curated experiences
Support for NFTs; gaming; retail; music; video
Curated experiences from vetted members
Brand engagement through AR beacons
Real-time KPI’s to fuel successful campaigns
Easy to publish AR
Real time KPI's
Brands can gamify products and transform their brand into a Pokemon Go’ like experience.
Motivation to discover
Our app tokenizes verified and trusted creators and gives them tools to create, publish and launch IP in their own branded worlds.
1st-to-market Social AR beacon technology.
1st-to-market AR artifacts with KPI’s
1st-to-market Branded AR Portals
Gamification of Non-Fungible IP
Built in utility for blockchain projects
Safe funds transfer with escrow
Social digital currency with tokenized creators
KOL Ownership guides the platform
User Generated Content Categories
Users will be able to create their own games, with their own rules and levels that change with real-world environments. This creates an unprecedented level of immersion.
People will create and upload visuals, props, soundtracks, environments and virtually anything conceivable to enhance their unique experiential offerings.
Brands will be able to extend beyond the storefront and URL into the physical world, at any location.
Location Based AR Experiences
Unfortunately, there is no clear leader in the AR space and consumers are forced to rely on different apps for every experience. In addition, most AR apps are tightly coupled with their creators and do not allow users to create or share their own experiences.
We believe that we can change this paradigm by developing a location-based AR app that combines augmented reality experiences, NFT trading, gaming and virtual real estate in the real world. The platform being developed leverages GPS tracking and mapping technology to manage an augmented reality layer of interactive experiences, soundscapes, games, 3D content and NFTs over the physical world.
In addition to hosting custom uploaded experiences, users can buy land within the app, use the land to sell, trade, lease, rent or host their own experiences. Plans are already underway for a virtual marketplace where users could browse pre-built augmented reality experiences, purchase 3D models, animated videos, objects and soundscapes to enhance their property and make it easy for anyone to launch an experience.
Check out some examples below.
Virtual Marketplace – Examples
For example: A user could create an immersive concert experience at a favorite venue and then package that experience to include artwork, video, audio tracks and digital swag as a collectable NFT. Brands could unlock hidden experiences for their audience, open virtual storefronts anywhere in the world where they distribute, artwork, gifts or rewards – even transact for a physical product.
Real estate investors could buy land and lease their spaces for residual income or buy and flip the property for a profit. Cruise lines could create entire experiences along their routes for passengers to enjoy, airlines could have on board augmented entertainment to improve their in-flight experience. Users could express their political views, The possibilities are truly endless.
Portals can help 200 million creatives publish content anywhere in the world
2030 Market Share
Unlock Critical Insights
Reach People Anywhere
Leverage KPIs for immediate actions
Reduce media spend with real-time KPI’s
Add value with authentic engagements
Discover how an audience behaves
Capture sales around daily activities
Full creative control over an AR Space
Brand new avenues for monetization
Use Case: Tyler The Creator
Instead of posting on Instagram, Tyler the Creator could launch an interactive storefront on location for his fans and customers.
Use Case: Rihanna
Instead of posting a video on Tik Tok, Rhianna could offer her fans an immersive runway show experience in every major city around the world.
Goals + Success
Ensure that users can launch and engage with augmented reality experiences and leverage AR to enhance their personalized or branded in game content.
Ensure users have a frictionless means to purchase, manage, trade, lease, sell or rent virtual land.
Ensure users can manage, upload, dynamically update, modify, transform, scale, rotate, enhance, share, comment on, and bookmark unique experiences across the network, maintaining the underlying social structure of AR offers.
Goals + Success – Examples
When The Exchange launches Fall 2022 We expect that 20% of our users will have created their own AR environments within the game by Q1 2023. We want to facilitate user acquisition through a referral system and by allowing users who don’t want to buy land in the app to acquire it through a freemium model.
We also want to encourage user retention by incentivizing them with tokens they can earn through regular use of the app that can then be used as currency within it.
To do this, we will track both time spent in the app and volume of trades made within it, as well as user adoption rates for our referral program.
The following metrics should help us assess the success of this project.
- User retention rate: keep people coming back to the app through interactive and exciting ways to interact with their land.
- Number of transactions: generate revenue by allowing users to buy and sell land and offer AR experiences, or add-ons as in-app features.
- New user sign-ups: attract new users through advertising the fun and unique aspects of our product like being able to own land as NFTs and host AR experiences.
- Number of land purchases made.
- Number of land auctions won.
- Number of leases signed for virtual land.
- Average time spent on the app per day.
- % of days app was opened.
- AR experiences hosted by user (per week).
- AR experiences attended by user (per week).
There are a few potential threats to achieving success. But we believe threats are manageable.
First, we plan to spend a limited amount of money on advertising and user acquisition at first because we need to develop our product and build our brand as the primary goal.
Second, we have plans to educate consumers about AR gaming through our social media outlets and by attending virtual conferences and events.
Finally, our team is working around the clock to develop additional revenue streams for The Exchange that are more sustainable than just selling digital land units.
While The Exchange is a unique application of blockchain technology, our in-app tutorials will be essential to helping users understand what is happening and why.
We need to ensure that our early adopters are satisfied with the app and do not experience any technical difficulties before we attempt to market more broadly. One way we plan to do this is by allowing each new user to receive free land upon signing up for the app. This will allow them to immediately experience the benefits of being a landowner in The Exchange.
We don’t have a lot of resources. Other companies have larger budgets and can outspend us in advertising, user acquisition and technology development so our digital partner, Polymer Studios will be creating engaging and original content unique to our app.
We are operating in a space that’s still new to the mainstream consumer market, so we need to do a lot of early education about AR gaming, NFTs and digital land ownership before consumers will be comfortable buying it.
There are no apps in the market designed around NFT trading, augmented reality experiences, AND location-based gaming. This is a new type of experience that will require some development work as the technology required to build this app is still in its infancy.
Our team is small, and currently only funded through the value we generate via token sales, therefore it’s important to manage expectations around timelines for this product.
Users may not see the value in purchasing digital land or NFTs on our platform. If they aren’t convinced that this is valuable, it’s unlikely that they’ll sign up for our platform. We will need to do everything in our power to convince users that this purchase has value. This could include incentivizing purchases through rewards or by making it extremely easy to transact.
If users aren’t able to easily interact with the augmented reality experiences, they may decide that it’s too much work and leave our app.
We see massive
The Metaverse market size was estimated at USD $47 Billion in 2020 with an expected revenue CAGR of 43.3%.
With this growth expectation, the market size will exceed $600 Billion by the end of the decade.
NFT market also experienced unprecedented growth with a near 10X gain between Q2 2021 and Q3 2021 to over $10 Billion.
Combined with the staggering growth of metaverse and nft projects and the lack of AR experiences around digital art we are poised to capture a large share of various global markets.
Gaming is the area where these interests collide and the market is growing at an incredibly healthy rate. Per a report from Grand View Research, “The global video game market size was valued at USD 151.06 billion in 2019 and is expected to grow at a Compound Annual Growth Rate (CAGR) of 12.9% from 2020 to 2027.
Technological proliferation and innovation in both hardware and software are expected to be the key factors driving the growth. The growing penetration of internet services coupled with the easy availability and access of games on the internet across the globe is also expected to keep the market growth prospects upbeat in the forthcoming years.”