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The metaverse holds little interest for Korea’s major corporations


On July 12, Samsung Electronics put out a game for Roblox called Samsung Space Tycoon.

Samsung Electronics and Hyundai Motor are now part of the metaverse. They have set up virtual worlds where their products can be used and improved.

The problem is that most people who use metaverse are young people who don’t care about what these two companies have to offer.

On July 12, Samsung Electronics released Samsung Space Tycoon, a virtual playground built in Roblox, a metaverse created by the Roblox Corporation in San Mateo, California.

Samsung Space Tycoon is a simple online game where players can buy items with virtual money and build things like cellphones and home appliances.

Even though the game was added to the worldwide metaverse on July 22, only 500 people were playing it. This is a big drop from the first day, when there were 2,500.

In September, Hyundai Motor released Hyundai Mobility Adventure. You can also play it on Roblox. Users can meet and talk to each other online about Hyundai Motor’s mobility products, but it’s not catching on.

Many of the most popular games on Roblox have at least 100,000 active users. There are now 410,000 active users, and 20.5 billion people have been to Brook Haven.

In the United States, more than half of all users are children.

“My friends and I always play the same game on Roblox,” said Kim Yoon-mo, who goes to a Seoul elementary school and is in the third grade.

“I have never seen any friend who plays at virtual worlds created by companies like Nike and Samsung Electronics.”

Even though the metaverse marketing plan isn’t working out well, Korean businesses are likely to keep going into the virtual world to find more potential customers.

Kim Tae-gyu, a professor of game studies at KwangWoon University, says that companies that make games on Roblox for marketing purposes should be seen as trying to figure out how to reach customers in the virtual world better.

“The average age range of active users of Roblox is 13 to 14, so their spending power is not too big,” said Lee Sang-heon, an analyst at Hi Investment & Securities.” his should be seen as a test run for businesses to see how they might use the metaverse as a marketing tool in the future.”

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