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Mass entertainment: Explore new ways for leisure.

Trend 09

Mass entertainment

Mass entertainment

Explore new ways for leisure.

Trend axes

  • Gen Z
  • Virtual shows
  • New marketing
  • Metainfluencers

Metaverse against boredom

The limitations imposed on leisure and tourism during the pandemic caused the boom of online experiences, promoting new digital initiatives that reinvented the concept of entertainment. Concerts, museums, plays, board games and even travel became possible, from our homes.

Now, digital leisure is leaping into the metaverse to generate new virtual experiences that complement leisure time in the physical world. We can now "attend" shows of famous artists, discover the latest proposals of big brands and witness real media spectacles. And although music and fashion have been the first to bet on these new worlds, the trend indicates that all major sectors related to leisure - tourism, culture, gastronomy, etc.. - will have their own space in the metaverse.

Likewise, the power of influence of social networks promises to move strongly to the metaverses. Many companies are opting for the creation and hiring of virtual influencers to dynamize and promote their spaces and events.

New forms of entertainment that, for the time being, are focused on capturing younger consumers and Generation Z. As digital natives, these users are more familiar with the use of social networks and immersive video games that offer purely digital experiences. However, it remains to be seen how companies and more adult consumers will opt for these territories for their leisure and disconnection.

A parallel world for fun and entertainment without leaving the living room.

Cases

01 / 03

Zorraquino spotlights

  1. 01

    The new experiences dedicated to leisure and training in the metaverse will increasingly combine elements of the physical and virtual world to achieve total immersion of users, who will live experiences beyond the screens.

  2. 02

    Faced with a more junior consumer, used to live only digital experiences, the real challenge for companies is to attract a more senior consumer segment, with the ability to make purchasing decisions and critical vision towards new alternatives.

  3. 03

    The possibilities of interaction and expression in these new environments, which even allow the senses to be awakened, make virtual events and the interaction between users in these environments much more natural and with a "human" touch.

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