There is a clear and well-discussed opportunity to use decentralised technologies for business optimisation such as greater transparency, improved efficiency, and reduced risk. Yet, the less understood opportunity is how the combination of these trends might revolutionise business models and open completely new growth areas.
First, there will be new opportunities to offer consumers digitised products and services, as marginal cost of production for digital products is close to zero, digital uniqueness and ownership can be guaranteed, and virtual audiences can scale infinitely. Regarding products, consumer brands could extend and monetise their range digitally. If today’s consumers care about physical appearance, next generations will likely care about digital appearancev. Gaming ‘skins’, i.e. virtual appearances and in-game cosmetics, are already estimated to be a ~US$40b/annum marketvi vii. Regarding services, companies could bring physical services into the virtual realm and leverage the opportunity of a limitless customer base. One such example is Wave, a service that is facilitating live-streamed entertainment in virtual venues and as such creates a new source of income for musicians and their labelsviii.
Second, digital assets will inspire new models of engagement. We know that access to and information about the end consumer is critical, but not always possible due to intermediaries or emerging data protection and privacy laws. What if there are different ways to engage consumers directly or create new experiences for them?
Imagine if businesses could allow their most loyal users, consumers or fans to influence the products or direction of the company, have different rights based on their usage, or participate in profit growth (without equity shares). For example, Socios.comix has introduced fan tokens and is completely reimagining current loyalty schemes. Companies will also be able to rethink experiences – rather than having physical or online storefronts (i.e. websites) companies could provide direct coordinates to an experience in a virtual world (called a metaversex), see reference to Beeple’s B.20 art galleryxi.
Last, there is an opportunity to enhance traditional revenue generation models and unlock new sources of value. Opportunities to monetise digitally unique products and services are endless and previously impractical models could become attractive, like automatic, indefinite royalties on any creation (e.g. news article, blog, photo or any product). Alternatively, value accrual could occur through owning (parts of) scarce (digital) assets like art or real estate. Republic Realm is playing this trend with their professionally managed real estate investment vehicle to buy and develop land in digital universesxii. Finally, companies will find ways to better monetise their communities as they become more accessible and valuable.