Within the markets above we would deal with broad audiences. It is worth to pay attention they are defined as it is, existing ones, though with time, for example, Smartphone users would evolve into P2XRC Client Device users, and so forth. Each of these audiences has specific needs and preferences that shape the design, functionality, and marketing of the respective products.

Digital Assets 1.      Investors and Traders: Individuals and institutional investors looking to buy, sell, or trade digital assets like cryptocurrencies, NFTs, and tokens. 2.      Developers and Blockchain Enthusiasts: People involved in creating, maintaining, and improving blockchain technologies and decentralized applications (dApps). 3.      Businesses and Startups: Companies exploring the use of digital assets for transactions, fundraising through ICOs, or implementing blockchain solutions. 4.      Collectors and Creators: Artists, musicians, and creators interested in minting and selling their digital works as NFTs. 5.      Tech-Savvy Consumers: Early adopters and tech enthusiasts who are interested in using and experimenting with digital assets.

DevOps 1.      Software Developers: Professionals focused on developing, deploying, and maintaining software applications. 2.      IT Operations Teams: Individuals responsible for managing and maintaining the IT infrastructure that supports software applications. 3.      System Administrators: Experts who manage and oversee an organization's computing environment, ensuring reliable operation. 4.      Quality Assurance Engineers: Professionals focused on testing and ensuring the quality of software products. 5.      Project Managers: Individuals overseeing the planning, execution, and delivery of software projects, integrating DevOps practices to streamline workflows.

Computer Hardware 1.      Gamers: Enthusiasts seeking high-performance hardware to enhance their gaming experience. 2.      IT Professionals and System Builders: Individuals involved in building, maintaining, and upgrading computer systems for personal or professional use. 3.      Researchers and Scientists: Users requiring powerful computing resources for simulations, data analysis, and research purposes. 4.      Businesses: Companies in need of reliable hardware for their IT infrastructure, including servers, workstations, and networking equipment. 5.      Consumers: General users looking for laptops, desktops, and peripherals for everyday use, from productivity to entertainment.

Smartphones 1.      General Consumers: Individuals looking for devices that combine communication, entertainment, and productivity tools. 2.      Business Professionals: Users needing smartphones for business communication, productivity apps, and mobile office capabilities. 3.      Tech Enthusiasts: Early adopters and gadget lovers interested in the latest technology and features in smartphones. 4.      Photographers and Content Creators: Users looking for advanced camera features and apps to create and share content. 5.      Developing Markets: Users in emerging economies seeking affordable yet functional smartphones.

Mixed Reality Applications 1.      Gamers: Individuals interested in immersive gaming experiences through virtual and augmented reality. 2.      Developers: Professionals creating mixed reality applications and experiences for various industries. 3.      Educators and Students: Those using mixed reality for interactive learning and training environments. 4.      Businesses and Enterprises: Companies exploring mixed reality for training, visualization, remote assistance, and customer engagement. 5.      Medical Professionals: Healthcare providers using mixed reality for simulation, training, and patient care applications.

Operating Systems 1.      End Users: Individuals using computers, smartphones, and other devices for daily activities, from productivity to entertainment. 2.      Developers: Programmers and software engineers developing applications and solutions for various platforms. 3.      System Administrators: Professionals managing and maintaining the IT infrastructure, ensuring compatibility and stability. 4.      Businesses: Organizations needing reliable and secure operating systems for their workstations, servers, and enterprise applications. 5.      Educational Institutions: Schools and universities deploying operating systems across devices for teaching, learning, and administration.

<aside> 💡 As we are entering the market with the Digital Assets in designs and arts using Dojo application, here are more insights into the audiences.

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Target Audience Segmentation for a Platform for Immersive Assets Co-Creation and Redistribution with Rights Clearing

1. Defined Target Segments and Demographics:

  1. Digital Art Creators (From Collectors and Creators)
  2. Tech-Savvy Consumers (Early Adopters and Tech Enthusiasts)
  3. Businesses and Startups in the Creative and Tech Industries
  4. Developers and Blockchain Enthusiasts
  5. Media Production Professionals (Immersive Content Pipeline)

2. Target Countries and User Estimates per Segment:

A. North America (United States and Canada)

B. Europe (United Kingdom, Germany, and France)