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.
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💡 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:
- Digital Art Creators (From Collectors and Creators)
- Description: Artists and designers specializing in digital art, 3D models, VR/AR content, and other immersive assets.
- Demographics:
- Age: 25-45 years old
- Gender: 60% male, 40% female
- Education: Predominantly college-educated, with many holding degrees in Fine Arts, Design, or related fields.
- Geographic Distribution: Urban areas with strong creative communities, particularly in cities known for art and technology (e.g., New York, Los Angeles, London, Berlin).
- Motivation: Monetize work, collaborate on projects, and ensure intellectual property protection and correct licensing.
- Data Reference: The NFT market had over $24.9 billion in sales in 2021, largely driven by digital art creators .
- Tech-Savvy Consumers (Early Adopters and Tech Enthusiasts)
- Description: Individuals eager to experiment with new technologies, including immersive assets, VR/AR, 3D modeling, and blockchain-based rights management.
- Demographics:
- Age: 18-35 years old
- Gender: 70% male, 30% female
- Education: Varied, with a significant portion holding at least a bachelor's degree, often in STEM fields.
- Income: Middle to upper-middle class, with disposable income for tech investments.
- Geographic Distribution: Global, with high concentrations in tech hubs such as Silicon Valley, Toronto, London, Berlin, Seoul, and Tokyo.
- Motivation: Driven by innovation, early access to new tools and platforms, and experimenting with and redistributing immersive assets.
- Data Reference: About 31% of U.S. adults identify as early tech adopters, approximately 81 million people .
- Businesses and Startups in the Creative and Tech Industries
- Description: Companies and startups focused on VR/AR, gaming, and digital content creation, looking to develop, distribute, and protect immersive assets.
- Demographics:
- Size: Small to medium-sized enterprises (SMEs), typically with 10-500 employees.
- Industry: Predominantly in technology, media, and creative industries.
- Geographic Distribution: Major startup ecosystems like Silicon Valley, London, Berlin, Tel Aviv, and Singapore.
- Motivation: Interested in leveraging immersive technologies for business solutions, collaborating on large-scale projects, and ensuring assets are distributed and monetized effectively.
- Data Reference: The global VR/AR market is projected to reach $296.9 billion by 2024, with startups playing a crucial role in this growth .
- Developers and Blockchain Enthusiasts
- Description: Individuals involved in the technical creation, maintenance, and improvement of platforms, tools, and decentralized applications (dApps) related to immersive assets.
- Demographics:
- Age: 25-40 years old
- Gender: 85% male, 15% female
- Education: Highly educated, typically holding degrees in Computer Science, Engineering, or related fields.
- Geographic Distribution: Global, with high concentrations in tech hubs like Silicon Valley, Berlin, Singapore, and Seoul.
- Motivation: Focused on developing and integrating blockchain technology for rights management and distribution of digital assets.
- Data Reference: There are over 18,000 active developers in the blockchain space, with a growing interest in NFTs and decentralized platforms .
- Media Production Professionals (Immersive Content Pipeline)
- Description: Professionals involved in the creation, production, and post-production of immersive content, including VR/AR experiences, within media houses.
- Demographics:
- Age: 30-50 years old
- Gender: 60% male, 40% female
- Education: Often hold degrees in Film Production, Media Studies, or related fields.
- Industry: Primarily in media, entertainment, and production companies.
- Geographic Distribution: Predominantly in major media hubs like Los Angeles, New York, London, Tokyo, and Seoul.
- Motivation: Focused on producing high-quality immersive content, managing the distribution and monetization of these assets, and ensuring proper rights management across the production pipeline.
- Data Reference: The global media and entertainment market, which includes immersive content production, was valued at approximately $2.1 trillion in 2021 .
2. Target Countries and User Estimates per Segment:
A. North America (United States and Canada)
- Digital Art Creators:
- Estimated Users: 300,000 (U.S.), 50,000 (Canada)
- Demographics: Predominantly aged 25-45, split between urban art communities.
- Tech-Savvy Consumers:
- Estimated Users: 81 million (U.S.), 10 million (Canada)
- Demographics: Primarily aged 18-35, concentrated in urban tech hubs.
- Businesses and Startups:
- Estimated Users: 50,000 (U.S.), 10,000 (Canada)
- Demographics: Mostly SMEs with a focus on creative and tech industries.
- Developers and Blockchain Enthusiasts:
- Estimated Users: 200,000 (U.S.), 30,000 (Canada)
- Demographics: Largely male, aged 25-40, with a background in computer science or engineering.
- Media Production Professionals:
- Estimated Users: 500,000 (U.S.), 70,000 (Canada)
- Demographics: Aged 30-50, working in major media centers like Los Angeles, New York, and Toronto.
B. Europe (United Kingdom, Germany, and France)