
In the late eighties, the potential of the web was largely unrealized for brands. This continued until graphical, user-friendly web browsers were developed, enabling the dot-com boom around the Millennium. The subsequent web disruption brought about web 2.0, leading to centralized platforms like Google, Facebook, and Apple, simplifying how brands and consumers interact via social media advertisement. Brands have maneuvered web 2.0 constraints and formulated how to thrive with it. However, web3 disruption and some controversies of web2, like user data, threaten this position. A direct relationship between brands and consumers is the primary promise of web 3.0. However, just as many brands missed the opportunity at the inception of web 1.0, they may miss out on web 3.0 if they are not brave enough to try the new technology.
Additionally, educating prospects is time-consuming. Although the content marketing tools are mostly free, considerable time is needed to create content, making it a stressful experience. Therefore, creating an immersive experience in the metaverse is expensive and time-consuming. The psychology of why people purchase and the impact of social media and content show companies that pitch through information are at an advantage. At its core, web3 is about education, and we believe "Marketing is education, and education is marketing."
The problems for brands in web3
In recent years, learning hasn’t been updated for ages. It is widely believed that economies are won or lost by the growth of education. Despite this revelation, why hasn’t the world focused more on learning? Additionally, marketing departments need a plug-and-play solution to create stickier brand engagement for their community while simultaneously communicating and giving genuine value in a win-win feedback loop that benefits the consumer and the brand. In 2017, a survey revealed that 70% of Apple users wouldn’t leave the brand for another – this is absolute brand loyalty. The current forms of building customer relationships are gamification, giveaways, user-generated content, photos, and video contests. However, the market size of the gamification market was $6.33B in 2019, which is expected to be $37B by 2027, with a CAGR of 24.8%. With this huge potential, how can brands gamify their marketing through a plug-and-play solution for better community building?
Additionally, there is no interoperability in loyalty point systems and incentive mechanisms across game engines. This loyalty program has a large market valued at $181B in 2019 and is expected to be $195B this year at a CAGR of 4%. Additionally, most loyalty systems have an expiry date, which is good for the brand but does not favor the consumer. There is also the belief that a loyalty system works when other brands are not doing it. But how do we justify loyalty point systems as a better way to retain customers by all brands? How do we make the loyalty point system interoperable across game engines and for all brands?
Brands hire expensive agencies full of adults to build gamified experiences for kids when kids should be creating experiences for other kids. Brands risk large dollars if the game fails, even with a correct concept but wrong execution. Also, Roblox, with 48.2 million users, is a good place to start building experience for kids by kids – catering to Gen Z and Gen A. But how and where to start is a problem for brands trying to leverage this new frontier. Additionally, there are no social media-like dashboard platforms that can manage all gaming/metaverse platforms. Tools are needed to make the metaverse and gaming worlds accessible for brands, like a social media intern posting on Twitter and Instagram via Hub Spot.
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Introducing Play2LearnÂ
Play2Learn.com is a B2B brand scaling a new industry called Gamified Education to transform web3 education for the masses, revolutionize how young people (age 4-25) learn, and influence marketing departments to prioritize education before sales. Play2Learn answers industrial questions to unite brands, schools, parents, and kids in a win-win bottom line. Play2Learn, together with MetaHug, created Metahug World to play forward learning. Play forward learning includes giving incentive value, with the help of brand partners, to the last step: ‘earn’ of the ‘Learn. Play. Earn.’ model.
The learning paradigm shift is perfectly positioned with web3, game mechanics, incentive models & social tokens, progressing as the physical & nonphysical worlds merge into the metaverse marketing craze. The new Play2Learn industry will unleash value for every individual, business, government, and community. It will unite brands, schools, parents, and kids to organize a game plan to augment a greater tomorrow for all. More so, it will give to the next generation, creating a win-win bottom line that underwrites equal opportunity education for the masses. Innovation has transformed data intake from generation to generation, from radio to TV, TV to Internet, Internet to Gaming, Gaming to Metaverse.Â
The future metaverse is gaming brought to life in the phigital world. The education paradigm shift is a ripe opportunity for parents and children to experience learning together, starting with a simple hug. Whether far away on business or across the city at the office, children and parents become acquainted in a community, learning together, incentivized by hugs, and earning social tokens from their favorite brands. Play2Learn looks forward to exploring new ways to generate a win-win-win scenario for parents-kids-brands. Kids extract real-world education by learning applicable skills invariably needed that might not be on the agenda in the classroom but are crucial as an entrepreneur or an employee—game theory exploration in full throttle.
How Play2Learn works
Play2learn's sole promise is to transform brands through Gamified Educational Campaigns. We are a brand for progressive decentralization focusing on companies to create strategic goals for better products and services. Alongside MetaHugs, Play2Learn gamifies education. Kids design Play2learn for kids as the future of education. The three core aspects of play2learn include Learn, Play, and Earn. Learners are kids between the ages of 4-25 that learn to create games and web3 mechanics. Play allows brands to underwrite educational campaigns for their audience, which are converted to games and videos. The games and videos boost brands’ engagement through web2 and web3 platforms and teach your business and values to the targeted audience.
 Educating the audience builds the know-like-trust factor for your business and helps brands' engagement and sales. Gamify education teaches audiences brands’ business models, values, and products for better customer decisions. Also, educate them about a brand's values, products, and services, which are achievable via education – these are why brands create infographics, e-books, blogs, and podcasts. With web3 education, brands can get more visibility, and customers get better clarity for better-informed decisions. Finally, earning is for brands and learners. The former provides incentives in the form of NFTs, points, and social tokens for customers that pass a particular milestone of the brand's education, engage in the brand’s community, or buy certain products and get NFTs in return. Also, learners can earn when they give feedback, participate in R&D, or give metahugs.
With advances in technology, we need to make Gen Z & Gen Alpha thrive in the future. 2.5 million Alphas are born every week, which is expected to reach 2 billion people by 2025. Our promises for brands beyond gamified education are web3 ownification through owning NFTs, your data, and content, as against web2 that everything belongs to the platform owners. Design with the end in mind, where gamification and education meet neuroscience to understand customer psychology. Additionally, we align brands to achieve values through games and education, making it a win-win between brands, schools, and children.
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Play2Learn Gamified education
Creating a foundation of web3 education helps lay the structure by which all other values and principles flow. By understanding the framework, brands can start with the end in mind, allowing their community to work on win-win solutions as a collective unit – a loyalty system with a dual purpose as a community empowerment program. Gamified Education is a concept of the Play2learn brand, providing leverage for brands to gamify education and teach audiences their business models, values, and products for better customer decisions.
With education as step 1 before sales as step 2, prospective customers will know about a brand's values, products, and services and build trust and engagement before they feel pressured to buy. Instead of buying from a pressured standpoint, consumers feel they are empowering others by sharing their learning experiences. This results in a sale because it fills a void based on their education in step 1. The best products educate customers, so step 1 education cements the product as a need instead of a desire based on what is best for the customer. Anything is possible for any brand, but creating genuine value creation in step 1 education is the only way to create a long-lasting step 2 in the community that values your sales just as much as the education because they are a win-win combo.Â
As alternatives to brands creating infographics, e-books, blogs, and podcasts, we help brands create games around their marketing for customers to be better informed. In turn, brands get more visibility, and customers get stickier clarity for better-informed decisions within the community, which is also a part of the game. Gamified Education is available for all brands across all verticals, including Fintech, Law, Health, Media, and others. Play2learn gamified education bridges gamification and education with neuroscience in mind. This aligns brands with synergizing values – to achieve values through games and education to make it a win-win between brands, schools, parents, and children.
Providing gamified learning for kids
Glitter might not be a need in any culture, but the Roblox glitter game that delivers the education of Joy for a child might be the nudge reminder that the child has for the rest of his life about joy, even if only felt and seen in the game and not IRL. So when glitter is felt in the real world, watch out as there is a meaningful connection with a beautiful story to unfold. The point is to have millions of glitter stories unfold daily and capture that value in a feedback loop bringing the IRL value back to the game and enhancing both the physical and non-physical worlds.
For individuals, Play2learn provides free web3 education for Gen Z and Gen Alpha as the dominant workforce of the future, ideal for training. Also, most of the education system is focused on teaching individuals younger than 25 — that is the demographic of Play2learn and MetaHug. Through free gamified web3 education, we can build the future of the next generation, especially the less privileged, to reimagine their lives.
Loyalty point system
Earn is for brands and learners. The former provides incentives in the form of NFTs, points, and social tokens for customers that pass a particular milestone of the brand's education, engage in the brand’s community, or buy certain products and get NFTs in return. Also, learners can earn when they give feedback, participate in R&D, or give metahugs. Giving metahugs across game engines, with the badges being interoperable NFTs and branded social tokens, rewards those who share a hug that cultivates friendship, thereby growing the community. As much as Epic Games wants an interoperable metaverse, the hope is that the walled garden of Fortnite will allow interoperable hug badges soon. So, the sustainability game class NFT issued on Roblox also garners the same value and proof as the NFT from Fortnite. Until technology and owners allow true interoperability, The Metahug DAO community on discord is the glue that manually connects and makes all the gaming platforms interoperable with one simple gesture. Everyone needs a friend; everyone needs a hug.Â
Conclusion
Play2Learn.com is scaling a new industry called Gamified Education to transform web3 education for the masses, revolutionize how young people (age 4-25) learn, and influence marketing departments to prioritize education before sales. Play2Learn answers industrial questions to unite brands, schools, parents, and kids in a win-win bottom line. Play2Learn, together with MetaHug, created Metahug World to play forward learning. Play forward learning includes giving incentive value, with the help of brand partners, to the last step: ‘earn’ of the ‘Learn. Play. Earn.’ model.