---
title: "Metaverse Marketing After the Bubble Burst | Webtures"
description: "Assess what remains of metaverse marketing after the hype: in-game campaigns, virtual try-on, and a decision framework for brands weighing the channel."
source_url: "https://www.webtures.com/insights/metaverse-marketing/"
lang: "en"
updated: "2021-12-17T00:00:00.000Z"
---

# Metaverse Marketing: What Is Left After the Bubble ?

Short Answer Assess what remains of metaverse marketing after the hype: in-game campaigns, virtual try-on, and a decision framework for brands weighing the channel.

Webtures 2 min read

Summarize with SI

![Metaverse Marketing: What Is Left After the Bubble?](https://www.webtures.com/images/insights/metaverse-marketing/cover.svg?v=si1) ![Metaverse Marketing: What Is Left After the Bubble?](https://www.webtures.com/images/insights/metaverse-marketing/cover-light.svg?v=si1)

Webtures Growth & GEO

Published: 17 Dec 2021 Updated: 17 Dec 2021

The metaverse describes persistent virtual environments where users exist through avatars. Declared the future of marketing in 2021-2022, the space has settled into a much narrower and clearer place after its grand promises. This page offers a current, honest assessment: what worked, what did not, and who it still makes sense for today.

## What was promised during the bubble?

![Map of the metaverse ecosystem](https://www.webtures.com/images/insights/metaverse-marketing/section-1.svg?v=si1)![Map of the metaverse ecosystem](https://www.webtures.com/images/insights/metaverse-marketing/section-1-light.svg?v=si1)

Virtual stores, NFT collections, virtual land investments, and brands staking a claim in the avatar economy. The wave peaked with Meta's name change, but it never found traction with users: virtual land values collapsed, most of the brand experience spaces quietly shut down, and budgets shifted toward super intelligence.

## What is left?

![Designing brand experience in virtual worlds](https://www.webtures.com/images/insights/metaverse-marketing/section-2.svg?v=si1)![Designing brand experience in virtual worlds](https://www.webtures.com/images/insights/metaverse-marketing/section-2-light.svg?v=si1)

- **In-game marketing:** This is the part that survived. Platforms like Roblox and Fortnite are a real, measurable channel for reaching younger audiences; but the accurate name for it is in-game marketing, not the metaverse, and its rules require a genuine understanding of gaming culture.

- **Virtual try-on:** Trying products through augmented reality (glasses, furniture, cosmetics) is a living practice that lowers return rates in e-commerce, and it keeps growing without the metaverse label.

- **Virtual events and training:** Niche but real use cases: dealer training, product launches, and remote collaboration scenarios.

## A decision framework for brands

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![The flow of building a metaverse community](https://www.webtures.com/images/insights/metaverse-marketing/section-3.svg?v=si1)![The flow of building a metaverse community](https://www.webtures.com/images/insights/metaverse-marketing/section-3-light.svg?v=si1)

1. **Is your audience there?** If your target audience is not in the Roblox/Fortnite age band, there is no justification for allocating budget to this channel; target audience analysis is what reveals the reality of your audience.

2. **Can it be measured?** If reach and engagement can be reported, it is worth experimenting; a virtual experience built merely so the brand "has a presence" is unmeasured spending.

3. **Is it limited to an experimental budget?** This space still belongs in the experiment category; it should not take budget away from proven channels. The framework for separating trends from fads is covered in our marketing trends glossary entry.

## The lesson of the bubble

![NFT and digital ownership strategies](https://www.webtures.com/images/insights/metaverse-marketing/section-4.svg?v=si1)![NFT and digital ownership strategies](https://www.webtures.com/images/insights/metaverse-marketing/section-4-light.svg?v=si1)

The metaverse wave left marketing with a lasting lesson: technology itself is not a value proposition. The sentence "we are in the metaverse" solves no customer problem; a well-designed in-game experience can. The same lesson applies to today's SI claims, and the question every technology investment should be tested against is laid out with the same framework in our assessment of blockchain in marketing.

Webtures Growth & GEO

Published: 17 Dec 2021 Updated: 17 Dec 2021

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