The Virtual Land Rush ~ A Big Deal

The Virtual Land Rush ~ What’s Big Deal?

Working on an appraisal for a recent company acquisition, we researched the value of “Virtual Assets”, in particular, “Virtual Land”.

Here’s what we found: “Fueled by the rise of metaverses or parallel worlds where people are spending more and more of their time and money. Blockchain-powered metaverses are becoming more of a thing” *Source

You might ask what is Virtual Land?

The answer might surprise you…

To help you understand, we offer the following article:

June 2018: People Are Paying Insane Amounts of Real Money for “Virtual Real Estate”

Genesis City is a plot of virtual land, roughly the size of Washington, D.C., that investors can buy slices of for obscene amounts of money. Even a simple 1,100 square foot plot can go for as much as $200,000, according to Bloomberg.

When buyers were offered a chance to exchange their own cryptocurrency for virtual “LAND”. The ICO raised a whopping $26 million in just 30 seconds from private investors, enthusiasts, and VR companies.


So, Virtual Land is a Thing..!

AVATAR - Female look-a-like avatar for Marileen Rodgers, company directorTime to get this figured, there’s a land rush online and everything “Virtual” is exploding.

Instantly, online experiences from games and museums, the shopping have exploded in popularity.

Expected to exceed $196 billion in revenue by 2022, now considered to be one of the fastest-growing industries on the planet.

Let’s look at just the headlines…

They read like a list of…
100 ways to say “Virtual Land” is HOT..!

Feb 04, 2021  Walk Through DECENTRALAND – Blockchain Virtual World
Jan 30, 2021 MANA 2021 Target Price Prediction
Jan 19, 2021 – Can I Quit My Job & Play Earth 2 Full Time?
Jan 18, 2021 Review | Legit Virtual Real Estate Investment or Big Scam?
Jan 18, 2021 – Virtual land will never be worth anything…
Jan 12, 2021 Decentraland – Virtual Blockchain World
Jan 12, 2021 Why I Spent $10,000 on Virtual Real Estate
Jan 11, 2021 How to Invest in Virtual Land in Decentraland in 2021.
Jan 7, 2021 Turn Earth 2 into a Virtual Land Business
Dec 31, 2020 – Virtual Real Estate Now Available
Dec 27, 2020 What is Earth2? New Investment In Virtual Land | Everything You Need To Know About
Dec 21, 2020 tips and ideas, where to buy, what to buy and why.
Dec 12, 2020 Earth2 – Top 5 Strategy Tips for Buying Virtual Land
Oct 06, 2019 How To Buy Virtual Land In The Somnium Space Initial Land Offering
Sep 05, 2019 Future of Virtual Land & Property Ownership
Nov 06, 2018 Why Did someone just Buy a Virtual Land for $215,000?
Aug 27, 2018 Decentraland: The virtual land selling for millions
Jun 19, 2018 I Just Bought My First Piece Of Virtual Land..!
Dec 03, 2017 Star Citizen Sells Virtual Land
Dec 21, 2020 Upland – Virtual Land Will Be the Next Big Thing
Dec 13, 2020 Virtual Gaming Worlds: NFTs Creating New Cross-Chain Gaming Monetization
Dec 11, 2020 Top Digital Entrepreneurs Launch Metaverse Property

Two North American serial entrepreneurs with an extensive portfolio of successful startups have launched the first virtual real estate company called Metaverse Property. The ambitious project focuses exclusively on the virtual housing market within the Metaverses.

Dec 08, 2020 Survey Finds Gamers Want to Sell Virtual Items
Dec 04, 2020 Why Crypto Land Sales are Going Interstellar
Dec 02, 2020 NFT representing 5% of Monaco F1 Delta Time track auctioned for $220K
Nov 23, 2020 The NFT Revolution in The World of Augmented Reality
Nov 20, 2020 Top Crypto Gifts for the 2020 Holiday Season
Nov 12, 2020 Age of ILCoin Retribution: VR is Disrupting the Blockchain and Gaming Industries
Nov 10, 2020 Real Estate vs Virtual Lands: New Verticals of a Global Economy
Nov 10, 2020 Virtual Lands: New Verticals of a Global Economy
Oct 31, 2020 Gotta collect ’em all: An overview of NFT marketplaces
Oct 23, 2020 Big Land Sales Ahead of Axie Infinity Token
Oct 08, 2020 NFTs take on DeFi? Nonfungible tokens push to be the next crypto craze
Sep 30, 2020 Art world moves in and out of the virtual realm
Sep 20, 2020 Breaking virtual ground: Blockchain-secured land entices real estate investors
Sep 18, 2020 Fantasy authors turn the VulcanVerse NFT game into a trilogy of books
Sep 17, 2020 LAND Rush: Why Crypto Whales Are Buying Up Virtual Real Estate
Sep 14, 2020 You can now only buy LAND for $SAND
Sep 10, 2020 How Does Fortnite Make Money?
Sep 10, 2020 Whale vault gobbles up virtual real estate for development in The Sandbox
Sep 08, 2020 Binance acquired virtual space in The Sandbox by buying 4k LAND
Sep 02, 2020 The Care Bears’ Care-a-Lot Kingdom is coming to The Sandbox Metaverse
Aug 24, 2020 Avoya Travel Pivots to Online Platform for 2020 Avoya Conference
Aug 23, 2020 Decentraland, Dragon City and the rise of NFTs in China
Aug 14, 2020 The Fascinating Web Of Entropia Universe, The World’s Only ‘Cash-Based’ MMO
Aug 09, 2020 Crypto Artists and Investors Trusts NFTs to Transform the Art Industry
Jul 25, 2020 The pandemic is causing the rise of making real money from virtual worlds
Jul 21, 2020 Samsung Blockchain Wallet has added support for Decentraland
Jul 17, 2020 Atari Partners with WAX For NFTs, Joins Board Alongside Shatner and Marvel
Jul 15, 2020 The Rise of a Multi-Billion Dollar Industry
Jul 06, 2020 The Tokenized Metaverse: Non-Fungible Token Sales to Surpass $100 Million
Jul 06, 2020 Tomorrowland reveals images of its virtual stages
Jul 06, 2020 Virtual Land: Digital game technology contributes
Jul 02, 2020 Avoya Travel Hosts First-Ever Virtual Land Forum Event
Jul 02, 2020 NFT token sales hit $100 million as virtual economy booms
Jun 30, 2020 Billions and Billions: How Brands Take Blockchain From Niche to Normal

“The value we create inside of our virtual worlds will become indistinguishable from the value we’ve historically created outside of them.”

Jun 03, 2020 Upland.Me: A Virtual Property Trading Game Mapped to Real-World Addresses
Jun 01, 2020 Top 30 enterprise-friendly VR spaces
May 26, 2020 Recently Listed Parcels of Virtual Land Going Through the Virtual Roof
May 26, 2020 Virtual land sales going through the (virtual) roof

Virtual land in Somnium Space is selling like digital hot cakes. In the past ten weeks, hundreds of land parcels in the virtual world have sold for a total of $470,000. Users can buy land and build on it, manage, rent and sell land parcels. The platform aims to monetize communication, e-commerce, entertainment and more in the virtual space.

Apr 23, 2020 Virtual entertainment picks: Land of 10,000 Streams
Apr 19, 2020 Virtual Land Based on Blockchain – Huge Popularity
Apr 15, 2020 Second Life Revisited: Using a Virtual World to Escape the Isolation of Social Distancing
Apr 13, 2020 Some Museums are Pivoting to Virtual Engagement
Apr 05, 2020 Virtual Worlds: The next frontier for businesses
Apr 02, 2020 The Sandbox Sells 3400 Ether Worth of Virtual Land in Five Hours
Mar 26, 2020 Somnium Space Sells 110 ETH of Virtual Land
Mar 24, 2020 Forte gaming blockchain signs partnership with big developers Netmarble and Hi-Rez Studios
Mar 22, 2020 Ethereum-Based Game to Enhance User Experience with Matic Scaling Solution
Mar 19, 2020 The Sandbox raises $2 million more to build out blockchain-based game world
Mar 18, 2020 ‘The Sandbox’ Game on Ethereum Announces Third LAND Presale
Mar 18, 2020 12 historic sites you can virtually tour from the couch
Mar 12, 2020 MetaFactory: Digi-Physical Limited Edition Goods Unlocked
Mar 11, 2020 Real Life Monopoly Thanks to Cryptocurrencies
Mar 09, 2020 Axie Infinity Exclusive Interview – DeFi + Gaming
Mar 05, 2020 Fungible Tokens Turn Monopoly Money Into Cryptocurrency
Feb 23, 2020 Rocket Lauches Virtual Mortgages on Decentraland – NFT
Feb 22, 2020 VR world turns digital currency into cold cash
Feb 21, 2020 Gaming Currency Surges In Real Cash; Airline Allows Passengers To Pay In Crypto
Feb 19, 2020 HikeLand: A new Virtual Hangout for Hike users
Feb 18, 2020 The Sandbox Game on Ethereum Sells $206,000 Worth of LAND
Feb 17, 2020 Ethereum-based Sandbox sells out another virtual LAND presale
Feb 16, 2020 Gamers Invested $1 Million in Virtual Real Estate
Jan 30, 2020 Rocket Genesis NFT Loan
Jan 02, 2020 Will 2020 be the year of Crypto Art and Virtual Land

Why Our Game and Virtual Land are Different?

Unlike other games, the specific focus for “Virtual Land” (ie; “Clickable Hotspot”) ownership in our games is the advertising income that can be earned from the subject hotspot.

We also go further with this concept by operating a dedicated “Ad Server” that manages the offer and sale of your advertising, on a “Do-it-yourself” (DIY) basis allowing advertisers to place and pay for advertising 24/7 hands-free for the “Virtual Land Owner”.

While “Virtual Land Owners” are able to at any time adjust their own prices for use of their “Hotspots”, the default setting is based on market rates and is set by the game managers when land is transferred.

How Land Owners, known as “Land Barons” make a return (ROI) which is the difference between what they paid, and what is sold or rented for less rental management fees.



Advertiser Motivation Explained

Advertisers/Merchants advertise to get prospects, in this case, visitors to come to see what they sell.

Unlike the pre-Internet world, the options for advertising on the Internet seem almost limitless. From banner ads to coupon sites, to sponsorships, end more.

But, in all these cases, the Internet makes it possible to reach massive volumes of people in seconds if done right, but hours, or days at worst. This speed and the volume of people reached in this short period is huge.

The trick is to be seen, the Merchant/Advertiser is generally already good at the CLOSE, they just need to be seen. The best have detailed personas, and they know exactly what age, gender, etc they want to reach.


Expected Number of “Clicks” Per “Clickable Hotspot”?



What is a “Clickable Hotspot” worth to an advertiser?


HOW TO VALUE VIRTUAL LAND - a $64,000 question, with many answers

The Value Basis for Our Virtual Land

As they say, the value of “Virtual Land” is a $64,000 question and the answer will vary based on the factors that make up the specific ‘Virtual Land” being appraised. In most cases, “Virtual Land” is connected to an “Augmented Reality” [AR] or a “Virtual Reality” [VR] environment, commonly this is related to an online game world.

With our A.X.R 360 Games “Clickable Hotspots” represent “Virtual Land” that can be rented for marketing and advertising purposes.

Merchants buy “Visitor Traffic” every day to bring potential buyers to their websites. Advertising using one of our “Hotspots” is similar to using other CPC advertising networks:


Land Baron Income From a “Clickable Hotspot”?


WHY OUR VIRTUAL LAND HAS A HIGHER VALUE - a more reliable and profitable income model.

Why Our Virtual Land is Better

In the above news tabs, you can learn a great deal about how other “Virtual Games” work, why people are spending money, etc.

What you will see is predominately a virtual game for the sake of “Role Play”. Not a bad strategy. On the contrary, it works and is making millions. We just have a different goal.

But, at a closer look, fewer are thinking of more open market commerce… like real merchant shops and advertisers. Those that are, are dabbling at best.

Some have captured commercial advertising and enjoy some income there. But it is very limited.

By contrast, our driving force is to deliver traffic to advertisers…

  1. We serve merchant advertisers by delivering traffic to their websites;
  2. We deliver an exciting and rewarding experience to users;
  3. We deliver FREE, “No Cost” play for our in-house games.**

Our “Advertiser” based monthly income, is a more reliable and profitable income model.

Likewise, it is tied more to the real world, and real advertisers on many levels in ways that other games are not.

We believe our unique formula will drive our

“Virtual Land” prices into the virtual stratosphere.


Let’s Shake the Money Tree… How Land Barons Earn

As you can see, “Virtual Land” is a thing and with it, players referred to as “Land Barons” are making insane money.

Land Barons own some of the Hotspots that you see placed within the games.

These hotspots each function to open scripts that can perform many different types of action, from an instant prize to a clue, a video, image, etc.

Or it could be a simple “Shop Front” link so a window to shop on the merchant website opens (these have a set ICON so players/shoppers know them from other hotspots).

Options and Pricing | The In-Game Advertising Industry

The purpose of this section is to summarize the available advertising options for the ‘In-Game” advertising industry specifically. For more see: In-Game Advertising

Common forms of “In-Game Advertising:

DYNAMIC IN-GAME ADVERTISING - Real-time insert/remove used for most Internet advertising

Dynamic In-Game Advertising = $4.00 -to- $12.00 CPM

This is the most common real-time insert/remove used for most Internet advertising. This format is commonly used to deliver integrated billboards, posters, and banners into the game environment.

This works well for time-sensitive campaigns and allows for targeting methods including geo-targeting, day-parting, and targeting specific games or genres within our network.

Factors that influence the CPM rate:

  • Availability of an agency/media buying discount;
  • Availability of inventory;
  • Overall budget/size of the campaign;
STATIC IN-GAME ADVERTISING - Programmed or embedded directly into the game

Static In-Game Advertising = $50,000 -to- $500,000

This type of advertising is programmed or embedded directly into the game. Best compared to product placement in movies or television. Once pled into a game, this advertising cannot be removed.

Pricing is generally based on:

  • The level of integration;
  • Expected audience size;
  • Game success;
  • Flat Fee Agreement;
  • Requires aligning the “advertisement” with game elements;
ADVERGAMES - Specifically designed to promote a brand or a product

Advergaming = $15,000 -to- $100,000

This genre of games is specifically designed to promote a brand or a product. Like In-Game advertising, this will require preparation. Typically the most expensive form of game-based advertising because it is dedicated to a single advertiser and is generally free to the user.

In effect, this type of game advertising is a promotional creation that aims to gather players around a particular brand or product so the entire cost is to the advertiser. It is possible to mitigate this cost by customizing a pre-built popular game format.

Land Baron Options | Regular Income or a One-Time Resell Profit

RENT - Your Virtual Land

Rent Your Virtual Land in our Multiverse

Since our experience is a gamified virtual shopping experience, merchants can get valuable traffic from players/shoppers on Mahalo.Island or Peir.39, or hundreds of other A.X.R Experiences at Mahalo.Market.

The value of a player clicking a Hotspot (Virtual Land) in our game is comparable to the value of a click a merchant might buy from Google:

SELL - Your Virtual Land

So, perhaps you wonder if you can sell your virtual land or other property?

Merchants Buy or Rent Hotspots to Place Advertising…

Daily “Visitor Traffic” created by the game will click these hotspots and when one is clicked it causes an action which an advertiser has paid for.

So perhaps the advertiser wants people to come to visit his website. In this case, the click can bring up a display that says to earn a reward or find a clue to a larger prize, click here, to be transported to a website where the player/shopper must next find a golden egg, etc.

To set this up, the advertiser will;

  1. Select the hotspot or group of hotspots they wish to use for advertising;
  2. Select an advertising package
  3. Pay for the advertising package;
  4. Paste in the URL or code they want to be displayed in the game;
  5. Receive the requested “CLICKS”;
  6. Receive precise analytics about the clicks.

Via this process, the money was collected, next, it is paid out to Land Baron(s) involved in the above purchase, less a small property management fee.

In this way, a “Land Baron” receives a “Hands-Free Income“, via our completely automated solution.


Why Does This Work? | Entertainment Rocks..!

Gamification | Multiverse Shopping Experience

Games employ a sort of “Game Challenge” and a “Shock n’ Awe” approach to marketing.

We attract people by a combination of;

  1. engagement (playing the game, the challenge),
  2. shock (wining is easy),
  3. awe (wining is frequent).

We employ a Treasure Hunting format, with treasures hidden across hundreds of Multiverse Worlds, and thousands of advertiser websites;

  • 30-40% of all clicks made result in a WIN;
  • Other CLICKS result in either a CLUE or is an obvious Store marker;
  • In effect, players are winning many times every visit to the game;

This naturally leads to excitement shared with friends all encouraged to play and win the easy prizes.

Gamification is all around us,” Danny Maco, former general manager of University Games, said to MobileCast Media. “Loyalty programs are a great example, which you can see everywhere, whether it’s at Safeway or flying on an airline; they all have game mechanics [such as] the progression bar — a mechanic associated with achievement.”


Player Interaction = Real Advertiser Benefits

This easy win play format keeps player-shoppers coming, and sharing the game, but there is more…

Example: The game can reward for sharing Merchants on social media;

Using our many gamification tools, we can drive thousands to any merchant for a variety of interactive results from Facebook likes, or subscribe to newsletters, etc. We help advertisers maximize campaign results.

Explore the benefits of gamification and how playful experiences can engage customers:


Our Model Targets | Casual Achievers and Explorers

The nature of our gaming is predominately the ‘Casual Gamer”, and while we will likely enjoy a draw and subsequent traffic from both Hardcore and Medium care gamers, we will focus our primary attention on attracting the Casual Player” who is statistically our target market.

  • The casual player is also typically a more affluent and educated player

While we currently do not offer multi-player games, we do have teams, leader boards, levels, and badges that promote player competition for points. We also maintain forums and chat between players.

In short, we offer functions that promote competition, comparison, and other features that will appeal to the Socializer-Player.


Gamer Classification

According to Dr. Richard Bartle, in the 1990s, there are four types of game players:

While this is a dated study, the basics remain static. But should be compared to the following classification of mobile gamers.

ACHIEVERS - They will go to great lengths to achieve rewards
  • They Like To = Win, create, compare, show-off, and challenges;
  • Single-Player = Games that offer ratings, appeal to Achievers;
  • Multi-Player  = Show off their skill and hold elite status to others; *a1

Also known as “Diamonds” (♦), these are players who prefer to gain “points”, levels, equipment, and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that are merely cosmetic.
The more they win, the better. Achievers also expect the game to challenge them. More, they want others to share the experience and awe at their achievements in the game. These folks want badges, and they want to show them off. They will figure what badges they don’t have and get them.


*a1 – Microsoft’s Xbox Live utilizes the Gamerscore to reward Achievers, who can get points by completing difficult “Achievements” in the various games they purchase. They can, in turn, compare themselves to other gamers from around the world.

EXPLORERS - They are the treasure hunters that turn one every stone.
  • They Like To = Explore, curate, review, and rate or vote;
  • Single-Player = Paying attention and solving puzzles, find your way out, etc;
  • Multi-Player  = Become bored when they have experienced its content;

Explorers, dubbed “Spades” (♠) for their tendency to dig around, are players who prefer discovering areas and immerse themselves in the game world. They are often annoyed by time-restricted missions as that does not allow them to traverse at their own pace. They enjoy finding glitches or a hidden easter egg.
Naturally curious, they enjoy the discovery and the process of things. They are the treasure hunters that turn one every stone and find every secret. The Explorer discovers the wrong way, rather than experiencing a ‘failure’. Some feel the need to map the experience and share the secrets with others.
They are also content creators, that enjoy and share the twists and turns of the journey. For these, it’s useful to have an overreaching narrative, then craft an experience that gives an ‘Epic Meaning’ to the game.

KILLERS - Clearly the disruptive force in multi-player games
  • They Like To = Troll, cheat, hack, heckle, and harass;
  • Multi-Player = Cause mayhem, pitting one’s skills against other players;

Clubs” (♣) is an accurate moniker for what the Killer likes to do. They thrive on competition with other players and prefer fighting them to scripted computer-controlled opponents.

Clearly, the disruptive force in multi-player games is the player that uses any trick to complete. The Killer has only one goal, to win. Not a lot of positive words for Killers, they are ingenious for workarounds and hacks.

Generally, you want to avoid these players. They seldom help your game.

SOCIALIZERS - The game is merely a tool they use to meet others.
  • They Like To = Comment, help, greet, share, and gift;
  • Single-Player = Objective explore and be find the game secrets;
  • Multi-Player = Provides limitless potential for new relationships;

There is a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or “Hearts”. (♥) They gain the most enjoyment from a game by interacting with other players, and sometimes, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it.

The Socializer is the Ambassador of the games, and will happily congratulate others on achievements. They will spark discussions and comment and share opinions freely. They don’t play for their own pleasure they seek social interaction. These folks are best attracted to multi-player games. The Socializer comes to the rescue when other players need advice or class to the game.

The four types of “Mobile Gamers” are classified as follows:

CASUAL - On a break, commenting, or relaxing after work

These are predominately people that are killing some time. They are on a break, commenting, or relaxing after work. These people are not strongly vested in the game, they just want quick, easy, entertainment.

Complex strategy games on Monday, and puzzles on Wednesday, they are often not committed to a single game but do prefer the casual game.

  • Casual gamers = puzzle, strategy, scavenger/treasure hunt;
  • 49% American committed player 13% occasional gamers;
  • Occasional player play 1+ monthly;
  • Hyper-Casual Gamers = more a biz model than a gaming genre;
  • Most puzzle players are millennials 54+ not so much, 18-24 very popular;
  • Mostly women;
  • Most popular with affluent players income $250k+, more purchasing power;
  • Strategy games = 18-24 + 35-54, 17% Male vs. 15.8% female;
  • Strategy games = 30% make $250k+ smallest group under $50k;
  • Strategy games = mostly educated, high income, west coast;
  • Gamers = 18-24 = 33% | 25-34 = 40% | 35-44 = 25% | 45-54 = 18%
  • Big earners play more 65% earning $250k+ = Play one+ times daily;
HARDCORE - They live and breathe the game

Deep divers, live and breathe the game. They will play during conversations, during lunch, or at a party. They know every release and plan to be first in line for the next upgrade.

They socialize with other players on FB and a minor smartphone glitch is a really big deal.

MIDCORE - Not rushing the play the latest games

These folks tend to dabble, and they are not rushing the play the latest games, they play when in the mood. They tend to stick to a specific genre, and many were previous hardcore gamers that just choose to limit their playtime more than previously.

SOCIAL - Associate gameplay with building relationships.

These folks tend to associate gameplay with building relationships and they enjoy multi-player games with friends and family. They enjoy game-related trivia, and they tend to be competitive and enjoy beating friends at the game.


** We will be maintaining a counter-part presence inside other games like Second Life. In this case, the terms of use are not within our control, likewise, fees are not in our control.


  1. 4 Types Of Gamers And Learner Engagement
  2. Bartle taxonomy of player types
  3. In-Game Advertising Pricing and Costs
  4. Mobile Gamer Demographics
  5. Who is the Modern Gamer?


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