Courtesy the team at Naver, the South Korean company behind ZEPETO, here's some recent user numbers for the mobile metaverse platform that I compiled for my upcoming book:
- Monthly active users: 15M - 20M.
- User-created items sold on the platform daily: 1.5 million.
- Top markets by usage: China, Korea, Japan, Indonesia, Thailand, USA, France, Saudi Arabia, Brazil and Vietnam. "60% of our users are in Asia, 15% Americas, 15% Europe, and 9% MENA."
I'm also grateful for getting a (very unexpected) answer to a question that's been on my mind for over two years: Why even call this thing "ZEPETO"?
Judging by this, platform interactivity is mainly limited to avatar animations and platformer-type games. So Roblox is probably at a greater advantage there. Also its demographics are a bit more diverse than Roblox, age-wise:
[W]hile the cartoon graphics are similar to early ROBLOX, a ZEPETO team member tells me the world’s top content creators tend to be in their 20s and early 30s, often with fashion and architecture backgrounds. The monetization system is already attracting breakout stars like “Lenge”, a ZEPETO fashion creator who used to work as a UI designer in tech, but now earns a reported six figures from her sales of virtual goods that she markets on her YouTube channel.
More here, and see also: Top Second Life Fashion Brand Opens Up A Shop In Zepeto; Truth Hawks Compares & Contrasts The Platforms.
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