Marketing Meets Web3 by Step3

The Power of Nostalgia and Fandom: Understanding Digital Collectibles with VeVe's David Yu

September 27, 2023 Alberto Mera and Nick Casares Season 1 Episode 21
The Power of Nostalgia and Fandom: Understanding Digital Collectibles with VeVe's David Yu
Marketing Meets Web3 by Step3
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Marketing Meets Web3 by Step3
The Power of Nostalgia and Fandom: Understanding Digital Collectibles with VeVe's David Yu
Sep 27, 2023 Season 1 Episode 21
Alberto Mera and Nick Casares

Get ready for a riveting exploration into the world of digital collectibles as we sit down with our esteemed guest David Yu, the visionary co-founder and CEO of VeVe. Starting from the most humble of beginnings in the gaming retail industry, David regales us with tales of how he and his team built VeVe from the ground up, overcoming challenges, and scoring early deals with the likes of DC and Marvel. This exciting journey takes us deep into how VeVe's gaming background created a perfect storm for digital collectibles, and ignited a revolution in the collectible market.

We'll also hear about the critical role of David’s retail business in laying the groundwork for VeVe’s towering success in digital collectibles. Listen to the powerful narratives about fandom, nostalgia, and the male demographic that play key roles in VeVe's triumph. We'll get under the hood of the creation and marketing process behind these digital treasures. You’ll be privy to the minute details - from 3D models to color selection - and how VeVe maintains user engagement despite the plethora of releases each week.

As we look into the crystal ball of digital collectibles and NFTs, we’ll discuss the shifts in the digital collectible market and how VeVe skillfully navigates these changes. We'll also draw parallels between the offline gaming world and the NFT culture, and discuss the impact of mass media on the market. As a special treat, David shares how VeVe has worked hand in hand with marquee companies like Coca Cola, FTV, and Ubisoft to craft memorable digital collectible campaigns. So strap in and prepare to be enlightened on the exciting future of Web3, digital collectibles, and how brands are joining this burgeoning trend.

This content is for informational purposes only.

Do check our sponsor Step3 if you want to learn more about how Web3 can help companies create better communities for their users.

Show Notes Transcript Chapter Markers

Get ready for a riveting exploration into the world of digital collectibles as we sit down with our esteemed guest David Yu, the visionary co-founder and CEO of VeVe. Starting from the most humble of beginnings in the gaming retail industry, David regales us with tales of how he and his team built VeVe from the ground up, overcoming challenges, and scoring early deals with the likes of DC and Marvel. This exciting journey takes us deep into how VeVe's gaming background created a perfect storm for digital collectibles, and ignited a revolution in the collectible market.

We'll also hear about the critical role of David’s retail business in laying the groundwork for VeVe’s towering success in digital collectibles. Listen to the powerful narratives about fandom, nostalgia, and the male demographic that play key roles in VeVe's triumph. We'll get under the hood of the creation and marketing process behind these digital treasures. You’ll be privy to the minute details - from 3D models to color selection - and how VeVe maintains user engagement despite the plethora of releases each week.

As we look into the crystal ball of digital collectibles and NFTs, we’ll discuss the shifts in the digital collectible market and how VeVe skillfully navigates these changes. We'll also draw parallels between the offline gaming world and the NFT culture, and discuss the impact of mass media on the market. As a special treat, David shares how VeVe has worked hand in hand with marquee companies like Coca Cola, FTV, and Ubisoft to craft memorable digital collectible campaigns. So strap in and prepare to be enlightened on the exciting future of Web3, digital collectibles, and how brands are joining this burgeoning trend.

This content is for informational purposes only.

Do check our sponsor Step3 if you want to learn more about how Web3 can help companies create better communities for their users.

Speaker 2:

Welcome back everyone to another episode of Marketing Meets Web 3. Today, we are joined by David Yu, the co-founder and CEO of VV. David, thank you for coming on to the show with us. How are you doing? I'm?

Speaker 3:

doing well, thanks. Thanks for having me on the show today.

Speaker 2:

Absolutely To kick us off here, would you mind giving us just a quick tour of your background and how you made your journey into Web 3?

Speaker 3:

Yeah, I've been in the gaming retail very physical, so it's not starting from Web 3. Early from 1996, 1997. Owning my own retail gaming shop started pretty much with about $1,600. Got me the first foot into it. The journey was very interesting, similar to where we are in the new journey now into the Web 3.

Speaker 3:

Very physical retail selling and importing trading cards, table-pop games, the Warhammers, the Dungeons and Dragons, magic, the Gathering, your super nerd, geeky type of product back in the days Throughout the early and late 1990s. Basically all these games just fascinate the new audience. I did remember back in the days where people thought trading card would never take off. Why would you want to spend money on piece of cardboard? And that game which made the first part of goal for me was the Pokemon trading card game, followed by Yu-Gi-Oh bringing into New Zealand and slowly in the 2000s you start to see kids really glue into mobile games. One game in particular really killed the industry that I was in was the World Warcraft. You kind of see kids coming into my retail store to purchase these time-car for, I think, 60 days back in the time. So you never see these kids for like 45 days and they all start coming in to buy these two months top-ups and I start to realize that one day, these gaming, it's basically going to take over where we at, and, I'll have to say, in the early, late 2015, early 2016,. I really start to embrace and start learning about technology out there.

Speaker 3:

One of my GM in the trading card business was talking about blockchain. Interestingly enough, he was convincing me and my other co-founder that we should be purchasing some computers to start mining these coins and what have you not? It's the coins and Ethereum. We didn't go down the path of turning our work computer to mine these, but what really got me interested was the technology behind it. I met my co-founder, dan, and I've known him for 25 years. The fact that he was very technology-driven and on a web business and have deep understanding in how to manage engineers. We got together.

Speaker 3:

I think it was about 2016. We started brainstorming 2017. We go well, why don't we use the background of what I had built In the gaming industry and perhaps we could leave a job. If we can get confidence on board these brand licenses on board, it could be a hit. We really thought much way ahead before NFT was even being thrown around and I think when we started it. Cryptokitty was around, was really changing how gaming in that first step into the Web3. And I think back in then Web3 wasn't even the word then. So one way or another, you know VV was born, launched in early 2021. And here we are, just doesn't stop.

Speaker 2:

Fascinating. So there are a couple of things there that I want to drill into a little bit. So you came from a gaming background. So you know, and especially I think with some of the traditional, like card-based games, I think that collector mentality is it's core to those types of games, right, like rarity and collecting certain combinations of cards, like that's what it's all about. So it feels like you were sort of positioned really well for this whole shift into thinking about digital collectibles. And then you mentioned, you know, bringing that together with the technology. So you guys kind of had the perfect storm of your background with gaming and thinking about how you can make this interesting and fun plus technology. But you mentioned also the other element of this, which is the brands and convincing the brands with these IPs to come on board. Can you talk a little bit more about what that was like and how you landed some of those early deals and, by the way, who was the first deal?

Speaker 3:

Yeah, we kind of have quite a few multi deals. You know, to start with we probably knocked over 500, even 1000 meetings worth of meetings can buy in the span of you know, getting this off the ground. It was very important that we believe that people will want to be associated with digital goods, or people want to buy digital goods with some type of brands behind it. And we started off with going to gaming company. Obviously, the problem with gaming company they think you're competing with them in the same market and selling digital goods where they already selling in a way, digital, you know, skins or weapons for the game to enhance. And then we looked at you know what collectible was, some of the best selling products in our retail shop and some of the product just didn't really resonate well why people will want to own a digital version. And in fact the hardest thing when we walk into these meetings is that the license source couldn't actually understand why would people want to own these digital product or be a part of it Also a market for them to start with. So it was definitely very, very difficult to get these meeting.

Speaker 3:

Some of the first license we got I mean we knocked on doors from Unifers or pictures to DC. We had a meeting with Warner Brothers. We had meeting later on with Marvel, the Disney group, which also made some of the most popular franchise out there. And then we, you know, some of the earlier one that we got were the, were more of the evergreen properties, and that's how we position our business in these four, five type of pillars categories from. You know, one is, we think, sports going to be a big one. In fact we did talk to a lot of the sporting franchise, the evergreen properties, which is your everyday, you know, superheroes that you know off for when you're growing up.

Speaker 3:

A new category we try to get into is the music, and then we have the gaming category. So we kind of, in a way structured it will approach them all and we'll see which one get off. But going back to your question, which one do we get? First, we did sign a deal with Capcom, a very early start, which we recently released the Monster Hunters. We did strike the Unifers or pictures and the DC Batman from their Black and White series and in fact because of that, batman Black and White series was one of the first collectible came onto VV.

Speaker 2:

Very cool. You mentioned, you know, 500 to 1000 meetings. So that is. That is definitely some pitching. That's a lot of knocking on doors. That's a lot of probably taking nose and hearing. You know some different types of feedback. I'm curious you know back in the early days, but also where you're at today. What are some of the big hesitations or some of the concerns that these stakeholders have when you're across the table talking about this idea of digital collectibles and where it's going. What are the big red flags for them or the things they don't understand?

Speaker 3:

Yeah, I mean, even if very early starts, even getting through the door and the minute you mention blockchain or crypto, they think the alarm bell to go. Is this going to be a scam? Because they can, you know, like to 17, 18, 19,. So about hacks, scams going on, this is legal. What's this? So we had to, and more importantly is we didn't even have a product. We have a concept, we have PowerPoints, we have slides to show them what it will look like and, potentially, projection.

Speaker 3:

It was definitely a very hard sell because you're really selling air, but most of these companies, they do understand that they need to have a digital strategy and a lot of them didn't have that, so they took on us really as an opportunity to see if something was stuck. This is something that the audience will want to start collecting. One of the key aspects for us is that we have a very rich knowledge in collecting. Like you had mentioned, it's all about how you're going to make this product very sticky for people wanting to click and people want to own, Because owning a physical and a digital version is very, very different and the way you market to it. You kind of don't get to speak to your customers, right. You don't see the product on the shelf, you see everything in the app or on the screen. So because of that, each of these departments from their marketing, from their PR, from their creative needs, from their finance and, more importantly, from their legal department was very, very difficult. You kind of go through stages where they all question you if you're insane or not and how you're going to, how you position and answer each of these questions. And I do remember we on Uber, from one meeting to another and we will have to change our PowerPoint quickly. I'll have Dan flip open his laptop and basically updating things because we thought they could sound better. This could do better with that. We can enhance that and talk more about these features or how the UI will work.

Speaker 3:

Interestingly enough, a lot of these company have an interactive department. So they're already building games, interactive games. So some part of their company will bring in their interactive division and we kind of fall under consumable product, where they think was a finite, limited edition of these product you're producing as well as interactive. So you kind of have two parts of their licensing department come together, talk to you and it's also interesting to understand. They think this is false under interactive gaming or this is really a new consumable category product. So some company put us under interactive and some have put us under consumable product, where they think, well, because you're only making 2000 of these ones is sold out is sold out, so you should be under that category. But it's really and also very interesting to see the approach and what they are trying to get out of it at the end to promote their fandoms. You know that way.

Speaker 2:

Yeah, absolutely. I love that you guys were iterating from from call to call in the Uber. True, true, true, true testament to startup iteration right.

Speaker 4:

Yeah, and it's funny that you mentioned the 500 to 1,000 interviews and meetings, because we recently interviewed a person who's got a project about CRMs. So your CRM must be pretty crazy. And you've also managed to get all of these companies with very strong IPs all the way to the end of the funnel and even beyond. So I guess my question is how did you do it? What was the company? What was that thing that the companies in this particular sector that you aim for found interesting in the NFT and Web3 area?

Speaker 3:

Because these companies are very big. So how it got really asked kicked off. Number one is I had a wish list. I remember we put together an Excel sheet with all the wish company that we want to approach. In brains that I laugh and I collect.

Speaker 3:

So we started off with those and we work our way from the top to the bottom and the way we would have have done it is how and what, why we'll be collecting. You know what's going to be the narrative behind it. How do we approach them? And there's a lot of things to consider how you bring out a digital collectible, because what you see in physical life, when you bring out a statue or a toy, this is what you see in the digital screen and the mobile and AR. It's very, very different. And also, why will people want to collect these things? So we start to add these features and, like you have a showroom, you can create your own area where you just like this small office. I mean, I have a shelf with collectibles on the shelf display. We had a virtual showroom. So we start putting all these ideas for them to, for them to think, hey, this is really a true digital version, a clone of what it will look like if you start collecting.

Speaker 3:

A major feature that we have was the AR experience, and this whole experience came down to few things. Number one is fandom. The most important thing People love superheroes and people love to connect themselves because they grew up with it by watching the reading comic book, and one thing that I have realized is a big draw is if you can take photos with them. So our capability allows that user to stand next to the superhero that they love, and this came down to that. My retail business attend to comic con or game shows similar, like here in New Zealand and up in Asia, and when people dress up in cosplay over the weekend, on Saturday and Sunday, no matter how you dress as a Batman or a Pokemon figure or a Superman or Spider-Man that person in a way come to life in that fandom and inspire other people want to do the same, so they come together. They have this cosplay competition over the weekend and fans all around the convention center stand and ask for photos. So we knew if you can have a photo that translate and that communicates in a way without any words by posting you standing next to Spider-Man, and when you upload it to your social media, people will go oh my God, you were there at that comic con. Oh, man, that's such a cool photo.

Speaker 3:

It creates that communication without even any words and sometime it even connects people to another level, which I always use as a second secret, and this is something I learned from my retail shop when I no longer work in the shop that I own, but when I was working in the retail store, one of the most interesting thing is that a lot of the people that come in to buy toy soldiers or the tabletop games, they often be doctors, lawyers, because number one is they need to have that disposal income and they need to have that way of to fund that hobby. So some of them are very, very financial free. They're able to spend thousands of dollars in these and trading card game. A lot of them they don't just play the game, they play it as a pro, they buy the card, they go around the world to world tournament, and I call that the second secret.

Speaker 3:

So one of the important thing was that we were able to connect and understand the second secret. Like, for example, nick, you might be dressed up as a superhero in a comic con, which I never knew, and when I saw your social media, I go hey, you also love Batman. I never knew Nick, you love Batman. And that connectivity when you meet someone who had that similar interest, jowls together and brings it together. And that's one of the key part that we were able to sell to our license so that we understand that fundamental, that mentality and that momentum of that movement, of why we're going to be part of and defend them behind those license and the power of it. So the storytelling for those IP were very, very crucial for us and how we sold that message to the license or to believe in us and some of these companies combined they have hundreds of years with the content right been created how they can trust us to give us that, for us to deliver that message and to connect it with that fandom and the user out there.

Speaker 4:

We'll be right back after a word from our sponsor.

Speaker 1:

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Speaker 4:

From the experience that you have working with these companies. What is the feedback like? What is the part that they like the most about the digital experience that you are providing?

Speaker 3:

Yeah, I guess they never thought their character would go so viral and so social. I mean, I remember we released the Universal Back to the Future time machine, the DeLorean. I have to admit that is one of our top selling items. You know the amount of re-engaging from the fans who laughed at nostalgia, who laughed and grew up with it, was all coming back and talking about it and retreating and posting images. They're standing with the DeLorean time machine over and over and over and they love that. They love the fact that this is a new way to get that demographic that they never were able to.

Speaker 3:

And you probably would know that the demographic between the age of 35 to the early 50 male is a very hard demographic to tie in, to advertise to. And one of the issue is advertising is almost intruding us every day. I mean we see on billboards, we see on banners, on every website we go. We're almost being over-message, but licences and brain owner laugh to get that screen time Every news out there, including social media Instagram, facebook. They want their user to be sticking more and more times on that screen. And how we were able to deliver this nostalgia brand without being really intruding into someone's privacy but, in a way, is advertising into the direct market, which is through another medium and in this Pacific way it just happened to be the digital collectibles getting in people's hand and retreating and going through that far out on the social media.

Speaker 2:

You know it's interesting, as you were talking through that whole kind of mindset at the beginning of the call, alberto had asked you know what's the rocketeer? And in my head I was thinking I remember the rocketeer right and I remember. And it just sort of triggered this trail of thoughts about different IP that I had interacted with or I'd seen over my lifetime. And you know your point about people coming into your shop with higher amounts of disposable income. I think that's really interesting for brands in particular, because this is kind of a second opportunity for them to generate revenue from a market that was interested and passionate at something at one point in their life. And now they have, you know, maybe the cash to do something about that and to participate. So very cool, david.

Speaker 2:

So we talked a little bit about VV at the beginning of the call and how you guys are helping brands create these digital collectibles. Tell me more about what VV brings to the table for a brand. When you're working with a particular IP or line of IP, how does that whole process go for a brand? And you know what is the engagement model. How do you guys go from a concept in a boardroom to actually getting digital collectibles out there and then you know how do the fans participate.

Speaker 3:

We basically provide end-to-end service with brand partners and you know who want to have a first full step into this new digital collectible era. What we do is we take their creative, their IP, we brainstorm what will work. The best Number one, very important, is that narrative. You know why will people want to collect digital off this version and would it work and how would it look like if it's in this new world of digital collecting? So we go through the brainstorming, then we work together with a statement of work, just like any company do. Then we come up with creative.

Speaker 3:

You know there's a lot of moving parts in this business. You know the blockchain is only one small part. You know ensuring that the assets are going to. Some of the collectibles now have their animations behind them with sound. So we need to get you know Unity engineers involve sound productions to put it into it. Ensuring that the 3D model that you see on the screen is going to work, because 3D models, you will know they are very high poly, so we reduce those poly. Counsel it works on the phone. The tech team basically go out there and do the test to see how it looks and then it goes back and forward, sometimes the color, what you see yellow and physical and yellow and digital. With the backlight coming out it's going to look slightly off, so they fine tune it. So the creative in creating that collectible takes as much as loan, is creating a physical product and many of you may know out there already that digital sculpting is already in play for a number of years. A lot of these artists out there even comic book they are drawn in digital ways. So you know, it's just really connecting that digital and issuing as a digital object or product out there.

Speaker 3:

Then they go through the marketing. You know, ensuring the wording is right, trying to get everything, all the dots in the line, and we do this drop every single week. You know, originally in 2021, when we launched it, our idea was to do similar to what Supreme model would do and they dropped their releases once and they dropped their releases once a week. And then you have to get a ticket, you have to be in, fight it on. We have so many brand coming on, we couldn't just drop one day a week. So I think we up to like four or five days a week now and releases and basically the app will have a countdown button and in the early stage. When it gets to the one second you press that button, normally it will say sold out. You know, luckily we are going through, in a way, a softer market and the releases so many releases coming out every single week that that pressures come off a little bit. So it allows the users to actually own something and wanted to buy something.

Speaker 3:

The beauty about the Fivi app is like any app out there is when you buy a collectible. A lot of users are collectors or they like to see what value is worth and the beauty of collecting basketball shoes or basketball cars. You jump on the ebay or secondary market auction houses to see what people are trending out there. Vv allows users to participate in a marketplace where you could buy and sell on excess editions. You might have five or six. You want to sell one or two off and then it allows you to basically repart, you know, participate in the next release after you sell something out and pretty much I won't say it's flawless, but it's an end-to-end where you know, taking a creation from an IP owner's mind and we basically deliver and translate their narrative and how they want to connect and do that storytelling to their audience and that's what we do here every day. So going from created department, from tech, from marketing and making sure that that product is collectible enough. It's very key part in our business.

Speaker 2:

Two quick questions. Gonna dive in, alberto, just with two quick follow-ups. First one does VV have, I guess can you tell us a little bit more about your team composure? Do you have a full team or does that team change from project to project based on creative and technical needs?

Speaker 3:

Yeah, so there are many divisions within the organization. Now, obviously, when we first started, we had about here are my people, you know, throughout this time we, I think we we up to you know even as high as 70 now. So we now even have a HR department, we have a tech and we are developing and trialing new things. There's a whole marketing division, there's a whole design creative and then we outsource obviously a lot more some of the top triple-A studios out there making the collectible. Yeah, yeah, I'm pretty much we are still in the growing phase and going through. Technology, as you know, in this industry is ever changing in very fast-paced securities and other major make sure you need to always be ahead of what people would do. Yeah, lots of moving parts for sure?

Speaker 2:

and second follow-up is VV running on a public blockchain or is this your own layer one?

Speaker 3:

We don't. We. We actually know a blockchain company ourselves, so we rely on a third party. We can be on a layer 2 immutable X, which is a ERC 20 or 721 on on ETH for the NFT.

Speaker 4:

So a third party basically is a third party chain, okay it doesn't sound like this is the case, but I'm still gonna make the question. So have you? Have you seen the business slow at at all when, when the market went down, or I mean 100%.

Speaker 3:

I think the NFT. We always knew the NFT was getting a lot heated and, in a way, for our company, we found this is a good because we actually now have time to start rolling out our future plans where we see, and just to strengthen that answer a little bit, we actually see the NFT is just really a by-product to something else bigger than what you see today. On VV. We see more other interactions, interactive things you could do in the real world.

Speaker 3:

So, answering your question, the market has definitely softened but we we we like to think is that it's a good correction. It allows us to have more time to develop what we want to deliver in the long term and it allows us to focus and fend them. You know, we, we rather than just people coming on speculating, buying something in reselling. It allows us to really connect with people who love these nostalgia brands and bring these on. For us, moving forward is, you know, mass marketing. We we really see VV as a more of a mass market product rather than just is. It's only made for crypto and people who understand what blockchain, crypto is actually caring or building on that, david, I'm curious.

Speaker 2:

I'm sure that VV benefited, as most web three companies at this point benefited, from the incredible bull market that NFTs went through and you know just the attention and you know the spotlight even in mass media for the moment in the Sun. I'm curious you know you mentioned crypto kiddies earlier and you obviously are familiar with the collector mindset, with analog, you know of physical games. I'm curious have you seen a parallel between the collecting behavior and sort of that culture that you see in the offline gaming world? Do you see the same things happening with NFT culture?

Speaker 3:

Yeah, 100%. I mean you guys probably, or some of your audience would know, you know Netflix series out there King of Collect. I watched that and I just go. My God, that's exactly what's happening. People who collect Fivi the digital are now. We often get messages in the email.

Speaker 3:

People now are so addictive into collecting comics or trading cards relate or other memorabilia relate to the IP. I remember the Batman, black and White series where people were going out to comic retail shop and purchasing all these physical statue because they own a digital version and they tried to get the mint number the same and the mint numbers, the position number underneath. So if they own a NFT number 354, they will go out try to get the physical one with that mint number matching. So not just through collecting the physical piece. But comic book is another major avenue and we've seen the comic book market and the secondary just went through the roof during the COVID period. People even getting into watch collecting the high end the sports memorabilia has become a major big thing and it is still happening now. I believe the Michael Jordan number nine Barcelona single at Wembley recall 4.5 or 4.6 million dollars the other day and these record prices getting you thought it's a ceiling and they just keep going.

Speaker 3:

Let's think about why digital collectible and why the market has correct itself currently, and what is different between what we're going through NFT compared to be any baby. Let me give you an example is that if you think about the single that was used in the Barcelona Olympic team the dream team you think, well, that's about you know 92. They say 30 years ago. Digital collecting is only being out for like three years, so you got a lot of time. When you think about this appearance of Spider-Man and comic book that's with tens of thousands, well, the digital version is only being out for like a year, so you do need to give it time.

Speaker 3:

And a lot of people go well, this is just another beanie baby craze. Well, it's slightly different, because during the beanie baby, it was just a beanie baby, but now you have all these IP and studios all coming out trying to work out how they can connect that fandom and also the current generation of fandom and users target news group. They really know Roblox, they really know Fortnite. They are spending money on digital stickers, assets. So when they grow up, they're going to go.

Speaker 3:

Well, I love you know Spider-Man. I can understand why we will want to buy a digital Spider-Man or Batman and that whole category will basically change and digital collecting in 10 years time from here it's going to be much more different than what it has in the last 18 months. You know, you send the up and down, it will become a very normal thing and we will see fashion brands start to come in and we're already seeing Nike doing it. We, ourself and our VVCup internally, we're working and talking to fashion brands to release products in the extension to our ecosystem in our world. So we're quite excited to see all that getting the fall about in the years to come.

Speaker 4:

You mentioned that you now, because of your growth, have a marketing department. So how is marketing different with Web3 and how do you see it different? How do you see it changing the way marketing is done in the next five to 10 years?

Speaker 3:

Yeah, you know, they are actually company, even come to, came to us in VV and you know, wanting to sell their ads and their websites, banners or phones and so on, and they go. This is where you can monetize. And we we went back and we say, well, that's number one is going to make my app very uncool, because I'm already many, many multiple marketing brands. We already help studios. For example, prior to releasing a game or prior to releasing a movie on theatrical, we do this thing called day and date. So when the movie coming out on theaters, they we have run campaigns where theater groups are giving out free digital collectible when they own, purchase a physical ticket to go watch it, and that drives foot traffic and that's because people go. Well, I can go watch the movie, I want to watch it. At the same time, I could own and be rewarded with something. And this is same as when people go to the theater and they buy popcorn and they click the popcorn buckets, or they could click the limited edition Marvel Avengers cups for drinking they have a whole collection of them and same as going to McDonald's. So in a way, I think that in corporate marketing, this is just a new way for them to reach out to a new audio who, based on the supply and demand, there's something they want to see, and how do we reward and how we reengage with them.

Speaker 3:

A lot more company now are coming forward. I mean we and VV. We even have Coca Cola and FTV. Last year we launched a campaign with their new Starlight Coke and that went really well, and Coke is traditionally very popular through the Christmas season with their Santa Claus with their trucks going around. So last year we released a cold truck that basically you can AR and pretend and parked outside your house is coming and these are just brains in a way.

Speaker 3:

Get into and showing you that why they're important when certain seasons, certain times, you think of them and even when you go see a movie, after the movie you own that collectible. When you open the FTV wallets, you're going to see that brand and you're going to remember well, I went to watch a movie. That's how I got rewarded for this. So this is no different than how they have been doing marketing right now and the way you bring things back home from your happy meal and then you have a whole display. You go, oh wow, I remember those smurfs, I remember those Pokemon figures or the Hello Kitty's figures. I got on those happy meal and you remember how happy you were when you're eating that meal and you go back for more. This is just another way of medium to to shoot and for these brain owners.

Speaker 4:

Closing with with those happy memories, did you manage to create a data collectible for World of Warcraft?

Speaker 3:

No, not as yet. I tell you it's definitely an IP. The gaming world is definitely coming up. We, I mentioned we recently released some stuff for Ubisoft, we did some stuff for Capcom and we got a couple other major gaming brain. That's coming on board, yeah, but definitely World of Warcraft. I remember the old days having that white tiger running around and that was a price per session. People were paying two to three thousand US for a white tiger for you to ride on in the game. So definitely we'll be looking into that.

Speaker 4:

And where can people look out for you and where can they find the VVIP?

Speaker 3:

Yeah, well, we are available in both iOS and Android platform and you could always sign up on the website on dub dub dub dot VV dot me. So that's V E V E dot me. Basically download. You may be requested to do some KYC. Just ensure that you are the real you that's using the app before you start purchasing all these collectibles. And it's very simple to navigate through. And you know we really do hope you enjoy and have endless fun. And one one of the important thing is what we have found our app is it brings happiness and joy. Also frustration sometime if you can't get what you wanted. But you know we have seen families taking, participate, collecting together and yeah, definitely. And there's a Major shout out to the TV community out there our TV fans who's watching this? You know they. They really came together and make this all happen for us.

Speaker 4:

Are you active on social media? Where can people find you?

Speaker 3:

Yeah, I do. I use a little bit of Twitter. So is David you NZ, so it's at David you NZ, and a little bit on Instagram. Yeah, so reach out if you. And obviously TV has our official handle as well, if you just look at the ad TV official, the handle for our social media.

Speaker 4:

Well, david, this been, this has been a pleasure. I don't know, nick, what do you think?

Speaker 2:

That's the conversation, yeah really enjoyed the conversation, david. Thank you.

Speaker 3:

Thank you. Thanks, alberto. Yeah, it's been. It's been great to be on here Telling you about journey.

Speaker 2:

Yep, no, I love to be able to download some collectibles Well, like well, I can get my hands on them yeah.

Speaker 3:

Yeah, there's. There's a lot, a lot of cool stuff. I think this weekend we dropping the happy tree friends. Yeah, though, though it's another nostalgia getting a peak a lot of people who love that type of cartoon Bringing them out and animation and just amazing. And we, we're just getting better and better. There's sounds, there's animations and there's interactions. You know the Lamborghini and VV, you, you can actually drive it. When you put it out on AR, you scale it up, you can go through the car, you see the engine, you see through the dashboard, the steering wheel. More importantly, as you press the control button, it resites it down to like a one and six scale, and then you start driving it. In AR, the controller pops out Very free. Yeah Well.

Speaker 4:

David Fasten, 18, and looking forward to seeing what, what, what comes next. Thank you, thank you, dave, thank you, thanks for listening to marketing needs web three.

Speaker 1:

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