Digital Nation Virtual Citizen

Gianluca Busato
Venice Swap
Published in
4 min readAug 9, 2023

Sebastien Borget, COO of The Sandbox, the metaverse platform used by 4.5 million people around the world, explained that he sees the metaverse as a global digital nation: “Anybody can be a virtual citizen of this nation”

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Metaverse is one of the biggest technology concepts of recent years. It appears in every field. The Sandbox, one of the world’s first metaverse ventures that entered the European market last year, carries out many studies to explain that the metaverse is not just about land sales. The company cooperates with TV series and brands in Europe, preparing everyone for the life and the future that the Z generation desires. In The Sandbox platform, a person can enter this world by creating his own avatar and experience more than one experience in the metaverse world.

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The most important feature that The Sandbox brought to the world is digital ownership. A platform that takes the issue of digital ownership and introduces it to the web3 world. The company’s goal is to create a platform where the music, art and gaming industries can be gathered in a single area.

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Noting that everyone can create their own experience in Sandbox, Borget stated that they always see the metaverse universe as a global digital nation, and anyone can create a kind of digital identity with their own avatar and become a virtual citizen of this nation. Stating that their cooperation with countries enables them to represent their own countries in this field, Borget said, “In our cooperation with Saudi Arabia, they have brought their digital states and ministers to the metaverse universe. Apart from these, we observe that the Z generation constitutes the majority of the population and we are trying to take shape for them digitally. “With Web3 and the metaverse, millions of people will be able to create new job opportunities.” “I am very excited to grow in the European market in the field of metaverse,” said Borget.

“I believe that we can do all the activities we do now in the metaverse universe over the years,” said Borget, adding, “There will be areas where you can play, socialize and work. We will be able to do many things that we do in normal life in the metaverse universe, for example, we will be able to organize events, play games, create artifacts. In addition, users will be able to profit from what they create using NFT and blockchain. Our approach is to provide developments in the fields of music, sports, fashion and culture at the beginning of these.”

Emphasizing that there is a separate market created by gamers in Europe, Borget stated that the Europe crypto sector has started to develop with more than 8 million users and said, “Finally, there are areas that can educate both the new generation and adults in this sector with quality and sufficient. Borget stated that they always see the metaverse universe as a global digital nation, and anyone can create a kind of digital identity with their own avatar and become a virtual citizen of this nation. Stating that their cooperation with countries enables them to represent their own countries in this field, Borget said, “In our cooperation with Saudi Arabia, they have brought their digital states and ministers to the metaverse universe. Apart from these, we observe that the Z generation constitutes the majority of the population and we are trying to take shape for them digitally. “With Web3 and the metaverse, millions of people will be able to create new job opportunities.”

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TECHNOLOGY FOCUSED GENERATION

Expressing that this field will develop more in the next 5 or 10 years, Borget said, “We see that the generation has changed. Half of the world’s population consists of the Z generation — the technology generation. I see that this technology-oriented generation is more interested in technological purchases rather than old-fashioned purchases. They conduct their sociability through social networks rather than one-to-one physical spaces, which of course creates change. Our goal is for everyone to be able to use their creativity and have access to use or sell their creations whenever they want. We aim to create a true metaverse effect to inspire people and make a positive impact in the physical world. Sandbox receives interaction from 4.5 million users.”

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