What Is Meetin Token(METI)?
Meetin Token is the project name of the metaverse platform service and the name of the token issuing corporation (METAPLANET PTE. LTD., Singapore). “moim” is the brand name of the metaverse service platform developed by GRID Inc., Republic of Korea which is in charge of platform (system) development, service and operation. GRID Inc.’s moim users will utilize the METAPLANET (METI) tokens. The followings are the contents of GRID Inc. and ‘moim’
Meetin Token Storage Key Points
|Coin Name||Meetin Token|
|Source Code||Click Here To View Source Code|
|Explorers||Click Here To View Explorers|
|Twitter Page||Click Here To Visit Twitter Group|
|Whitepaper||Click Here To View|
|Official Project Website||Click Here To Visit Project Website|
They Provide the most Advanced Spatial Internet Experience
moim’ is a leading 3D space based metaverse platform that encompasses AR, VR, 2D media, 3D objects, and an avatar system. A variety of 3D spaces equipped with a modular function system, a marketplace, and a creator community make it ideal for large-scale industry focused projects in need of customized vertical services. ‘moim’ is a space-based community that is currently directed towards K12, universities, and corporate educational that has been optimized to facilitate a conference environment.
The flagship service ‘moim’ is an educational/conference platform developed with the intent of actively reflecting market demand. It is a cross-platform that supports most connections, PC / Mac / IOS / Android, as well as virtual reality devices. The Closed-Beta service (moim.in) ‘moim’ has already attracted more than 100,000 users through its numerous events and lectures, and has started to secure regular users in the Open-beta of 2022 2Q.
Initially focusing on services that are catered towards MICE, the platforms will focus on education, conferences, meetings, exhibitions, art galleries, and product presentations. By the end of 2022, development will switch to entertainment, games, healthcare, sports, virtual pets, travel and corporate branding events. After that, the ecosystem will aim to support individual “PLANETs” that will form a Play to Earn (P2E) economy based on an ecosystem of influencers and creators that matches each PLANET theme, and will expand into an NFT marketplace.
As the ASF defined the metaverse in 2007, it predicted the convergence of reality and virtuality in four ways: “augmented reality,” “virtual worlds,” “lifelogging,” and “mirror worlds.” As of 2021, all four of these convergence forms have become a reality and are building their respective market ecosystems.
Augmented reality demonstrated by Pokémon Go
First of all, augmented reality involves grafting virtual objects and interfaces onto the physical environment that users experience in their daily lives to create a virtual digital overlay. Pokémon Go, which was released in 2016, is regarded as a leading augmented reality service in the entertainment industry. Furthermore, ZEPETO, a service developed and run by Naver, is a virtual social network that expands the spectrum of viable commercial activities.
Virtual world initiated by Second Life
The virtual world is an environment that is built either similar to the real world or alternately built by expanding the real world using digital technologies. Second Life, which was released in 2003, was an early sandbox-style program that allowed users to do things like create digital twins for government institutions and commercial companies, organize concerts and exhibitions, provide virtual jobs, and introduce a money exchange system for the real world. Second Life then went on to provide the prototype of the Roblox and Minecraft business models.
Lifelogging represented by Nike Training Club
Lifelogging is a type of digital storage activity in which data such as a person’s body, emotions, experiences, and movements are recorded directly or via a device and then replicated in a virtual space. Facebook 360’s 360-degree photo and video publishing service is a good example of lifelogging, and Nike’s Training Club is also a type of lifelogging as it offers a personalized training program for each individual, which allows users to share their records on social media.
2Q. Phase 1 Freemium Paid Subscription Model
Aggressive free credit offerings with a focus on schools and businesses. Based on the Freemium model, it reduces the burden on initial introduction and provides an optimized user experience for education and conferences.
2022. 4Q. Phase 2 Content and Digital Items Play to Earn (P2E)
A 3D space-based entertainment content consumption experience driven by large domestic and overseas content partnerships. Inducing user lock-in by promoting content production and communication activities of influencers with a fan base
2023. 4Q. Phase 3 NFT Marketplace, Advertising and Creator Ecosystem
An economic system where P2E and creators can earn money which will support lock-in and economic activities of general users. Position the platform as a new type of marketing channel for company-oriented brand space service
Charles Choi CEO Deloitte
Ryan Im CFO Deloitte
Kay Kim CMO Unity
Neo Jang Frontend Lead Neople