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Phygital Products and VR Ambitions: Changing the Game in Licensing and Metaverse
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Phygital products combining physical and digital content are revolutionizing the licensing market by offering unique engagement opportunities for target audiences, particularly Gen Z. ByteDance and Tencent are scaling back their VR ambitions due to waning enthusiasm for the metaverse and emerging technologies like ChatGPT.
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How can businesses effectively integrate phygital products into their existing business resources?
What are the potential implications of the VR industry's role as a next-generation mobile terminal or computing platform?
What strategies can ByteDance and Tencent employ to regain market enthusiasm for VR?
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