7 - Markets

In the middle of the 21st century it is unfeasible to have a digital company whose artistic product has an educational purpose without also having a marketing approach that sets out our objectives to reach the public in a clear and staggered manner. With our sights set on the fact that the educational results will go hand in hand with the recreational results, or to be clearer, whoever has fun will be learning about the content to be disseminated from our platform as a tool of gamification, one that allows us from the identification of our audiences through big data and our values ​​as a company, being able dynamic objectives so that this structured and unstructured data translates into, as we said, fun learning that is attractive to our users. The audiences among which we seek to grow to carry out our objective of attracting people to the metaverse through the dissemination and expansion of astrocannabis knowledge are understood from the sociological analysis of the age groups of the different sectors of the world to which we can go landing given by factors such as:

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