i've been wondering whether these marketing efforts actually generate any ROI?
* sponsored theme parts like the exhibits Disney did at the 1964 world fair and many of the experiences at the Disney parks
* sponorship of conferences, people wearing branded merchandise or logo clothes of all kinds, ...
* virtual reality as a long term technological development
The current-generation metaverse has very bad engagement with users (don't believe me go visit decentraland while you still can) and other systems surpassed it long ago in this respect.
https://www.nme.com/news/gaming-news/twenty-one-pilots-conce...
https://www.kotaku.com.au/2022/01/nft-bros-metaverse-rave-lo...
I am pessimistic about the 2022 "metaverse" in almost all respects: it reeks of desperation, everything from Mark Zuckerberg trying to escape his firm's bad name without ever having seen Ready Player One to the NFT bros needing yet another thing to sell so that people don't notice how empty their world is.
That said, I can't imagine that somebody someday isn't going to develop a highly effective marketing campaign based on VR or AR. It requires a lot of things that the 2022 metaverse doesn't have such as: engaged users, a sense of story, etc.