The integration of physical and digital experiences, known as phygital, has become increasingly prevalent in the world of creators. This integration has allowed artists, designers, and makers to enhance their physical works by adding digital elements that create new and innovative experiences for the viewer.
One of the critical technologies that have enabled this integration are augmented reality (AR) and virtual reality (VR). With AR and VR, creators can add digital layers to their physical works that enhance the experience for the viewer. For example, an artist may use AR to create a digital layer over a physical painting that adds animations, sounds, or other effects. This not only enhances the artwork but also allows the viewer to engage with it in new ways.
Another way that creators are leveraging phygital experiences is through interactive installations. These installations are designed to be experienced in physical space but are augmented by digital elements. For example, a sculpture may be designed with sensors that trigger digital animations when someone walks by. This creates an immersive experience for the viewer that would not be possible with a traditional sculpture.
Monetising their work is a crucial concern for many creators. In addition to traditional methods such as selling physical copies of their work or accepting commissions, integrating physical and digital experiences, or phygital, has opened up new revenue streams for creators.
One way to monetise phygital experiences is by selling digital versions of their work.
This can include digital downloads of their art, music, or other creations or offering digital versions of physical products like books or prints. By selling digital versions of their work, creators can reach a broader audience and generate revenue without the costs associated with material production and distribution.
Another way to monetise phygital experiences is by offering exclusive content to those who purchase physical works. This can include access to online galleries or interactive experiences only available to those who have purchased the physical artwork or product. This creates an added incentive for buyers to buy physical works and generates additional revenue for the creator.
Creators can also leverage interactive installations augmented by digital elements to generate revenue. These installations can attract sponsors and funding from organisations looking to create unique and immersive experiences for their audiences. This not only provides income for the creator but also increases their visibility and exposure.
In conclusion, integrating phygital experiences has opened up new opportunities for creators to monetise their work. By selling digital versions of their work, offering exclusive content, and leveraging interactive installations, creators can generate revenue and reach broader audiences. However, creators need to understand the technology and costs associated with creating phygital experiences to monetise their work in this new landscape successfully.