The Sandbox model is based on a finite digital world: there is a limited number of parcels (166,464 online "lands" or "spaces") that can be acquired. In this solution, these are acquired mainly by brands, which develop services for their fans and communities. The Sandbox manages these spaces by organising their distribution across the space in order to increase the value of the co-location of several spaces and avoid concentration phenomena, which create little value.
The lands, which are non-fungible tokens in the case of The Sandbox, can be resold on a secondary market, in this case on the OpenSea marketplace. Here we find many of the commercial approaches seen in the first versions of metaverses, such as Second Life’s business model, which is largely based on the sale and rental of digital land (whether built or not).
This extension of the spatial model's monetisation will undoubtedly open up a wide range of avenues, depending on the solutions' commercial strategies and the rights granted to the owners, tenants, or residents of the online spaces (rent, commission, royalties, etc.).