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The Metaverse is a platform that sounds like a sci-fi concept, but shockingly, it’s as real as the internet. However, this technology is new. Before it becomes the new normal, there are plenty of improvements, trends, and modifications it will go through. With time as everything is changing, the way we entertain ourselves, shop, watch movies, or hang out with friends is also changing. Technologies such as Metaverse help us in getting rid of the long-distance and be with people in real-time, even if in a virtual world. In a way, Metaverse is not only about comfort or entertainment, but it is also a decent technology that can bring two people living far from each other together.

Now, Metaverse is supported by plenty of technologies with different roles. In this blog, we are discussing the top 5 key technologies that are the driving force behind the functioning of Metaverse.

Currently, five technologies power the Metaverse

Artificial intelligence (AI)

AI is one of the most important technologies in the Metaverse. There are many roles that this technology has to play to maintain the efficiency of the Metaverse technology. AI is used to monitor servers for improved cybersecurity continuously, and the technology is also used for smarter responses. AI in Metaverse is monitoring servers to make it a safe space against bullying or harassment of any kind. Some examples are –

  • Massive scalability
  • Decentralization
  • Infrastructure support
  • Interactive UI
  • Improved accessibility
  • Cybersecurity
  • Smarter translations
  • Smart contracts
  • Realistic avatars
  • Unscripted NPC storylines

Augmented reality (AR) and Virtual Reality (VR)

AR and VR are technologies that empower the major features of Metaverse. It is all about creating a virtual interactive experience, users can onboard its servers with the help of VR glasses. These VR glasses can be paired with any smart device including a smartphone, tablet, or computer.

Users can explore Metaverse to shop from businesses that have already onboarded the space, hang out with friends, explore stories, play games, and more. AR, on the other hand, can create a fusion between virtual objects and real environments with the help of a device camera and users can access the AR features of Metaverse on their screens. For gaming, learning, entertainment, etc, AR/VR technology features can create endless possibilities.

Internet of Things (IoT)

Metaverse is a technology that uses wireless on a large scale. Thus, smarter IoT sensors play a crucial role in enabling the technology. IoT sensors are used to pair up devices like VR headsets, haptic gloves, speakers, voice recognition, etc. Now, there are other possibilities as well. Take gaming for example – it supports gaming and allows players to use devices like Oculus headsets. IoT is also capable of enabling realistic responses to interactions done in the Metaverse. With haptic gloves, every time users interact with a virtual object, IoT sensors transform these interactions into data and with haptic gloves, users will be able to feel these virtual objects. IoT and AI play major roles in enabling such possibilities of Metaverse and IoT.

Blockchain

Metaverse supports the usage of NFTs, Smart Contracts, and Cryptos. Additionally, it is supposed to handle a massive amount of data, concerns such as security, scalability, speed, and transparency are natural. Blockchain, however, is the solution technology that helps Metaverse in protecting and decentralizing the data. Blockchain can be used to store in-game assets, smart contracts, virtual real estate, NFTs, etc. Other features like control over data shared, transparency over data modifications, etc are possible only with Blockchain. Blockchain can also help Metaverse developers in tracing sources of any event that either makes servers vulnerable or unsafe for its users. To investigate any events, blockchain traceability is undoubtedly the best weapon Metaverse has.

Edge computing

Faster data transmission is the requirement of Metaverse that its tech infrastructure will have to fulfil. Edge computing is the technology that takes care of the faster data transmission requirement in modern businesses all over the world. Distributed Computing, a newer version of edge computing enables users to enjoy edge computing features without having to set up an entire hardware infrastructure. For common users, distributed computing is going to play a big role in delivering features to them.

Key Takeaways

Well, these were the crucial technologies that are majorly contributing to making Metaverse a reality. With the endless possibilities that Metaverse has, plenty of businesses can foresee the demand for technology in the future. Thus, brands are also enthusiastic about purchasing virtual real estate on Metaverse servers to establish virtual showrooms. There are plenty of Virtual Reality and Augmented Reality app development experts interested in this technology, thus, it will not be shocking if the technology influences the way we use our smartphones today.

In the end, hopefully, you found this blog useful. We keep publishing such informative blogs regularly, so do not forget to open and explore the website for some more amazing reads.

Feature Image Credit: Metaverse city and cyberpunk concept, 3d render

Sourced from Data Science Central

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By Zaheer Dodhia

Is your brand ready for the metaverse? It can be a complex question — for one thing; the answer depends on what “the metaverse” refers to for you as a business owner. For another, it can depend on the type of business that you run. But, ultimately, brand owners want their companies to be ready for anything — and active growth is often top on the list.

What Is The Metaverse?

The answer to this question depends on who you ask, but a simple definition is “a collection of technologies that allows us to interact in a virtual universe.” Most commonly, those technologies involve augmented or virtual reality and video.

Technically, our ability to interact with AI or with avatar representations of others on social media is an offshoot of what the metaverse is intended to be. The function of the metaverse is to meld the physical and the virtual into one.

As technology advances, experts and innovators predict that we’ll spend more time in this digital universe than we do now — and maybe more time in our virtual world than we do in the real one. With the heightened focus on digital communications and ecommerce during the past two years, this doesn’t come as a surprise. Statistics already show the rise in interest — in 2020, almost 84 million people were using AR/VR regularly in the United States alone, with that number projected to rise to 110 million next year.

There’s endless scope for the imagination with the metaverse concept — not to mention endless scope for business growth. Big companies like Microsoft and Epic have already invested in the metaverse, aiming to stake a claim on their virtual brand. As a result, the market for augmented reality, virtual reality, and mixed reality are projected to reach 300 billion dollars yearly by 2024.

There’s no doubt about it — the metaverse is the next significant shift in the digital world, and it’s best to be ready to take advantage of it!

Here are the top three ways to build your business brand in the new digital movement known as the metaverse.

Unified Branding

Branding is always one of the top keys to building a business. Branding not only identifies who your company is but connects it with core values, products and services on offer, and even your audience.

“Just make sure you have a brand” isn’t really the best advice, though, because inconsistent branding can actually be detrimental to your overall brand. Inconsistency can cost — 90% of consumers expect to have a consistent experience with a brand regardless of the platform, and consistent brands are more likely to have strong visibility, whereas if consumers are less aware of a brand and have less of an impression of it as a whole, they’re less likely to notice the company — and therefore less likely to engage or invest. Neglecting your colour scheme or making a logo design mistake can have serious consequences.

Along with consistency, specific elements can help with solid branding. For example, using a signature colour can boost a brand’s recognizability by up to 80%. That means that customers would be 80% more likely to recognize and interact with your brand in the metaverse if they see your signature colour.

Leitmotifs, or sonic branding, are also valuable to a complete branding package. Some statistics suggest that using audio — think jingles or recurring notes, like with MacDonald’s ba-da-ba-ba-ba — as part of your branding can increase recognition by up to 46%.

In the end, the numbers show the importance of keeping your branding steady as you move into the metaverse with your brand. Unified branding across all platforms, including print, storefront, social media, and website, has been shown to increase revenue by up to 23%. That’s significant growth, especially for a small business.

Virtual Experiences

The metaverse is all about virtual reality, and adding virtual experiences into what you offer your customers is an excellent way to get them ready for the metaverse even now. In addition, you may be able to leverage the rising sales of VR headsets, which is one of the most popular ways to explore the metaverse concept. From just under five million sets sold in the US in 2020, sales are projected to reach more than 14 million yearly in the US by 2024.

But VR headsets aren’t the only way to craft a virtual experience to share with your customers and attract them to your business. Build a digital storefront that mimics your brick-and-mortar store. Create digital tours of your products. Ikea is an excellent big-name pioneer of this, already demonstrating how to use the metaverse concept to grow a particular aspect of a brand. With virtual room design, Ikea customers can see what furniture and features will fit, how the colour scheme will turn out, and how frustrated they may get while figuring out how to put it all together.

Okay, that last part isn’t actually a feature of Ikea’s virtual experience. But it’s only a matter of time.

Video Production

A final and significant way to build your business brand in the metaverse is to incorporate videos in your marketing, website, and social media posts.

The importance of video isn’t anything new. Approximately 85% of marketers already leverage video use as an essential part of their strategy, with 92% of that number labelling it as essential to their work going forward. Video nets the most engagement on social media, especially Instagram. More than 90% of businesses point to social media videos as a key that has garnered new customers and directly caused conversion.

But with the metaverse being focused on virtual/augmented reality and video, video production is even more of a recommendation for brands that are looking to grow. Not just for marketing purposes, either — other popular kinds of videos include how-to or explainer videos and social media videos, both of which puts the focus on entertainment and education.

The more value you can provide, the more likely you will attract new interest. And with new interest, your brand is sure to grow.

To the Metaverse and Beyond

It’s challenging to get a consensus on just what the metaverse means and how far it will take us. But one thing is for sure — we’ve been spending more time in the virtual world than ever in the past few years, and it’s almost guaranteed that the trend will continue.

With essential brand-building methods, your brand will be ready to grow in the metaverse and whatever comes next.

Feature Image Credit: Julien Tromeur; Unsplash

By Zaheer Dodhia

Sourced from readwrite

 

By Alexander Lee

Over the past year, the metaverse has grown from buzzword du jour to buzzword de l’année. Tech companies, game developers and brands alike are racing to claim a corner of the virtual world to come.

But though the metaverse hype continues to rise — in marketing departments, at least — brands interested in activating virtually should take precautions not to overwhelm potential customers. Multiple sectors such as gaming, social media and blockchain tech are currently competing to become the builders of the metaverse, leaving consumers scrambling to stay up-to-date with the latest jargon and technological developments. If brands put the virtual cart before the horse, they could risk burning their audiences out on the metaverse before it is able to fully take shape.

To get a better sense of how regular consumers are approaching the metaverse, Digiday has pulled key insights from five data reports and surveys regarding consumer sentiments and activity in the space.

Most people still don’t know what the metaverse is

A January survey by market research firm Ipsos revealed that 38 percent of Americans state that they are very or somewhat familiar with the metaverse — though this figure varies drastically depending on consumers’ age and the presence of children in their households. Over 50 percent of respondents from households containing children were familiar with the metaverse, while only 20 percent of respondents aged 55 or older said they knew the term.

As shown by the chart above, the respondents who claimed to know about the metaverse differed greatly in their explanations of what exactly it was, with some associating the term with social media and others with virtual worlds. As brands continue to activate within metaverse platforms, it could be wise for them to use these activations to educate consumers rather than assuming they have prior knowledge of the metaverse.

Most brands don’t know about the metaverse, either

If consumers are still unsure about the metaverse, some brands might be even more cautious about dipping their toes into the virtual water. A December survey by social analytics company ListenFirst revealed that only 18 percent of brand marketing and analytics executives stated that they understood the metaverse and how it would impact their brand, as reported by MediaPost. That said, this figure could increase as metaverse activations become more mainstream, as 49.5 percent of survey respondents said they “somewhat” understood the metaverse.

Regardless, this data shows that, despite the presence of flashy activations such as the VR-powered AT&T Station, not all brands are ready to follow these big names into the metaverse, given the relatively untested nature of metaverse platforms and the lack of clarity about exactly what a more fully realized metaverse might look like.

People are willing to spend money in the metaverse

While only some consumers are familiar with the metaverse, those who are comfortable operating in virtual spaces find virtual commerce to be an appealing prospect. A quarter of consumers have shopped online in a three-dimensional virtual store, per a January study by the experiential e-commerce platform Obsess. Among that cohort, virtual commerce activity was highest among millennials, with 77 percent of millennial respondents saying they had made a purchase in a virtual store.

It’s worth noting that the language around virtual commerce has not caught up with the metaverse concept. Though commerce in a three-dimensional virtual environment certainly fits into most definitions of the metaverse, only 38 percent of respondents said they would like to be able to shop in the metaverse.

Gamers are the first residents of the metaverse

Using data from its November 2021 Consumer Energy Index and Retail Pulse Survey, research company Forrester divided online adult consumers in the United States and United Kingdom into four segments: digital immersives, digital socialites, digital commoners and the digitally disconnected.

The first two groups, comprising 47 percent of all online adult consumers, are the ones best accustomed to immersive experiences and multiplayer online games, per Forrester’s recent State of the Metaverse report — and it’s the 22 percent that is digitally immersed that is most likely to adapt to the metaverse early on. 49 percent of this cohort — 11 percent of respondents overall — uses a virtual reality headset often, one indicator that Meta’s VR-focused vision for the metaverse could line up with future consumption habits.

Gamers are accustomed to virtual spaces, but still wary of web3 technologies

Companies from the Web3 and gaming sectors are vying to become the builders of the metaverse, with some game developers combining the two to create play-to-earn games that hinge on blockchain and NFT technologies. But the majority of gamers are uncomfortable with the presence of NFTs in games — 69 percent, according to a March survey by online community platform FandomSpot. Of the 69 percent of respondents who stated they hated NFTs, only 12 percent said they fully knew what NFTs were, so sentiments are likely to change as knowledge of these technologies becomes more widespread.

At the moment, though, it is undeniable that many gamers have reacted with vehement negativity whenever large game developers such as Ubisoft have indicated an interest in NFTs. Given the wrathful sentiment surrounding NFTs in the gaming space, brands interested in getting involved in virtual space might be able to avoid bad press by leaning into the gaming origins of the metaverse rather than its web3 potential.

Feature Image Credit: Ivy Liu 

By Alexander Lee

Sourced from DIGIDAY

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As part of The Drum’s Digital Advertising Deep Dive, we catch up with HP’s senior director of global digital media activation Freddie Liversidge (a judge of The Drum Awards for Digital Advertising 2022) who opens up about the challenges of standing up an in-house media practice, catalyzing innovation when the honeymoon phase fizzles, the death of third-party cookies and much more.

Can you tell us about your background and your role at HP?

I started my career in agencies around programmatic media. I thought it was cool. But then, I started to see the in-housing trend pick up in digital advertising. And I went to Deloitte, and then I actually went back to an agency, which is kind of ironic.

I was at this agency [and the man who’s now my boss] called me up and said, ‘Hey, should we in-house?’ And being a bit of a cocky guy, I said, ‘Yeah, only if you employ me to do it.’ And so he did. I came in and built that up in-house practice, basically. Now I look after the in-house media team globally. We’ve got 120 people in-house at HP running media — all over the world, from China to the US to Europe to basically any country you can think of. We’re in 70 countries.

What has building out that in-house agency looked like? What challenges did you face along the way?

We built it based on six different criteria. We put a strategy together to say, ‘Look, we want to basically want to control our own data. We want transparency in the media we’re buying. We want to have the ability to — this sounds really ironic now — be closely connected with our team members in the office together. [The point is] everyone was the same. It wasn’t this client-agency relationship any longer. It was peer-to-peer. We also wanted agility. We wanted speed. We didn’t want to have to call an agency — we wanted to be able to turn on a dime in hours instead of days or weeks. That was the impetus for doing it. We piloted it in North America and then rolled it out across the globe over the last three years.

I probably could talk to you for an hour about the challenges. [First of all,] cost-savings — the business also was looking at me saying, ‘Hey, can you save us money on what we paid for the agency?’ And in hindsight, that was a really easy thing to say. Just take off some of the margins that an agency would take on top, and voila, you’ve got some pretty good savings. Now, three years down the line, they say, ‘Hey, how many more savings can you bring?’ It’s hard to continue to drive those savings. So that’s been a challenge — how do you keep your finance team happy with continuing to find internal savings?

[Another challenge is] attrition — how do you keep people entertained… and keep them growing inside an in-house team? That’s been a challenge, especially with the Great Resignation that [happened] in the last six months or so. Another is innovation. And I hate that word… but [I mean], how do you stay relevant and exciting to the marketing organization that you’re supporting as an in-house agency? It was really easy for the first two years because we were the new kids on the block. But how do you continue to be cool and exciting? Once this honeymoon is over, what’s it really like?

Broadly, what is HP’s approach to digital advertising? What are the priorities?

We have two [major focuses right now]. [With] the pandemic… suddenly, people needed computers and printers at home, because they were working from home. We saw some really good growth and revenue. But we are now moving into a world where the PC and the printer are not as relevant — so we need to push demand generation again. That’s one half.

But we also have a brand problem. Most people know who HP is but a lot of people put us in a bucket of ‘printer company’ or ‘PC company’, but can’t really tell you those more detailed pieces around our different products. So balancing those two [priorities] is is the challenge.

So [we’re focused on,] ‘How do we start to shift our digital strategy?’ It went very audience-focused with the cookie — we were big believers in hyper-targeted, one-to-one conversations and really getting to the right individual. So how do we do that now in both demand generation and brand as the cookie disappears? How do we go back to contextual? [Or should we return to] 1990s and 2000s audience approaches where there will be some waste?

That’s why we’re leaning into more full-screen connected television and moving into video and contextually-relevant content. We’re really trying to push those elements across digital strategy. Attention is also going to come back to the forefront as… other measurement-based approaches start to fall apart. An average consumer sees 2,000 ads a month; how do I make sure that my ad breaks through? That’s where the attention economy comes in. If I know that TV has a higher attention rate, how do I start to make sure I’m running content that grabs that attention? [Plus, when you look at,] ‘How do we optimize media in real time?’, attention becomes even more key.

Like most advertisers, I imagine HP is grappling with the death of the cookie, evolving privacy policies and pressure from big tech to evolve? How has it been navigating these changes?

We definitely have [been impacted by Apple’s privacy changes]. [For] example… if I look at our percentage of browser buying across our digital strategy right now, it has moved way more Chrome than it has been before, which is a fundamental issue for HP. As the cookie erodes, [Apple Safari’s] Intelligent Tracking Prevention has come out and iOS 14.5 has come out, we’ve not got the strategy sorted out for Apple devices quite yet. So we’ve seen all our buying basically move more onto the Google stack and Android devices. From a digital perspective, we are very much focused on, ‘How do we start to talk to users when they’re on an Apple device, [using a] content-based approach? How do we use other tools in the market like contextual and first-party data where available?

And what does HP’s privacy stance look like?

HP can be very conservative and very much values the consumer’s privacy. In some ways, I feel like I fight the privacy office because we are so conservative with our approach — which I think is a good thing because we are very much mindful of the customer and how we speak to them.

We’re trying to keep up with every regulation but also bring our own opinion in where we think [advertising is] creepy. So for example, a lot of third-party data providers that we used to work with, we’ve shut down. We don’t work with them any longer because we don’t necessarily agree with the way they collect information or we don’t believe that they’re accurate. We’ve done quite a lot of work to try and follow the essence of the laws and regulations versus just the letter of the law.

It is a real delicate balance [between data privacy and targeted advertising]. Let’s be honest: we all went with the audience approach because it worked. We saw a lift — we saw it working for our customers. So it’s a hard thing to want to walk away from in one sense. But we know it’s uncomfortable for customers. I don’t think we ever, as an industry, really got it right. We end up in that creepy spot of chasing [a consumer] around the web with a pair of shoes that they already bought. We’ve very seldom got to the line of being helpful. If we’d [gotten to that ideal of] ‘right time, right place,’ and every single advertising placement was helpful to the consumer and giving them more relevant information, I don’t think we’d be in this spot. We need to still try to be helpful and relevant without that creepiness. We’re starting to listen to people now.

Do you have any predictions for how the digital advertising industry will shape up in the coming years in light of the various privacy changes underway? Do universal ID solutions have any teeth? What about contextual targeting? Or will first-party data win out?

Contextual has been around — it’s just going through a reinvention. We all just forgot about it as we got so excited with audiences. The content we place advertising on is just as important as the audience that we’re talking to. And as a programmatic guy, I definitely didn’t think that way for a long time — it was all about, ‘If the audience is right and the content is safe, then that was okay.’ But I do think the content is key. Contextual is going to see a massive resurgence. Even in our buying today, the amount of deals that we’re doing now with publishers that disappeared for a few years is increasing.

With regards to first party data, from both an HP and an industry point of view, our job in marketing and advertising is not just to talk to our own consumer base. First-party data is brilliant for a portion of your buy — but it can’t be your whole buy. I hear a lot of people putting huge bets on first-party data, and I agree we should leverage it to its full extent, but it’s never going to solve everything. At HP, we have a ton of information on our customers from our computers and printers. But we’ve got to talk to new customers. We’ve got to get acquisition.

With regards to universal ideas, I have spent the last couple of years talking to [providers]. I’ve probably met 20 or 30 different ID providers. And there’s a new one every couple of weeks that pops up. Even if you look at [The Trade Desk’s] UID, which is the frontrunner, [the EU’s] General Data Protection Regulation said it’s not compliant. So it’s already not looking great for Europe.

[Beyond the regulatory concerns,] I just can’t see a world where we log in on every single website. And that’s what a lot of these deterministic ID solutions are going to need. It will work on certain pieces of content. For example, for news outlets, we could possibly do it — you might be logging into The Drum or The New York Times. [It might suit] a connected television or streaming model, where you’re likely to log in. But if I’m looking up a cocktail recipe, I’m not gonna log into that website. That makes UID — and any methodology that uses emails as a deterministic way to match individuals — struggle. Also, people were scared of cookies; I don’t know if sharing email addresses around the internet is going to make people feel much more comfortable as a solution.

If we [consider] probabilistic-based IDs, we’ll have… in my opinion, a new way of fingerprinting — just with a more positive spin to it. Again, you’re capturing information like IP address or other identifiers. People are starting to describe this data as personally identifiable information. That’s going to be a continuous battle of what’s available and what’s not available.

Where do you see HP’s media buying practice going from here?

For the in-house agency at HP, the short-term vision is getting back to the fundamentals. We just went through a three-year massive growth period and hired 100 individuals. Now it’s about making sure our media buying is as excellent as we can make it right. We are cleaning up any vendors that we’re not particularly happy with [and getting] viewability rates high. That’s what the next year is really focused on.

In the longer term, it’s shifting with the industry and making sure that we are pushing the envelope of new formats and new content. I’m really interested to see where the metaverse [goes] and all those new ad formats that are going to start to show up. I’m going to make sure that we’re pushing into those new areas. Also, [we may focus] on in-housing the more strategic elements, the comms planning and how we do more of those areas of buying.

Now that you brought up the ‘m’ word, I have to ask: How is HP thinking about the metaverse? Are you already dabbling in any of these spaces?

We are not dabbling yet. There are a few proposals floating around that I think are very interesting. I’ll be brutally honest: most of what I’ve seen so far feels like in-game advertising. I think it’s valuable, don’t get me wrong — especially for HP’s OMEN suite [of gaming-focused products], in-game advertising makes a lot of sense.

I’m interested to see how much [the space] grows and what it becomes before we dabble too aggressively into the metaverse. We definitely want to be there once it’s ready. [I admire some] stuff that people are doing — I loved what Heineken did with making a metaverse beer [but saying,] ‘beer tastes better in reality.’ If we can have some fun with it, that’s what I’d love for HP to do.

Feature Image Credit: HP’s media lead says the company is focused on demand generation and building up the brand’s image / Freddie Liversidge

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Sourced from The Drum

By Matt Milano

A new survey casts doubt on the potential success of the metaverse.

The metaverse may be all the rage for companies large and small, but those companies may be severely overestimating its appeal among teens.

The metaverse refers to the convergence of virtual reality (VR) and augmented reality (AR), along with immersive, online 3D worlds. In many ways, it’s the next evolution of current VR tech. Meta (formerly Facebook), Microsoft, Epic, and many others are investing billions to stake their claim on the burgeoning market. Unfortunately for the companies involved, a survey by Piper Sandler of 7,100 United States teens shows they aren’t that excited about the metaverse.

According to the survey, only 26% of US teens own a VR device, a critical component for interacting with the metaverse. Of those, only 5% use their VR device daily, while 17% use it weekly.

Even more telling is the fact that 48% of teens are unsure of their interest in the metaverse, or are completely uninterested. Only 9% of teens are interested in it and plan to purchase equipment, while 18% are moderately interested and may purchase equipment. The remaining 25% are interested in the metaverse, but have no plans to follow through with purchases.

Meta recently made headlines when it announced it would charge content creators a 47.5% commission on the content they create for the metaverse. Meta may be setting itself up for half of not much at all, given the apparent lack of interest from the demographic that is going to make or break its success.

By Matt Milano

Sourced from ANDROID AUTHORITY

By Fran Roberts

The metaverse is in turmoil, and it hasn’t even been built yet. Facebook, now Meta, recently announced plans to lay the foundation for a grand new digital world. These intentions have been met with scepticism, especially in the wake of former Facebook employee-turned-whistle-blower Francis Haugen’s revelations—the latest in a growing list of controversies. Consider the litany of ongoing issues with social media—the highlights include, but certainly are not limited to, questionable user data privacy, slapdash UX design, and a deeply flawed notion that any engagement is good.

Do we really want these platforms designing an even bigger, more complicated house, when the first one seems well on its way to burning to the ground?

The problem with platform-first design

Rightfully so, the end-user experience usually takes centre stage in the discussion of defining the metaverse. But another aspect to consider is the role of brands. What will brands—as creators and communicators—be able to do (and be allowed to do) in the metaverse? What responsibilities will they need to assume to ensure the metaverse is a platform for good?

Historically, a small number of companies—mostly social media, with an assist from broader Big Tech—have crafted the functional language of digital communication, narrowly defining what’s possible in terms of design and often strongly prioritizing their own platforms over UX consistency and best practices. Just think about the persistent buttons over videos on TikTok.

This kind of approach leaves brands at the mercy of platforms in which their stories will always play second fiddle, having to be shoehorned to work around each platform’s idiosyncrasies.

How brands can get the metaverse right

For brands that want to dip their toes into these nascent worlds, creating an experience that enhances the functionality of their product or service is a smart way to go. AR, in particular, is excellent for this. It has the capability to help beauty customers mix custom foundation colors, first-time homebuyers envision their lives in current listings, foodies plan the perfect Instagrammable meal, and any number of things that help users bridge the gap between aspiration and realization. Adidas has deployed AR to let shoppers virtually try on shoes, while Ikea has been integrating it for years to let people visualize furniture in their own homes.

Where AR offers accessibility, extension, and functionality, gaming and VR sit at the other end of the spectrum, delving into the emotional and immersive. Luxury fashion brands have taken first steps in exploring what’s possible. Balenciaga dipped into Fortnite by co-releasing a limited collection and an in-game cosmetic drop. This is an incredible opportunity to make inroads with a young audience that might not have the capital now, but will one day. Meanwhile, Burberry launched its first NFT collection last summer. These brands don’t necessarily expect the end result to be a purchase; the bigger win is the chance to build a brand pathway, develop a relationship, and begin a more engaging, deeper dialogue with audiences.

This is the fledgling beauty of the metaverse. Brands will have the potential to build complete, immersive digital worlds. Gucci can, literally, construct Gucci Land, and then invite consumers inside (or in the case of AR, outside!) to play.

Avoiding the dystopia trap

To really get the metaverse right, though, these spaces can’t just become yet another ad platform. We must, at all costs, avoid the dystopian outcomes that social media has inflicted on its collective self.

That means brands have to think about platform but also strategize past any platform. Designing bespoke AR and VR experiences will increasingly be a powerful way to fully craft every aspect of the user experience with your brand, uncompromised by an overlaid social or ad platform.

It also means staying cognizant of the metaverse “arms race” that will inevitably take place as new platforms emerge—”metagalaxies,” if you will—and compete to dominate. Rather than focusing on engagements, conversions, or other transactional data, it will be crucial to consider a given platform with a longer-term view. Fundamentally, how well does the platform align with your core brand values? How well does it get out of the way, receding into the background of the experience, so you can present your brand narrative? And how open or closed is the platform: Does it embrace open industry standards, or is it a walled garden?

Experientially, brands also have to be open to redefining conventions. They need to design digital experiences that are totally logo-free, demonstrating the kind of confidence in which having your brand essence felt carries more value than your logo being seen.

They also need to recognize the potential (and responsibility) of how communication will evolve in the metaverse. The metaverse’s most potent value comes when users are given agency to generate content, or interact with a brand’s content, in a way that makes the output able to be owned, as an emotional investment or even literally by way of NFT minting. Businesses must be prepared to let their users make the brand their own. By doing this, there’s the chance to build a real relationship that transcends measurement by sales or tracked engagement. This isn’t about dropping a cookie and following their every move online, it’s about planting the seeds of experience, dialogue, and trust that turns users into followers, customers, and hopefully one day, brand evangelists.

But to avoid the dystopian, advertising-riddled echo chamber that social media has devolved into, users—not just platforms—will also need guardrails. That means that before brands launch AR campaigns, they need to have conversations about how they’re actively working to create an inclusive and hate-free space. Being thoughtful about which platforms you work with is part of that conversation.

What’s next for the metaverse?

It’s essential that brands start strategizing for a future in which the metaverse takes centre stage, understanding that there will be some growing pains along the way. For now, hardware is still a roadblock, especially on the AR side. In many ways, this will evolve to act as the experiential onramp to the metaverse. Mobile devices still come up short, and headsets aren’t there yet.

But the tide will soon turn on this problem, and when it does, the game is on. And this is a beacon of hope in better defining what the metaverse looks like. Hardware makers are uniquely positioned to act as stewards of the metaverse, by defining the types of interactions possible, as well as the means through which users will access platforms.

A second chance for digital brand experience

The metaverse’s ascendancy is still likely years away. But brands need to start adding it to their playbook now—even if it’s only as a sidebar at this stage.

Not only will early entrants to the metaverse have an edge on the competition, business-wise, these brands will also have the power to shape the future of brand experience for the better. We may be too late to save social media, but the future is still bright for digital brand experience—as long as we’re willing to light the way from the start.

Feature Image Credit: David Paul Morris/Bloomberg/Getty Images

By Fran Roberts

Fran Roberts is creative director at Trollbäck+Company.

Sourced from Fast Company

There are quite a few people who believe that the latest paradigm shift for the internet is already well underway: the metaverse, they say, is almost here. When companies investing in a space and the media declare a moment, it’s reasonable to take a beat and see whether the reality can live up to the hype. But, if this is the “meta” moment — that is, if it offers something that people really want — it is safe to assume that a lot of companies are wondering what the metaverse really is and whether they should be a part of it. For brands thinking about how to navigate this new frontier, even knowing where to start can be daunting.

The basic idea of the metaverse isn’t complicated. Put simply, the metaverse includes any digital experience on the internet that is persistent, immersive, three-dimensional (3D), and virtual, as in, not happening in the physical world. Metaverse experiences offer us the opportunity to play, work, connect or buy (and just to make things extra fun, the things we buy can be real or virtual). It is also perhaps a misnomer to say “the metaverse” as if it were a monolithic, connected, or even interoperable universe, because it is not. Each entity that creates a virtual world does so with its own access, membership, monetization rights, and formats of creative expression, so the business and technical specifications vary widely. The metaverse refers more to the concept across these individual worlds and experiences and the acknowledgement that we are entering into a more substantive, immersive landscape than ever before.

A handful of businesses are already shaping the landscape, with entertainment and gaming companies leading the way. Major console and PC gaming titles, such as Fortnite, from Epic Games, have normalized playing and socializing with people in virtual settings. Newer gaming platforms, such as Roblox, allow people to create and play across immersive worlds created, and often monetized, by users. Decentraland is an entire 3D virtual world owned by its users, allowing them to create virtual structures — from theme parks to galleries — and then charge users to visit them, all powered by Ethereum blockchain technology. Other companies, such as MetaVRse and Unity, are creating engines to power brand and gaming studios and accelerate development of AR and VR content creation.

The immersive environment of the metaverse isn’t just an opportunity for consumer-facing companies, however. From training future surgeons to rolling out product demos to retail employees, there are plenty of business applications. For example, the leadership of tech company Nvidia believes that investing in metaverse simulations of such things as manufacturing and logistics will reduce waste and accelerate better business solutions. And Microsoft is positioning its cloud services to be the fabric of the metaverse, using its Mesh platform to enable avatars and immersive spaces to thread into the collaboration environments, such as Teams, over time. With post-Covid hybrid or remote working environments, many of these more creative virtual business experiences are likely to become even more relevant to how companies connect to their people and to their customers.

For companies still waiting on the side-lines, it is important for each brand to find its place and balance the risk-reward equation. Doing so requires grasping what is possible, and the companies that are leaning in fast can both offer inspiration and act as test cases. For example, there are plenty of brands taking full advantage of the gaming part of the metaverse with branded experiences that are essentially virtual and immersive sponsorships. While Nike is a highly established brand, it is certainly leading the charge at the assertive end of the metaverse spectrum, filing for patents for virtual goods and the opportunity to build virtual retail environments to sell those goods, as reported by CNBC. More recently, they acquired a company called RTFKT that creates virtual sneakers and collectibles for the metaverse.

The commercial applications of the metaverse are even further heightened by the new behaviours that are surging around buying products and services directly from social experiences, also known as “social commerce.” Social commerce is becoming a larger percentage of U.S. e-commerce over time and is projected to be $36 billion in 2021 alone, following growth patterns like those in China.

In response, the social media landscape is keen to capitalize on the intersection of where people connect and buy not only in a traditional internet context, but also in a 3D, immersive metaverse. Virtual showrooms, fashion shows, and dressing rooms suddenly have the potential to shift from fringe experimentation to mass adoption. And people aren’t just selling physical goods — in fact, Sotheby’s recently announced its own metaverse gallery for curated virtual art, housed in Decentraland. New business models for influencers, virtual goods — including non-fungible tokens (NFTs), which are one-of-a-kind creations traded and secured on a blockchain — and commerce on physical goods purchased in virtual worlds will all emerge in importance as capabilities scale.

Brands should always be in a test-and-learn mode, and the digital landscape in particular requires intellectual curiosity. The metaverse is potentially the next iteration of how humans use the internet to connect, communicate and transact — sitting on the side-lines too long is not likely to be an option.

Here’s what brands can do right now:

Pick your targets.

Think about how much your target audiences/customers are spending time in the metaverse and calibrate your speed of attack appropriately — brands focusing on younger demographics, for example, probably don’t have the luxury of sitting out the metaverse for long. Who are your target demographics, and what behaviors are trending with your current and prospective consumers right now that are indicators of how fast to move into the metaverse?

Watch the competition.

Start talking about moments when peer companies do things in the metaverse — like a showcase at a leadership meeting just to get the conversation going across the executive team. So much of the space can be intimidating, particularly when seemingly indecipherable concepts, such as NFTs or blockchain, are involved. Can you create a champion for these topics to bring approachable, tangible examples to every meeting?

Look for applications.

See whether the metaverse gives you opportunities as a company to not only try new things, but also to accelerate your purpose or long-term goals like sustainability, which is well suited to many applications of the metaverse. Almost every CMO already has made, or will soon make, a public commitment to sustainability-related ESGs, and they will soon be measurable. What can you pilot in the metaverse that allows you to test more sustainable approaches to serving your customers?

Plan your entrance.

Ask your agency team to begin formulating a point of view on how your brand should show up in the metaverse and when it might make sense. Holding companies and independent agencies are both keenly watching mass media behaviours and emerging trends, so it’s a great opportunity to ask them what they are seeing across their client portfolio. What tests could they put in place to enable you to get your brand exposed to the metaverse comfortably?

Keep your balance.

If you are already in it, prepare for the fact that all new spaces present risk and reward; manage accordingly, knowing that it may be super-unpredictable and lacking in standards. The good news is that the recent pandemic made us all way more agile than ever before. To state the epically obvious, there will be experiments that fail. Second Life offered the promise of the metaverse years ago and did not take hold, but the risk for the brands that participated was not significant or long term. So, if this is the right time, it’s important to consider how to be there.

***

Most importantly, people in brand marketing or leadership roles should start thinking about how to unleash their creativity and their storytelling. If the creative palette expands dimensions in the metaverse, we should be excited to create experiences at any point in the customer journey, from acquisition, to engagement, to transaction, to customer support, which have the potential to be both spectacular and stickier than before. And, someday, we will likely want to move from real to virtual worlds seamlessly. That will be the next frontier.

The views expressed are those of the author and do not necessarily represent the views of Ernst & Young LLP or any other member firm of the global EY organization.
Feature Image Credit: Artur Debat/Getty Images
Janet Balis leads EY’s consulting professionals in the Americas focused on the customer agenda and revenue growth, including commercial excellence, customer experience and product innovation and also leads EY’s CMO practice. She has also served as a partner at Betaworks, publisher of The Huffington Post, and EVP Media Sales and Marketing at Martha Stewart Living Omnimedia. Balis is on the global board of the Mobile Marketing Association and the International Television Academy of Arts and Sciences, and she is also an advisor to the Harvard Business School Digital Initiative. You can follow her on Twitter: @digitalstrategy.

Sourced from Harvard Business Review

By Aisling Ní Chúláin

If we’ve learned anything about new means of communication over the last century, it’s that where technology attracts people’s eyes and ears, advertisers won’t be long chasing after them.

It’s been the case with radio, cinema, TV, the Internet and social media, so it seems almost impossible that it won’t be the case in the so-called metaverse – the new fully realised, shared universe that companies like Meta are proposing to build.

In perhaps a sign of things to come, a host of brands have already dipped their toes into gaming metaverses, hosting virtual fashion shows and dropping exclusive collections in game.

Luxury fashion houses like Louis Vuitton, Valentino and Marc Jacobs have all designed digital items for the social simulation game Animal Crossing – and Balenciaga has collaborated with Fortnite on an exclusive drop of wearable skins for in-game characters, to name but a few.

‘Think about it as placement in the product instead of product placement’

But now that Meta, a targeted advertising powerhouse, has staked its claim to the metaverse, some experts are raising the alarm about the specific implications immersive advertising will have for user privacy, safety and consent.

“When you think about advertising in XR, you should think about it as placement in the product instead of product placement,” Brittan Heller, counsel with American law firm Foley Hoag and an expert in privacy and safety in immersive environments, told Euronews Next.

“The way that advertising works in these contexts is a little different because you seek out the experiences. You like the experiences,” she explained.

We’re rapidly moving into a space where your intentions and your thoughts are substantial data sets that have technological importance in a way that they didn’t before.

Brittan Heller
Human Rights Counsel – Foley Hoag LLP

“An ad in virtual reality may look like buying a designer jacket for your digital avatar [but] that’s an ad for a clothing company that you are wearing on your body”.

“It may look like buying a game that puts you into Jurassic Park – [but] what better way to advertise the movie franchise than to actually put you in the experience of being in Jurassic Park?”

What is biometric psychography?

The problem here, according to Heller, is that in the metaverse, the capability for harvesting biometric data and using that sensitive data to target ads tailored to you, goes far beyond the considerable amount of data Facebook already uses to build our consumer profiles.

If the technology that Meta is promising comes to fruition, the possibility exists that a form of targeted advertising which tracks involuntary biological responses could be proliferated.

The risk that I think we’ve learnt from Cambridge Analytica is that privacy risks come into play when you have the combination of unanticipated data sets, especially when you’re looking at emerging technology.

Brittan Heller
Human Rights Counsel – Foley Hoag LLP

For VR headsets to work in this environment, Heller says, they will have to be able to track your pupils and your eyes.

This means advertisements could be tailored according to what attracts or holds your visual attention and how you physically respond to it.

Heller has coined a term for this combination of one’s biometric information with targeted advertising: biometric psychography.

If an entity had access to biometric data such as pupil dilation, skin moistness, EKG or heart rate – bodily indicators that happen involuntarily in response to stimuli – and combined it with existing targeted advertising datasets, it would be “akin to reading your mind,” Heller said.

“The type of information you can get from somebody’s pupil dilation, for example – that can tell you whether or not somebody is telling the truth. It can tell you whether or not somebody is sexually attracted to the person that they’re seeing,” she explained.

“We’re rapidly moving into a space where your intentions and your thoughts are substantial data sets that have technological importance in a way that they didn’t before”.

“The risk that I think we’ve learnt from Cambridge Analytica is that privacy risks come into play when you have the combination of unanticipated data sets, especially when you’re looking at emerging technology”.

Regulating the metaverse

Heller believes that biometric laws in the United States are insufficient in protecting users from use or misuse of this kind of data because “biometrics laws in the States are defined by protecting your identity, not protecting your thoughts or your impulses”.

With the metaverse, the risk remains that the pace of development of the technology will outstrip the ability of institutions to regulate them effectively as has arguably been the case with social media platforms.

In light of the fact that companies hoping to build the metaverse are multinational and operate across borders, Heller believes the most effective way to deal with these issues of user protection is a “human rights based approach”.

“There are many stakeholders in this, there’s civil society, there are public groups, there are governments and then there are intergovernmental organisations as well,” she explained.

“A human rights approach has been the way that we’ve been able to bring all of these players and their concerns together and make sure that everybody is heard”.

But what can companies do to protect people in the metaverse?

If tech organisations are serious about guaranteeing users’ digital rights in immersive environments, it will depend on them being open about the technology they are developing.

“I would want companies to be more transparent with the functionality of their technologies, not just their intentions and their business plans, but how this will work,” Heller said.

“That will help lawmakers ask the questions that they need to protect the public and to cooperate with each other for trans border technology”.

By Aisling Ní Chúláin

Sourced from euronews.next

By Rolf Illenberger

Mark Zuckerburg’s metaverse is one of avatars and virtual experiences—with an interface that looks eerily like if “The Sims” met Google Glass. And he just bet the future of his trillion-dollar company on it.

We’ve seen the eye candy, including the Billie Eilish / Beat Saber commercial that’s inescapable to American TV viewers these days. The rhythm-based VR video game looks cool. Not totally practical, but eye-catching.

What we haven’t seen—more damning to Meta’s brand than its new logo—is a pathway to sustainability and success. How do you generate consumer interest in the metaverse experience? How do you recreate the market share and market dominance that Facebook had during its period of rapid growth? How do you fend off threats, either through acquisition or innovation, like the social media giant did with Instagram and Snapchat? How do you sell the Metaverse to advertisers, fundamental in Facebook’s profitability? And are they even interested in the first place?

When Facebook declared its IPO in 2012, it answered the concern of critics who wanted to understand how the company would eventually make money. It accomplished this by tinkering with the algorithm, parting ways with a linear timeline for nearly a billion users in favour of EdgeRank, which gave big-pocketed advertisers a means to place themselves on the News Feeds of millions with favourable CPM rates. When the company acquired Instagram in 2013, users knew it would ultimately mean the end of that brand’s linear timeline in favour of the same ad-friendly mechanism.

But users are the biggest challenge for Meta’s foray into metaverse dominance. There simply aren’t enough of them to entice advertisers at the moment. Oculus has only sold 1.87 million units of its Quest 2 headset to date and rough data has nearly 17 million VR headsets sold across all brands to date. By comparison, Apple sold 60 million AirPods in 2019 alone and approximately 100 million all-time.

Apple’s mixed reality headset is rumoured to launch at some point in 2022, which will certainly play with the brand’s avid following of phone, wristwatch, earphone and laptop consumers.

In what could be considered a fitness metaverse, or community for those beyond coining buzzwords, Peloton has sold 2.33 million units to date at a price point 4-6 times the Quest 2.

Other aspects of a metaverse are already fairly well established, like online gaming, cryptocurrencies, NFTs, gaming and virtual events—all of which have been further amplified due to the COVID-19 pandemic.

If Facebook/Meta was going to build something on-par with its near-monopoly of the social media space a decade ago, it might not have the cash or infrastructure this late in the game. ByteDance, the parent company of TikTok, has already announced their intention to go toe-to-toe with Facebook from a hardware standpoint by acquiring Pico Interactive. And a recent major advertising campaign suggests that, with China’s financial backing, Facebook might be facing its greatest competitive threat to date.

The brands and advertisers that drive Facebook’s bottom line currently are also aware that they’ll want to own and control more of the metaverse experience, which they weren’t able to do with social media. When Facebook, Twitter and Instagram first appeared, most corporate entities delegated the management of these new platforms to inexperienced employees as Zuckerberg amassed his power. Now, digital heads, agencies and the C-suite will be more aggressive in wanting to build and sustain a metaverse strategy that they can own and isn’t subject to algorithms they might not control. They probably prefer a more disjointed metaverse at the end of the day.

That’s all without mentioning that there is already intense user backlash over Facebook/Meta’s desire to tie every Oculus device to a Facebook account—part of the financial model to profitability, opening up users to targeted advertising. The business-targeted Oculus Quest 2 device will set you back $500 more but won’t force you to part with your data.

While Zuckerberg’s vision to unite the metaverse under a single umbrella will fail, the future of the metaverse won’t. Like 3D printing a decade ago, which futurists the early adopters and most successful use cases will fall in the B2B space. 3D printing has changed our access to PPE (Personal Protective Equipment), car parts, medical and dental devices, hearing aids and even 3D-printed homes are starting to turn up as an affordable housing solution.

The metaverse will do the same—B2B adaptation leading the way as B2C consumers dip their toes in the water on whether or not the technology is for them.

For instance, auto manufacturers need new ways to display cars to interested buyers. It’s becoming more and more common for customers to buy houses based on VR technology. HR departments need ways to recruit the best talent, especially as remote work becomes more commonplace. My company, VRdirect, has offered B2B clients the opportunity to do this with relative ease, using software that allows anyone to become a creative.

Even in a disjointed metaverse, benefits like the environmental impact of reduced business travel become obvious, especially when it comes to our personal carbon footprint. There’s also the added benefit of work-life balance gained by not having to go on that business trip or not having to commute to that big meeting.

But we’re still a social species at heart. One of the things Zuckerberg got right with social media was our desire to weave an in-person experience with our desire to talk about it online. The thought that humans will have the same thirst about a strictly digital metaverse experience remains to be seen.

Feature Image Credit: Remy Gieling via Unsplash

By Rolf Illenberger

Rolf Illenberger is the founder, CEO and managing director of VRdirect, a platform that allows anyone to create and publish VR experiences, with an emphasis on enterprise users.

Sourced from Worth

Sourced from TECH2

The metaverse is a world of endless, interconnected virtual communities where people can meet, work and play, using virtual reality headsets, augmented reality glasses, smartphone apps or other devices.

The term “metaverse” seems to be everywhere. Facebook is hiring thousands of engineers in Europe to work on it, while video-game companies are outlining their long-term visions for what some consider the next big thing online.

The metaverse, which could spring up again when Facebook releases earnings Monday, is the latest buzzword to capture the tech industry’s imagination.

It could be the future, or it could be the latest grandiose vision by Facebook CEO Mark Zuckerberg that doesn’t turn out as expected or isn’t widely adopted for years — if at all.

Plus, many have concerns about a new online world tied to a social media giant that could get access to even more personal data and is accused of failing to stop harmful content.

Here’s what this online world is all about:

What is the metaverse?

Think of it as the internet brought to life, or at least rendered in 3D. Zuckerberg has described it as a “virtual environment” you can go inside of — instead of just looking at on a screen. Essentially, it’s a world of endless, interconnected virtual communities where people can meet, work and play, using virtual reality headsets, augmented reality glasses, smartphone apps or other devices.

It also will incorporate other aspects of online life such as shopping and social media, according to Victoria Petrock, an analyst who follows emerging technologies.

“It’s the next evolution of connectivity where all of those things start to come together in a seamless, doppelganger universe, so you’re living your virtual life the same way you’re living your physical life,” she said.

But keep in mind that “it’s hard to define a label to something that hasn’t been created,” said Tuong Nguyen, an analyst who tracks immersive technologies for research firm Gartner.

Facebook warned it would take 10 to 15 years to develop responsible products for the metaverse, a term coined by writer Neal Stephenson for his 1992 science fiction novel “Snow Crash.”

What will I be able to do in the metaverse?

Things like go to a virtual concert, take a trip online, and buy and try on digital clothing.

The metaverse also could be a game-changer for the work-from-home shift amid the coronavirus pandemic. Instead of seeing co-workers on a video call grid, employees could see them virtually.

Facebook has launched meeting software for companies, called Horizon Workrooms, to use with its Oculus VR headsets, though early reviews have not been great. The headsets cost $300 or more, putting the metaverse’s most cutting-edge experiences out of reach for many.

For those who can afford it, users would be able, through their avatars, to flit between virtual worlds created by different companies.

“A lot of the metaverse experience is going to be around being able to teleport from one experience to another,” Zuckerberg says.

Tech companies still have to figure out how to connect their online platforms to each other. Making it work will require competing technology platforms to agree on a set of standards, so there aren’t “people in the Facebook metaverse and other people in the Microsoft metaverse,” Petrock said.

Is Facebook going all in on the metaverse?

Indeed, Zuckerberg is going big on what he sees as the next generation of the internet because he thinks it’s going to be a big part of the digital economy. He expects people to start seeing Facebook as a metaverse company in coming years rather than a social media company.

A report by tech news site The Verge said Zuckerberg is looking at using Facebook’s annual virtual reality conference this coming week to announce a corporate name change, putting legacy apps like Facebook and Instagram under a metaverse-focused parent company. Facebook hasn’t commented on the report.

Critics wonder if the potential pivot could be an effort to distract from the company’s crises, including antitrust crackdowns, testimony by whistleblowing former employees and concerns about its handling of misinformation.

Former employee Frances Haugen, who accused Facebook’s platforms of harming children and inciting political violence, plans to testify Monday before a United Kingdom parliamentary committee looking to pass online safety legislation.

Is the metaverse just a Facebook project?

No. Zuckerberg has acknowledged that “no one company” will build the metaverse by itself.

Just because Facebook is making a big deal about the metaverse doesn’t mean that it or another tech giant will dominate the space, Nguyen said.

“There are also a lot of start-ups that could be potential competitors,” he said. “There are new technologies and trends and applications that we’ve yet to discover.”

Video game companies also are taking a leading role. Epic Games, the company behind the popular Fortnite video game, has raised $1 billion from investors to help with its long-term plans for building the metaverse. Game platform Roblox is another big player, outlining its vision of the metaverse as a place where “people can come together within millions of 3D experiences to learn, work, play, create and socialize.”

Consumer brands are getting in on it, too. Italian fashion house Gucci collaborated in June with Roblox to sell a collection of digital-only accessories. Coca-Cola and Clinique have sold digital tokens pitched as a stepping stone to the metaverse.

Zuckerberg’s embrace of the metaverse in some ways contradicts a central tenet of its biggest enthusiasts. They envision the metaverse as online culture’s liberation from tech platforms like Facebook that assumed ownership of people’s accounts, photos, posts and playlists and traded off what they gleaned from that data.

“We want to be able to move around the internet with ease, but we also want to be able to move around the internet in a way we’re not tracked and monitored,” said venture capitalist Steve Jang, a managing partner at Kindred Ventures who focuses on cryptocurrency technology.

Will this be another way to get more of my data?

It seems clear that Facebook wants to carry its business model, which is based on using personal data to sell targeted advertising, into the metaverse.

“Ads are going to continue being an important part of the strategy across the social media parts of what we do, and it will probably be a meaningful part of the metaverse, too,” Zuckerberg said in the company’s most recent earnings call.

That raises fresh privacy concerns, Nguyen said, involving “all the issues that we have today, and then some we’ve yet to discover because we’re still figuring out what the metaverse will do.”

Petrock she said she’s concerned about Facebook trying to lead the way into a virtual world that could require even more personal data and offer greater potential for abuse and misinformation when it hasn’t fixed those problems in its current platforms.

“I don’t think they fully thought through all the pitfalls,” she said. “I worry they’re not necessarily thinking through all the privacy implications of the metaverse.”

Feature Image: Mark Zuckerberg has described the metaverse as a “virtual environment” you can go inside of — instead of just looking at on a screen.

Sourced from TECH2