
In preparation for my live audience Breakroom interview with Matthew Ball, I'm blogging his must-read, nine part metaverse primer over last Summer and this month. My take on Part 1 (introduction to the framework) is here, my coverage of Part 2 (hardware) is here, with Part 3 (networking) coverage here, Part 4 coverage (computing) here, Part 5 (virtual platforms) here, Part 6 (open standards) here, Part 7 (payments) here, and Part 8 (content) here.
The final section of Matthew Ball’s Metaverse Primer, “Evolving User + Business Behaviors and the Metaverse” (part 9) covers the growing mainstream acceptance of the Metaverse and Metaverse activity, which he directly pins to the pandemic:
For decades, “gamers” have been making “fake” avatars and spending their free time in digital worlds while carrying out miscellaneous tasks and pursuing non-game-like objectives such as designing a room in Second Life (versus killing a terrorist in Counter-Strike). A huge portion of society, if not the majority of it, considered such efforts to be weird or wasteful or anti-social (if they didn’t look down on it outright)... [Since the pandemic,] millions of the above skeptics have now participated in (and enjoyed) virtual worlds and activities such as Animal Crossing, Fortnite, or Roblox as they sought out things to do, attended events once planned for the real world, or tried to spend time with their kids indoors. Not only has this destigmatized virtual life, and “the Metaverse,” but it might even mean an extra generation will participate in it.
I’d quibble somewhat to say that skeptics haven’t necessarily converted into Metaverse users. (Hence the befuddled “What is this Metaverse thing anyway?” tone of most mainstream media coverage.) What’s more, the usage rates of the leading virtual worlds were massive even before the pandemic. (Fortnite for example already had 350 million registered users in early 2020, before COVID swept the planet.) What the pandemic definitely did do is make mainstream skeptics much more open to the idea that there might be more to all this than mere digital time-wasting.
This mainstream embrace is evidenced in all the major brands and media companies increasingly interested in getting into the Metaverse game, as Matthew notes:
More users and engagement naturally leads to higher revenues for developers, and in turn, more investment and better products. But over the past year, we’ve seen two other significant injections into “Metaverse revenues.” The first is the rapid legitimization and investment into purely virtual assets, most notably via cryptocurrencies and NFTs. The second is investment from major non-gaming brands and talent, from Prada, Ford, and Gucci to Neymar Jr. and Travis Scott. This investment also helps virtual platforms further diversify away from their historical focus on “game-like” objectives like win, shoot, kill, defeat, and score and towards more broadly appealing activities such as create, explore, identify, express, collaborate, and socialize.
To capitalize on this growth in revenue, content, and users, companies like Epic are creating experiences that stretch across multiple games, a Metaverse vision painted most vividly by Ready Player One:
Ultimately, we should view Epic’s tests in cross-title assets and achievement unlocks as similar to its precedent setting efforts in cross-platform gaming and IP mashups. The company seems to believe that by reducing the friction to accessing different games (via free-to-play monetization), making it easier to bring your friends and items across these games, and giving players a reason to try/play these games, players will spend more time gaming, with more people, across more titles, and with greater spend.
Again I have to wonder why the Valve/Steam Metaverse shoe has yet to drop, because it’s best placed to create a seamlessly immersive experience across the many games on its platform. But put a pin in that for now.
To close his Primer -- and my comments on it -- Matthew concludes by writing about the very young “iPad Native”/ “virtual world native” generation who made ROBLOX an unexpected phenomenon, and will in turn define the experience of the Metaverse in coming decades:
3D File to IRL Manufacturing Could be a Killer Applet for the Metaverse
In the search for the Metaverse's killer app, here's a possible one proposed by "Kyz", who once made a good living from creating virtual world content before moving to physical items:
This is roughly right. Second Life-based expositions for car companies like Nissan didn't generate much sustained traffic (let alone actual sales), and apart from some one-offs like this SL campaign for a Harry Potter movie in IMAX, all the many SL-based marketing campaigns for movies didn't lead to increased theatrical ticket sales. I deeply suspect marketing campaigns on new platforms like ROBLOX and Fortnite (such as this ROBLOX campaign for In the Heights, a recent movie that bombed in the box office) have met a similar, low ROI fate.
So if RL marketing isn't a compelling killer app, is there another? Kyz proposes one, based on their own RL work experience:
Continue reading "3D File to IRL Manufacturing Could be a Killer Applet for the Metaverse" »
Posted on Monday, September 20, 2021 at 03:39 PM in Comment of the Week, Making the Metaverse | Permalink | Comments (1)
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