Theme briefing
An introduction to the metaverse
Credit: Bert van Dijk/Getty images.
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What is the metaverse?
GlobalData defines the metaverse as a virtual world where users share experiences and interact in real-time within simulated scenarios. The metaverse could transform how people work, shop, interact, and consume content.
Although the metaverse is in the early stages of development, it has the potential to be the next mega-theme in digital media. With no standard definition yet, the metaverse means different things to different people depending on the nature of their business. This means most companies can make the metaverse be whatever they want it to be.
Companies are currently building metaverses around their core competencies while pursuing new use cases to expand their offerings. For instance, Microsoft’s Mesh is based on its competencies in cloud computing, artificial intelligence (AI), and augmented reality (AR). Similarly, Meta is focusing on AI and virtual reality (VR). In short, the metaverse is a convergence of several tech themes, and companies are adopting those that suit their capabilities and objectives. In addition, companies from non-tech sectors are investing in the metaverse to engage with customers, expand brand awareness, and identify new revenue streams.
Who is driving the metaverse?
Born between 1997 and 2012, Generation Z (GenZ) is the segment of our population that is aged between 10 and 25. This cohort is our next generation of customers and employees. Their characteristics differ from generations that came before them: they are digital natives – they grew up with social media; they trust computers, not humans. This trust deficit is leading them to favour a decentralised internet.
Their voice is loud and clear on social media – they invented cancel culture. They believe in the sharing economy – they rent, rather than buy. They are impatient and like to do their business on the go. They prefer banking-as-a-service and they believe in crypto.
In fact, they believe in all the technologies shown in the chart above that sit behind the metaverse. This generation is driving the creation of the metaverse. Companies are simply going to have to keep up with them.
Why is the metaverse a hot topic?
The recent rise in metaverse investment is driven by progress in underlying technologies such as AI, AR, VR, digital twins, and cloud computing. The Covid-triggered online lifestyle, which will stay in the post-pandemic era, has also been a factor driving the development of the theme.
In addition, companies from sectors like gaming, social media, and apparel are also driving the metaverse’s popularity.
- Gaming: The gaming metaverse involves communities built on highly engaging content. The same factors are driving video games to become more than a $450bn industry by 2030, making it an ideal starting point for the metaverse. Epic Games, Roblox, and Niantic are leading metaverse development on the back of their massively popular games and global user communities. Microsoft is acquiring Activision Blizzard for $68.7bn to obtain the communities and content to create metaverse experiences. Blockchain-based games, like The Sandbox and Axie Infinity, are also fuelling metaverse development.
- Social media: The metaverse will be an extension of social media, adding more immersive user experiences. Social media platforms allow people to interact, transact, and share interests virtually, eliminating location barriers. However, several social media companies are seeing user growth decelerate due to rising awareness of data privacy issues, intrusive adverts, and increased competition. The need to differentiate from their peers leads them to invest in new concepts like the metaverse. The metaverse will combine several familiar aspects of social media, including content sharing, collaboration, ecommerce, and live events with immersive experiences based on VR and AR.
- Apparel: Leading apparel brands, including Nike, Gucci, Balenciaga, Adidas, and Burberry, are legitimising the metaverse in the eyes of the general public. They have set up virtual worlds in platforms like Roblox and The Sandbox to improve brand awareness and consumer engagement. Some are also investing in non-fungible tokens (NFTs), units of data stored on a blockchain to certify ownership of a digital asset like an image, audio or video file, or other collectibles like books, blogs, tweets, or memes. Adidas, for example, has partnered with NFT creators Bored Ape Yacht Club and Pixel Vaults Punks Comic, inked a deal with crypto investor Gmoney, and purchased digital land in The Sandbox. Nike acquired digital sneakers maker RTFKT, and Gucci partnered with 10KTF for personalised NFTs. Indeed, NFTs are a channel to the metaverse for many brands. Below we set out some prominent use cases for NFTs in the metaverse.
Who is developing the metaverse?
Companies of all sizes are striving to dominate the metaverse. Based on infrastructure and operations, metaverse[1]contenders can be classified into two groups:
- Walled gardens: A walled garden is a closed platform where all operations are controlled by one company. In the metaverse, a walled garden contains the technologies, audience, and content. It helps the operator of the walled garden to enjoy complete control over everything that occurs on its metaverse platform and secure exclusive user data. Companies that operate walled gardens include tech giants like Meta, Microsoft, Nvidia, Tencent, and Alibaba.
- Decentralised autonomous organisations (DAOs): This group, which includes blockchain-based platforms like Decentraland and The Sandbox, allows network members to decide how the platform will develop. DAOs are more transparent and collaborative than walled gardens but are immature. DAOs embrace the Web3 concept.
Both walled gardens and DAOs have their own sets of advantages and challenges. Due to their technological prowess and strong control over their ecosystems, walled gardens dominate the market with massive user bases and a broad range of clients and partners. DAOs are relatively young and have yet to match the walled gardens in terms of users, clientele, and business portfolio. On the flip side, walled gardens are increasingly under attack from data privacy and antitrust regulators. DAOs are relatively safe from regulators as blockchain makes their operations more transparent by making the policies and data available to all members. But DAOs could attract scrutiny for potential misconduct of financial and governance policies as the metaverse takes off. This is due to:
- Voting rights disparity: Voting rights in a DAO are typically determined by a member’s share of governance tokens. Those with more tokens could overpower members with fewer tokens.
- Unclear legal status: The legal status of DAOs is unclear in most countries, and they are not required to adhere to laws like anti-money laundering. This makes DAOs prone to criminal conduct, whereby individuals and organisations can launder money in cryptocurrencies without risk of detection or punishment.
What are the different types of metaverse?
Theoretically, the metaverse refers to a single virtual world. However, in the long run, there will likely be multiple metaverses.
We classify the types of metaverse based on three parameters: end-user, platform, and accessibility.
- End-user: Metaverse platforms currently under development are focused either on the consumer market or the enterprise market: Epic Games and Roblox, for instance, concentrate on consumers, while Nvidia intends to dominate the enterprise space; Microsoft and Meta are interested in both markets with specific platforms catering to each user group. More companies will follow Microsoft and Meta as the metaverse matures, use cases emerge, and users sign up.
- Platform: Platforms can be classified as either open or closed based on interoperability with other platforms and governance systems. For instance, traditional games (e.g., Fortnite) are closed as users cannot use avatars from other platforms nor access content generated elsewhere. Alternatively, blockchain-based VR platform Somnium Space lets users port avatars from external sources (e.g., Ready Player Me) and allows users to monetise their creations. User demand for monetisation in the metaverse will likely force closed platforms to allow interoperability eventually.
- Accessibility: Microsoft and Meta focus on high-end AR and VR devices, while Roblox and Cryptovoxels emphasise software accessible via low-end hardware. Accessibility will determine the future immersivity and use cases of metaverses. High-end devices will support more immersive use cases than low-end devices, but the latter will attract users faster than the former due to their existing installed bases, lower cost, and relative ease of use.
GlobalData, the leading provider of industry intelligence, provided the underlying data, research, and analysis used to produce this article.
GlobalData’s Thematic Intelligence uses proprietary data, research, and analysis to provide a forward-looking perspective on the key themes that will shape the future of the world’s largest industries and the organisations within them.