Who is doing what in the metaverse?

The metaverse and Web3 are related but distinct concepts. According to Forbes magazine in an article from Feb 2022, Web3 is a decentralized internet which is built on distributed technologies like blockchain and decentralized autonomous organizations (DAO) rather than centralized on servers owned by individuals or corporations. The metaverse on the other hand, is really, at the moment, a shorthand for virtual worlds, where users can interact with each other and engage with apps and services in a far more immersive way. The term “metaverse” first appeared in Neal Stephenson’s sci-fi novel Snow Crash, where it described a virtual reality world.

Numerous brands are now creating some type of immersive experience in the metaverse (MV) such as Gucci, Ferrari, Adidas, Nike etc as well as fitness brands many in the industry would be familiar with such as Stages, Trib3, Go24, and Gym Aesthetics. Gym Shark was another using the MV for virtual meetings and recently Bill Gates predicted that all remote meetings will be held in the MV.

Below is a sampling of the types of categories of experiences brands are offering in the MV.

Brand/Entity ExampleExperience OfferedUser OutcomesMain value proposition and other examples
RobloxOnline gaming platform and virtual worldUsers can create and engage in games created by others. It is free to play plus there are in game purchase using the Roblox NFT called Robux. It has over 160m users and also acts as a platform for other brands to create experiences such as Nike LandGaming platform   Gdevelop Hiber Flowplay Epic Games Unity Second Life
NikeNike Land – broad range of brand experiences including socialising and using avatarsUsing the Roblox platform, Nike claims some 7m visitors since Nov 2021. Users can move across Roblox platform, interact with avatars, engage in activities, receive NFTs and interact with celebrities and Nike products (sold US$3m of NFT sneakers in 6 mins)Virtual World/Platform   Disney Decentraland Selfridges Hyundai LV Spotify XiRang
GucciGucci Garden – a virtual experience of the brand’s heritageUsers can experience the brands philosophy and buy limited edition virtual goods such as bags, sneakers using Robux (Roblox NFT)Brand Experience   Coca Cola Christies Ferrari Planet Hollywood NBA Vatican
KPMGCollaboration and HR processesUsing virtual spaces (some even digital twins) for meetings, training, and other collaborative needsCollaboration and Training   BMW, Peugeot Havas Group Shell ErsteBank Bosch Japan Airlines
BalenciagaPartnership with gamingPartnered with Epic Games. Created branded in game accessories, store, and adsGaming Tie Up   Wendys Microsoft Tommy Hillfiger Clarks  
Fashion WeekLondon fashion week virtual experienceWith only 50,000 IRL attendance, fashion week had some 250,000 attend in the MVEvents   Crypto Fashion week Fabric of Reality Justin Bieber Snoop Dogg Manchester City
McDonaldsVirtual goodsOffering virtual food and drink as well as downloadable files such as audio, video, and NFTsE comm   Balenciaga Selfridges Warby Parker Amazon Room Decorator  
STEPNMove to Earn (M2E)Offering rewards for physical activity in the form of in game currency. Running on the Solona blockchain, users purchase sneakers on the app that fit with their exercise typeGamefi – M2E, P2E   Dotmoovs Genopets Step Olive X Wirtual
Clearly the MV has moved beyond its often-stereotypical description of a gaming platform (using some kind of VR and/or AR). There are a number of potential avenues for firms to explore ranging from experiences to pure e comm plays (and a host of options in between). A digital Gucci handbag sold for over $4000, more than the real version and over 45 million people saw Travis Scott’s show. Hardware that includes AR and VR will continue to grow with Statista stating that global shipments for these devices will reach over US$75m by 2024. Depending upon which source you look at, there are some 400m unique monthly users, the vast majority (over 80%) are under 18. This is an interesting fact when one considers you often need a digital wallet to engage and legally you need to be over 18 to buy and sell crypto. This number is probably skewed by the dominance of gaming on the MV as we see a continued growth of major brands entering.

According to JP Morgan:

  • Every year US$54b is spent on virtual goods, almost double the amount spent on music
  • 60b messages are sent daily on Roblox
  • $80m was paid to creators on Second Life
  • NFTs have an approx. market cap of $41b
  • 200 strategic partnerships with the Sandbox

Will be interesting to see how this arena develops.

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