Everyone now has their own idea of the metaverse. We talk about it with reference to virtual reality and augmented reality applications as well as games of any kind. All the things that were there before the hype have grown, after Zuckerberg’s announcement in October 2021.
What does not yet exist is the concept of the metaverse as The next evolution of the Interneta network made up not of locations but of static 3D digital worlds (which operate even when we are not there and where interaction with the environment has consequences over time), where one moves freely with one’s identity (interoperability).
If we get there, it will not be 15/20 years ago, when efforts towards standardization and interoperability of systems will succeed (see the work of the Open Metaverse Interoperability Group and on the X3D and MMOX standards).
OK, but what’s the difference between the metaverse and Web3?
by Andrea Daniele Signorelli
In the meantime, it’s a good idea to orient yourself to the current area, made up of different platforms that define themselves as metaverses. So I decided to open an observatory on the Metaverse with the idea of studying the evolution of immersive 3D spaces, gathering best practices for branded experience and creating a culture around these topics.
The first product of the observatory is a metaverses map, understood as digital worlds, aimed at consumers. In the analysis, I only considered those that are actually usable, with the following characteristics:
Share spaces at the same time by multiple people
Social (pure games excluded, without predominant social elements)
With identity based on freely transmitted avatars and the ability to interact with others and with the environment (excluded those where the avatar is confined to one environment)
I haven’t considered platforms specifically dedicated to the business world (eg Engage, Virbela) and those primarily used to create 3D digital worlds (eg Vircadia, OpenSimulator).
Then I categorized a file Define virtual worlds According to two dimensions: access technology (browser/application or virtual reality device) and operating technology for the internal economy of metavirs (blockchain or not). For each quarter, I ordered services by year of release (oldest at bottom, newest at top).
The new internet
What is Web3 and what do we need it for
by Andrea Daniele Signorelli
40 “virtual” worlds arose, and they were inhabited, according to my estimates, about 350 million people. The biggest focus is in the second quarter, among the facts closest to the gaming world. Let’s see the details.
Metaversi virtual reality (not blockchain)
In the first quarter you entered the exploreable worlds wearing a viewer (standalone or connected to a computer) and any other haptic devices. This apps They don’t use blockchain technology to govern the internal economy. We find:
To understand the status of these applications, we have some reference points. We know that Oculus (the market leader) has sold more than 10 million devices.
Desktop/browser-based (non-blockchain) metaversi
In the second quadrant we find the worlds that can be accessed through a browser or by downloading an app for desktop or mobile device.
It’s the largest group because It includes a large variety of solutionseven those that have been around for many years, such as the active realms and second life.
Metaversi and Nft: Here’s the New World
by Amelia Tomasicchio
Inside are also apps designed for young children such as Gaia Online, Woozworld, Avakin Life, Roblox and Minecraft. In addition to this, there are also games that have a social component such as Fortnite.
The most used environments are Roblox (which claims 54.7 million daily active users), Fortnite (estimated 24 million daily users), and Minecraft (estimated 15 million daily).
Metaversi on blockchain and desktop/browser
In the third quadrant are universes created using blockchain technology that can be accessed via a browser or application (desktop or mobile). In these worlds You can buy land and token objects (NFT), Using the cryptocurrency issued by the single service. These NFTs have a market value even outside the internal market for reference metaverses.
These environments are also still under-used for the barriers to entry associated with the familiarity one must have with the world of cryptography. decentralizationIt is estimated to have 300,000 monthly users.
Metaversi on the blockchain in virtual reality
In the fourth quarter we find universes developed on the blockchain and can only be accessed through virtual reality devices.
This is the first attempt to map the existing metaverses, but it can be used as a reference point to understand the direction that the development of these digital worlds will take. In order not to miss upcoming updates, subscribe to my newsletter and follow the Metaverse Observatory page.
Vincenzo Cosenza is a social media expert and author of the Vincos.it . blog