Lost in the Metaverse? Here is a routing map

after that Mark ZuckerbergFounder Facebook, Changed his company name to Half last october, metaverse Became famous. But for most people, its meaning remains obscure. To clarify, enter Vincenzo Cosenzablogger, marketing consultant, article writer and former marketing manager for tech companies like Microsoft, Blogmeter And Buzzoole. The expert opened observatory on metaverse, in order to study the evolution of immersive 3D spaces, study best practices for brands and report on the issue. Also, within his blog VincusCosenza was painted Metaverse map.

What is a Metaverse map and how does it work

Created by Vincenzo Cosenza, the Metaverse map categorizes the different digital worlds (or Metaversi) aimed at the consumers they offer: three-dimensional environments, spaces that can be shared by many people at the same time, with social elements and a freedom-based identity, animated avatars capable of interacting with others and with the environment. Platforms dedicated to the business world (such as Verbella And get involved – get involved) and those used to create 3D digital worlds (such as OpenSimulator And Vercadia).

The map classifies digital worlds by two dimensions: Operation technologyThe internal economy of Metaverse (blockchain or not) and technology Access to the Metaverse (browser/application or tools for a file Virtual Reality / VR). For each quarter, the services are sorted by year of release (oldest at the bottom, newest at the top).

Metaverse rating

The first quadrant (top right) includes worlds that can be explored by wearing a viewer (standalone or connected to a computer) that does not use blockchain technology to control the internal economy. This quadrant includes the “old” element I land And Altspace V (born in 2012 and 2013 respectively) and neonates Horizon worlds (2021) and Manova World (2022). The most used app is VR Chat With 4 million users. they follow Rick’s room AltSpace VR (Microsoft) at 1 million, Horizon worlds With 300,000 users.

The second quadrant (top left) includes digital worlds that can be accessed through a browser or by downloading a desktop or mobile app. This is the largest collection that includes, among other things, the Second Life app for children Maine Craft and the game It is an electronic game. 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 users).

The third quadrant (bottom left) collects Metaverses that are created with blockchain technology and can be accessed via a browser or application (desktop or mobile). In these worlds, lands and items that have been coded can be purchased (NFT), using Cryptocurrency Issued by a single service. These NFTs have a market value even outside the internal market for reference metaverses. However, these environments also remain underutilized as well as the barriers to entry associated with knowledge of the cryptocurrency world. The most famous Metaverse of this category is decentralizationit is estimated to have 300,000 monthly users and in it JP Morgan It opened its first virtual branch.

Quadrant 4 (bottom right) includes digital worlds that are developed on the blockchain and can only be accessed through virtual reality devices: Somnium space (2017), News (2018) and my place (2020).

The future of the Metaverse

According to Vincenzo Cosenza, “Currently, it is difficult for the average consumer to tolerate the limitations of his experience, such as the use of viewers or knowledge of the crypto world. So you will focus on More accessible solutions as well as businesses should. Things can change, but not in 3-5 years.” In his opinion, in twenty years, when Monotheism and theinteroperability The systems will pay off, and the digital worlds will be the metaverses continuous, That is, they will work even when we are not there and interacting with them will have repercussions over time. Moreover, it will be possible to freely move between these worlds with your own identity (interoperability). Vincenzo Cosenza concluded: “We are still in the first stage of developing these worlds, butAnd more and more innovative companies are already testing how to connect with consumers in these immersive spaces“.

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