Sunday 3 July 2022

The Metaverse and the rise of Homo Virtualis

 

Since Mark Zuckerberg rebranded Facebook as Meta Platforms six months ago, the share has lost over 30% of its value. Maybe shareholders are less sanguine than Zuckerberg about developing the metaverse to attract a new younger audience? Yet many others remain bullish on this space with about 3.1 billion regular gamers in the world today, growing at 5.6% annually.1

The metaverse is a digital world that co-exists with our physical world having similar features and attributes but no physical manifestation. It is a place to live a second life (also the name of a metaverse/game), socialising and transacting through an avatar of our own creation.

Like our own universe, different worlds exist in the metaverse. Each “world” is created, managed, and branded by a different corporate owner. A popular virtual world such as Roblox, has 220 million users, while another, Sandbox, recently sold a plot of virtual real estate for USD $4.3m. Africa too has its first virtual world, Ubuntuland, where MTN purchased 144 plots for an undisclosed sum helping to get the party started. These virtual worlds are leading the convergence of physical and virtual lives with activities such as games, concerts, art exhibitions and fashion shows. 

Adding to the use of the metaverse is the rise of crypto bringing commercial viability and the birth of the NFT2, a new digital asset class. Now the things we can do in the metaverse go beyond chatting and hanging out. We can go to concerts, buy food, and accessorise our curated avatar with items advertised on digital outdoor hoardings. This is the rise of homo virtualis.

The Fortnite platform, recently hosted a concert featuring Travis Scott an American rap artist. The event drew over 12.3 million concurrent guests setting a new metaverse concert attendance record in the process. For those attending, mainly in the 16-20 age group - those born with mobile devices at hand - the virtual experience was visceral. 

Moving back to our consumer roots, imagine the possibility of your favourite real world fashion retailer showing up with a virtual 3D store from where you can buy real merchandise delivered later to your real-world home. This changes everything and companies like Gucci, Calvin Klein and Nike are leading the way.

And then there’s business. Bill Gates sees the metaverse as a benefactor to business efficiency, improving meetings, presentations, conferences and other engagements. Microsoft too has already launched Mesh for Microsoft Teams under the enigmatic banner “Here can be Anywhere”.

With real world commercial investment in a metaverse comes advertising and the search for branded interaction opportunities. Already the world’s leading agencies are strategising how this might be developed and what the ad product might look like in a metaverse. Tom Hostler, head of brand experience at Publicis.Poke says: “They (brands) have to be there in a different way than display advertising around content. They need to be much more participative, collaborative and understand the culture. Whether that will take the form of what we currently think of as an advert is hard to say. I think it will be closer to brand activations and experiences.”3

It is likely that brand communication in the metaverse will lean strongly towards incentivised immersion drawing on a gaming heritage. Recently Chiptole in the USA opened a metaverse store on Roblox, encouraging visitation with a coupon for a free burrito redeemable in a real physical outlet but only after completing an in-game quest.

Notwithstanding a lack of current certainty on the ideal metaverse ad, a new genre of metaverse specific agencies are springing up much like specialist social media agencies a while back. Don’t think only creative, there are already exclusive metaverse media agencies creating the infrastructure to extend virtual brand presence, build avatar brand advocacy and create activations. Global gaming and metaverse adspend will almost treble from $47bn in 2021 to $131bn in 2025 according to Statistica.

Ocean Outdoor, a UK media specialist, made headlines recently selling 3 digital billboards to metaverse ‘landowners’ for over $100 000. Working with Admix, they aim to offer advertisers a seamless presence across physical and digital worlds with consistent real-time communication.

Going further, the question of ad verification and audience measurement is getting early attention in the virtual environment. Companies like Bidstack and Anzu.io that place ads in games and metaverses are already working with Nielsen and Comscore to bring viewability verification tools to the virtual space.

The metaverse is not fully formed yet. The big breakthroughs may lie ahead. Optimists envision strong growth pointing out features and benefits that will forever change humankind. As an example, the simple creation of an avatar is interpreted by some as a process that will positively impact people across the world at a personal inter-relational level. As we design and clothe our avatar we are able to step beyond our physical limitations and explore new personalities, cultures and genders. We may create an avatar very different from our real personas. Through this discovery our virtual interactions can heighten tolerance and understanding of others. Learnings in the metaverse could make us better people on earth.

And then there are naysayers. Elon Musk sees little use for the metaverse, “I don’t see someone strapping a frigging screen to their face all day” he explains, and later “I currently am unable to see a compelling metaverse situation”.4

Even at a subconscious level some are concerned that the metaverse gives a false sense of agency. We have stronger autonomy in the metaverse. But how useful is this?  Our lives in the real world are littered with challenges or disappointments from which we sometimes do not recover. The metaverse masks this, acting as a palliative, and reflecting nirvana. This, some say, could cause withdrawal, addiction, and eventual depression amongst players. But doesn’t this happen in the real world too?

 

1. https://financesonline.com/number-of-gamers-worldwide/

2. Non-Fungible Token

3. The Drum: https://www.thedrum.com/news/2022/01/21/what-s-the-role-ad-agency-the-metaverse

4. The Verge: https://www.theverge.com/2021/12/22/22849717/elon-musk-metaverse-web3-more-marketing-than-reality

 


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