Exploring the prototype of the Metaverse, and constructing the economic business circle of the Metaverse-Part 1

The term "Metaverse", I got the explanation through different online dictionaries:

Explanation from Wikipedia-

Metaverse , or super-sensing space, virtual space, is used to describe a future persistent and decentralized online three-dimensional virtual environment.

The elements that compose Metaverse:

Metaverse includes the physical world and the virtual world, a fully operational economy, and the transferability of avatars and digital assets in different parts of the meta universe. Metaverse will be decentralized, and there will be many companies and individuals operating their own space in Metaverse. Other characteristics of the meta-universe include digital persistence and synchronization, which means that all events in the meta-universe occur in real time and have permanent effects.

Metaverse ecosystem contains user-centric elements, such as avatar identity, content creation, virtual economy, social acceptability, security and privacy, and trust and responsibility.

In Wikipedia, Metaverse more emphasis on decentralized words, which coincides with the original intention of the blockchain.

Explanation from Baidu-

Metaverse is a new type of Internet application and social form that integrates a variety of new technologies. It provides an immersive experience based on extended reality technology, and generates a mirror image of the real world based on digital twin technology. Building an economic system based on blockchain technology closely integrates the virtual world and the real world in the economic system, social system, and identity system, and allows each user to perform content production and world editing.

The elements that compose Metaverse:

The Metaverse given by Roblox contains eight elements: identity, friends, immersion, low latency, diversification, anytime, anywhere, economic system, and civilization. There are many elements, and behind each element, there is a series of explanations.

In the START map of the characteristics and attributes of the meta-universe, Professor Gang Chen and Dr. Haoyu Dong of Peking University combed and systematically defined the five major characteristics and attributes of the Metaverse , namely: Social & Space, Technology Tension, ArtifIcal, Machine & AI, Reality & Reflection, Trade & Transaction.

Metaverse in Baidu emphasizes the concept of social interaction and connection, and also illustrates the development of blockchain technology and Metaverse.

Through the explanation of the two terms, the only one that does not deviate from is-Blockchain Technology

In fact, here, I am not trying to introduce you to the concept of meta-universe. We want to explore more about how meta-universe has evolved in terms of economic development. We sort out the following stages and analyze what economic business districts each stage owns.

  • The first stage: Virtual characters (Virtual identity)

Generally speaking, a virtual person refers to an anthropomorphic image constructed by CG technology and running in the form of code. In general terms, virtual humans, digital humans, and virtual digital humans all refer to anthropomorphic images created through CG technology. They are given distinctive character settings and run on computing devices in the form of codes and data.Strictly speaking, virtual characters emphasize the similarity in appearance with real people; virtual characters emphasize that they exist in the binary digital world. They can be 1:1 virtual characters generated from real people, or they can be completely fictitious. Identity; virtual characters have a stricter definition. Virtual characters have three major characteristics:

  1. the appearance and personality characteristics of the person;

  2. the ability to express through language, facial expressions or body movements;

  3. the ability to recognize the external environment, The ability to communicate and interact with people.

What kind of business district economy can virtual characters produce?

Negative news about real idols is easy to produce, which not only hurts the emotions of fans, but also seriously damages the interests of brokerage companies and cooperative brands. Many fans and companies turn to virtual idols. Virtual idols will not make mistakes and will not easily produce bad negative news. The demand for virtual idols to become the spokesperson of a certain platform or product is increasing, especially in the world of meta-universe, the commercial value of virtual idols will be even greater. For brands, brands need to use younger and Internet-based expressions to convey brand value, and brand-based virtual images are a good carrier.

Negative news about real idols is easy to produce, which not only hurts the emotions of fans, but also seriously damages the interests of brokerage companies and cooperative brands. Many fans and companies turn to virtual idols. Virtual idols will not make mistakes and will not easily produce bad negative news. The demand for virtual idols to become the spokesperson of a certain platform or product is increasing, especially in the world of meta-universe, the commercial value of virtual idols will be even greater. For brands, brands need to use younger and Internet-based expressions to convey brand value, and brand-based virtual images are a good carrier.

In April 2020, the "Asstonomical" virtual concert held by American rapper Travis Scott in Epic's (Fortnite) game, followed the singing to take players to different musics environments such as deep sea, space and other fantasy scenes, only 10 minutes of singing It will attract 12.3 million people to watch the game at the same time, breaking the record of the highest revenue in the history of the game. The installation volume of this night (Fortnite) increased by 6 million, and it attracted USD 44 million.

For example, there are other virtual idols such as reddi, eternity virtual girl group and nanako, etc., which are favored by more businesses and users. In the future, virtual idols will also occupy a very important position in the meta universe. With the 3D virtual planet in the Z era as the background, it can build virtual identities, virtual images, virtual props, virtual social interactions for users, and can unite global social celebrities to create an immersive pan-entertainment virtual life community for users.

The first stage is summarized as attracting users and educating users.

  • The second stage: virtual social

After we have a virtual identity, based on this, each user can establish a new social relationship in the "meta universe". This kind of social interaction is no longer "near" to the physical location and no longer targets "contact". It is no longer an offline social relationship mapping, this kind of higher-dimensional virtual social network calls the "social meta-universe". In the metaverse, recognize others; explore the world; exchange interests and opinions; obtain emotional support and a sense of identity; obtain information from communication with people and obtain quality new relationships.

 The "social metaverse" model is born out of the real world, and parallel to the real world, and has a strong sense of immersion and is always online. People can not only entertain, but also socialize, consume, and so on. These behaviors do not require personal participation, but they can interact with reality to form a social experience that is completely different from traditional social applications (including acquaintance socializing, social media, stranger dating applications, etc.). In XR and other new technologies (virtual reality ( With the blessing of VR), augmented reality (AR), and mixed reality (MR), collectively referred to as "extended reality" (XR), after the gap between the virtual world and the real world is completely bridged, the metaverse will become more popular.

What business circle economy can virtual socialization produce?

Facebook was originally a social media, but now it is renamed "meta", saying that it is committed to transforming from social media into a "meta universe" company within 5 years, but the ultimate essence is still to be "social". For example, Zuckerberg is explaining the company When he changed his name, he used a video to visually show the future of Metaverse: a virtual “home” can be created, familiar people can be invited to socialize, and the device can enter the virtual workspace to work with colleagues, and even create A virtual world...Isn’t this Metaverse social?Nowadays, our online social interaction mainly relies on videos (the most interactive) or cold fonts. And Metaverse can improve people's sense of social experience. In addition to language, we can also observe other people's body language and other details. This allows users to have a higher sense of participation. It can be seen from the dictionary that the Metaverse regards sociality as one of the key features, and social interaction is definitely the most important form of the Metaverse .

Imagine that when you enter the metaverse (virtual business circle), you can gather with friends more immersively, carry out various kinds of work, entertainment, shopping, and study, and the creator's work will become a kind of digital asset with convenient circulation And smoothly. When the creator and the audience can form a cycle of mutual motivation, the original pain points will be easily solved.

For example, the AR show held by a Chinese company brought a "metaverse " shopping experience that blended reality and virtuality to the present customers, and received a strong response. According to statistics, sales increased by 196% year-on-year, passenger flow growth exceeded the opening period, the number of new members increased in a record high, and new members accounted for 74%. AR show not only creates a new shopping experience, but also inspires new value in AR marketing.

Game + social, Metaverse can combine games and social, we can see a stronger future of Metaverse, resulting in a huge market economy. Create a virtual world with your own social scene, upgrade mode, your own world view, your own economic system, create your own avatar in the game, etc., such as games such as sandbox. The game company Metaverse played a crucial role in the rise of the universe.

In 2015, Daniel Miller, professor of anthropology at the University of London, proposed a concept of "scalable sociality" for social media. "Scalable sociality" includes groups of different sizes and varying degrees of privacy, and refers to different dimensions of social interaction.

The second stage is summarized as the combination of social interaction and games, reality enters the virtual world, and virtual and reality form a mutual exchange mechanism. The rapid growth of C-end users.

Source:Gameland

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