We crave immersive content. There is something about these sorts of experiences that speak to our core pleasures and keep us clamoring for more. With its application, the metaverse promises to supercharge our storytelling in deep and unexpected ways. Creators and artists may drive evolving experiences, whether by immersing you in traditional narratives or pulling you into a more open-ended storytelling experience. There is certainly a fair bit of excitement about what metaverse technology can mean to an industry where imagination is the only limitation. In fact, we’ve already seen the release of the first movie shot in VRChat with Joe Hunting’s documentary We Met in Virtual Reality. Built on a foundation of blockchain and primed to take advantage of cryptocurrencies, the metaverse is changing how films are bought, sold, and developed. Already, independent producers have taken small steps into this world by selling NFTs and crowdfunding their films, but the big studios are following suit, building metaverse strategies to expand opportunities around popular IP. Disney recently hired Apple vet Mark Bozon to oversee the company’s push into the metaverse, a project described as having “interconnected consumer experiences across immersive new storytelling canvases.” Like Disney, many major institutions are establishing metaverse divisions to get in on the ground floor and build fierce brand loyalty.
To aid the user’s adoption and to encourage increased interactivity, metaverse experiences promise to “gamify” the narratives
For a moment, view the metaverse as a new all-encompassing entertainment hub—one that lets you join a virtual concert or watch films and television with (and from) a new perspective. Imagine being one of 10,000 people in the “front row” of an arena show, watching from the comfort of their couch. In the metaverse, you could experience the event in an immersive environment and amongst other fans without leaving the house. This is an exciting proposition for artists who would rather do one show than five, as well as hungry fans all over the world. And in the era of Covid-19, remote involvement carries significantly fewer safety risks (not to mention the benefits to the environment, including a drastic minimization of the carbon footprint). Musician Travis Scott recently made history by selling out the Forum in Los Angeles for the first time since 1990. For that 16,000-seat stint, he earned $1.7 million dollars. In comparison, his mini “meta concert” event in the game Fortnite (where
It’s not hard to imagine the potential upside to sports viewership either. Using volumetric capture technology (read our blog here), these events can be recorded and broadcast in the metaverse space. Like with concerts, fans from every corner of the world will be able to connect, socialize, and watch games in virtual sports arenas. The UFC is already experimenting with this technology, and European sports are entering the fray as well. Italy’s broadcast of A.C. Milan versus Fiorentina at the San Siro stadium was the first of its kind, allowing fans all over the world experience the match from the “Series A room in The Nemesis metaverse.” Imagine sitting on the 50-yard line at every year’s Super Bowl or behind home plate for seven games of an intense World Series. “Every environment will have some form of AR, VR or mixed reality around it,” says Peter Moore, SVP and General Manager of Sports and Live Entertainment for Unity, “What we watch, how we interact, how we purchase things.” Yes, even buying things will change! Every team and athlete can expand their brand’s monetization efforts with the creation of things like in-game jerseys, boots, sneakers, and memorabilia. This practice is already in place in EA Sports’ FIFA series and Take-Two Interactive’s NBA 2K franchise. In fact, notable brands like Nike and Gucci are already creating virtual clothing and items for the metaverse. Change won’t just be felt from the stands; there are many practical ways the metaverse will affect solo and franchise players, from connecting athletes with the best trainers in the world to helping them work from the comfort of their own homes.
Still, these new frontiers beg a few very humanistic questions. Is this a connective process or an isolating one? At what point does a communal experience like a sporting event or musical concert suffer from the remote setup? As humans, we crave interaction and togetherness. Singing along to Bruce Springsteen’s “Born to Run” in your kitchen is not the same as belting it out with 80,000 fans in New Jersey’s MetLife Stadium. Where does one draw the line? And who should (and will) police metaverse spaces? After all, information privacy is already a concern, and this is bound to make it more difficult to maintain. Governments might find themselves obliged to intercede, though democratized DAOs likely have their own vision of structure and regulation. And while we've discussed at length the capabilities and possibilities of the metaverse, it's worth noting certain negatives and potential concerns that are equally (if not more) important. Privacy and identity hacking is a serious risk, as are corporate takeovers where brands set themselves up to police their “decentralized” spaces. There are also questions about a lack of accessibility for those who don’t, for example, play games or own a headset. There are also serious concerns about the negative environmental impact and the need for immense computing power. With so many of our cultural reference points from dystopian fiction, will life inevitably imitate art? Surely, this kind of space needs to be regulated in some fashion, especially considering the things we witnessed happen with platforms like Facebook. Hate speech, false information, bullying … our worst impulses tend to find a home on every platform. And by truly immersing a person in an all-consuming virtual world, the metaverse leaves them vulnerable to bad actors, magnifying and multiplying the possibility of harm exponentially. And in a world that is already glued to its cell phone, how do we deal with the potential addictive component to plugging oneself into a fantasy?
Regardless of how it positions itself in our culture, the fact is that
Time, as with all things, will tell.