OCT | 2022
w w w. t e c h f a s t l y. c o m
In Conversation with
Sidarttha Bezbora,
Co-Founder & CEO at VOAX.co
INTO THE WORLD OF
METAVERSE GameFi: A New Way For Investors To Earn While Having Fun
Addressing Digital Safety in The World of The Metaverse
Business and Customer Relationships in Metaverse: The Offerings and Beyond
by Bhumika Dutta
by Aftab Alam
by Utsav Mishra
What’s Inside p.4
Metaverse: The Introduction to A Modern Cyberspace by Toulika Das
p.16 How Can Metaverse
Transform The Working Environment? by Rehan Husain
p.32 Business and Customer
Relationships in Metaverse: The Offerings and Beyond by Utsav Mishra
p.40 Metaverse: The Ace Card
For Tech Giants Google, Apple, And Microsoft by Rahul Kumar
p.50 In Conversation with
Sidarttha Bezbora, Co-Founder & CEO at VOAX.co
p.62 Metaverse Stocks: How to
Invest in Metaverse by Baba Nadeem
p.74 Top 10 Fashion Brands
and Their Presence in the Metaverse by Swarnendu Acharjee
p.82 GameFi: A New Way For
Investors To Earn While Having Fun by Bhumika Dutta
p.90 Addressing Digital
Safety in The World of The Metaverse by Aftab Alam
Editor’s note
Dear Readers, The Metaverse, which can be seen as the next new milestone in the current cyberspace, is a virtual-physical integrated area where several users can interact with a single computer-generated world. Large technological investments suggest the existence of a metaverse that might give rise to "infinite offices" and alter the nature of the digital economy. Metaverse involves things like getting to know new people, going to exotic places, selling real estate, getting art, and more. The creation of a blockchain-powered metaverse, according to experts from all over the world, would create an engaging and thrilling virtual environment that has the ability to transform and revolutionize how everyone involved interacts. For brands aiming to provide the best possible customer experience, bringing customer service to the metaverse offers several opportunities. The user is submerged in an incredibly realistic virtual environment in the metaverse where they are able to do nearly all actions found in the real world. It involves things like getting to know new people, going to exotic places, selling real estate, getting art, and more. The creation of a blockchain-powered metaverse, according to experts from all over the world, would create an engaging and thrilling virtual environment that has the ability to transform and revolutionize how everyone involved interacts in the workplace as well. One of the current trendiest developments in the bitcoin market is GameFi. Gaming on blockchain will upend the $175 billion global video game sector. Businesses are already working hard to develop strategies for enforcing personal boundaries in the metaverse. By utilizing identity verification technologies like biometric identification, blockchain, and other techniques, we can already combat cyber criminals and ensure digital safety. The October issue of Techfastly magazine features articles on some of the trending topics in the world of Metaverse. We hope you enjoy reading it.
Srikant Rawat
Chief Operating Officer, Techfastly
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Metaverse The Introduction to A Modern Cyberspace by Toulika Das Every major technological corporation, from Apple and Facebook to Amazon and Google, is currently attempting to take a piece of the metaverse and build their products and services on it.
The metaverse is defined as "an integrated network of three-dimensional virtual worlds." These worlds are accessed using a virtual reality headset, with users navigating the metaverse via eye movements, feedback controls, or voice commands. The headset immerses the user, promoting what is known as presence, which is generated through creating the physical sensation of being physically there.
To see the metaverse in work, consider popular massively multiplayer virtual reality games like Rec Room or Horizon Worlds, in which players utilize avatars to interact with one another and change their surroundings.
The Aspen Movie Map, created by MIT in the 1970s, allowed visitors to experience a computer-generated tour of Aspen, Colorado. This was the first instance of a company employing virtual reality to relocate clients.
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The idea of "binocular vision," in which two images— one for each eye—are combined to generate a single three-dimensional view, was first put forth by scientist Sir Charles Wheatstone in 1838.
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A Glimpse Into Metaverse's History The extensive history of the metaverse informs what all too frequently seems novel. Modern companies, whose business strategies need a focus on the next big thing, predominately own and create the metaverse. This often ignores history, which has significant economic and societal repercussions. The idea of "binocular vision," in which two images—one for each eye—are combined to generate a single three-dimensional view, was first put forth by scientist Sir Charles Wheatstone in 1838. The Aspen Movie Map, created by MIT in the 1970s, allowed visitors to experience a computer-generated tour of Aspen, Colorado. This was the first instance of a company employing virtual reality to relocate clients. This idea led to the invention of stereoscopes, a technology that creates the appearance of depth in a picture. The current generation of VR headsets operates on the same concept. Facebook changed its name to Meta in 2021 to emphasize its dedication to influencing the metaverse's future. Online video games have already established metaverse technology components. The idea of the virtual world serves as the fundamental definition of the metaverse. The telegraph and later the telephone are examples of the earliest virtual worlds, as "Wired Love" shows. MUDs, also known as multi-user dungeons, were created in the latter half of the 20th century. When dial-up internet services first
Image source: wikimedia.org
became available in the 1980s and 1990s, these virtual worlds first arose on local computer networks in the late 1970s. Richard Bartle, co-creator of the original MUD, noted that by 1993, more than 10% of all internet traffic was on MUDs. Avatars and virtual worlds with graphics have existed since the 1985 introduction of Habitat. Many essential components of the modern metaverse were formed with the introduction of broadband in the 2000s. Wagner James Au and other seasoned metaverse observers have frequently underlined how many supposedly "fresh" developments have just recycled old arguments. 7
Decoding The Seven Metaverse Layers An ideal decentralized metaverse's structure, output, and ethical foundation are outlined in the seven-layer concept of the metaverse. It has been marketed, among others, as a road map for a metaverse that will support creators and fairly recompense them by businessman and CEO John Radoff.
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The following are the seven elements that make up the metaverse:
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Currently, the only way to experience even a small portion of the metaverse that people like Radoff have imagined is to sign up for services like Decentraland or Sandbox, enter the virtual open world there, and possibly make purchases or transactions using cryptocurrency. The full-fledged version of the metaverse won't just be a 3D world in your browser; rather, it will be an immersive environment that connects smart gadgets in your home with those at your job and with social events like concerts. XR Central is concentrating on applying game logic and game thinking to issues in the edtech, training, and industrial sectors via their product MetaQube.
This layer describes the channels through which customers may learn about new platforms or experiences, such as app stores, search engines, review sites, or even display advertising. In order to find new technologies, protocols, and communities, this is a crucial step. People actively find new projects, protocols, and experiences at this level, which is sometimes referred to as the push and pull layer. When people are actively hunting for information, inbound discovery occurs. Outbound, on the other hand, describes the practice of sending push notifications to people whether they want them or not.
Experience
Discovery
The Web3 discovery phase and community-driven content for overall metaverse marketing depend heavily on information sharing. The metaverse will also have a significant impact on influencer marketing. Aspects of the discovery layer include things like Steam, Xbox, and Playstation, which make it easy for consumers to see what their peers are up to. The same is true with Spotify, which lets friends see what other people are listening to. 9
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Creator Economy In order to produce digital assets or experiences, developers and designers use a variety of design tools and apps. Numerous platforms are developing simpler creative methods over time, such as dragand-drop tools. Imagine it as a code-free website builder, but for metaverse digital assets. To design and develop tools, apps, or assets in Web1 and early Web2, developers needed to know programming languages. With the advent of Web3, drag-and-drop
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4 application builders are growing in popularity and enabling users to construct nearly anything they want without having any programming experience. It has never been simpler to become a maker, builder, or designer, and it will only get easier as Web3 gets more interwoven into society and Web2 is phased out. This is demonstrated by the numerous metaverse platforms, such as Sandbox, which allow the creation of digital assets exceedingly simple and code-free.
Spatial Computing The Internet of Things (IoT) is the simplest entry point for this challenging idea. You bring the physical appliances in your home into the digital, interconnected world whenever you use your phone or smartwatch to switch on your lights or adjust the thermostat. The line between what is physical and real and what is digital should become less distinct as a result of spatial connectedness and computers. Another illustration is that we can now make digital replicas that are accurate in the size of real-world objects and environments, like machinery. www.techfastly.com
We can now make digital replicas that are accurate in the size of realworld objects and environments, like machinery.
The line between what is physical and real and what is digital should become less distinct as a result of spatial connectedness and computers. 11
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Decentralization The Web3 community and the blockchain community share the belief that everything should remain as decentralized as possible. Therefore, it cannot be controlled by a single body, and decision-making is the responsibility of a vast group of users. Without foundational decentralization elements like the blockchain, smart contracts, open-source code, and what some refer to as self-sovereign digital identity, it is impossible to develop the metaverse.
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Human to Human We are all armed with the potential to conduct complicated computational tasks via our phones and wearables as gadgets get smaller and quicker. Smart glasses, VR, and AR headsets will bind people even more closely to a world where the digital and physical merge. Corporate spaces may also be developed in sizable online gaming environments with a substantial user base. This might be viewed as an early version of metaverse experiences, where businesses offer branded spaces for the public or internal use to interact with clients and staff.
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Infrastructure Infrastructure, the framework that holds the metaverse together, will grow more slowly over the coming ten years. We must promote semiconductor innovation and perform research on scarcity-proof processors in order to sustain processing power for hours in smaller spaces. Only then will people be able to experience extended reality in a lag-free, ultra-fast, and crisp manner. Additionally, we are currently working to make 5G services accessible, and that is proving to be quite challenging. 13
What Is The Metaverse Like At Present? The idea of "the metaverse" has been a potent tool for repackaging outdated technology, exaggerating the advantages of new technology, and grabbing the attention of speculative investors in the months following Facebook's relaunch. However, as everything from 3D TVs to Amazon's delivery drones and Google Glass can attest, money pouring into a sector doesn't necessarily signal a significant paradigm shift is just around the corner. The remains of unsuccessful investments can be found all over the history of technology.
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What Does The Future of Metaverse Look Like?
A metaverse built around augmented reality would interact with our physical world rather than being an entirely separate digital universe. It is this aspect of the metaverse that has the potential to alter how we live. We are working to develop a more decentralized architecture for the following generation of the internet, which will return control to the consumers. Although the metaverse's principles and implementations are still in their infancy, the coming ten years will mark the metaverse's most prosperous period of development. Instead of being a finished structure, the metaverse of today is a vision for the future.
www.techfastly.com
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How Can Metaverse Transform The Working Environment? by Rehan Husain
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Envision a future where you never have to leave your house to go to work, where you can have a conversation with your coworkers on the beach, take notes in a meeting while floating through space, or teleport from your London office to your New York office. Do you feel overwhelmed by today's packed schedule of appointments? Then, to relieve some pressure, why not dispatch your artificial intelligenceenhanced digital double?
www.techfastly.com
These are only a few examples of the kinds of work that "the metaverse," a phrase first used by novelist Neal Stephenson to depict a future world of virtual reality, promises in the nottoo-distant future. While difficult to pin down, the metaverse is commonly understood to be a collection of interconnected 3D simulated environments in which individuals can use "avatars" to engage in social, professional, and creative activities. Imagine a modern internet that exists only in virtual reality.
What is Metaverse? Everything started in October 2021 when Facebook made the startling news that it was changing its name to Meta. The company also shifted its strategic focus to creating the "metaverse," a collection of shared, virtual spaces where people may connect with one another, in addition to adopting a new brand name. The CEO of Facebook (now Meta), Mark Zuckerberg, characterizes the metaverse as an "embodied internet" where "you're in the experience and not simply looking at it" in his Connect2021 keynote speech video; he considers it to be "the successor to the mobile internet."
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Consider video games like Fortnite, Pokémon Go, and SecondLife as current examples of technology that could be deemed a metaverse. In these games, you make a virtual character and interact with other fictional characters made by humans in a virtual setting that interacts with the real world. Another instance of a metaverse interacting with the natural world is if you use Snapchat, Instagram, or TikTok, you've undoubtedly used at least one external filter on one of your photographs or videos. Despite this, many people are enthused about Facebook's declaration of a shift toward creating virtual worlds. Many experts believe that the metaverse has the potential to be a powerful instrument for work as well as for leisure, completely upending how we perform our professions.
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How Metaverse is Created? Tech analysts have tried to define the metaverse more precisely and imagine what it would look like in applications other than video games. The metaverse "has grown to incorporate the VR experiences, AR efforts, and other digital simulations that have become prevalent in the current day,"
writes AI entrepreneur and Forbes contributor Gary Fowler. It is possible to access such a world using digital devices, such as a headset, a pair of glasses, or goggles. Fowler uses an essay by venture capitalist Matthew Ball to cite some definitions of the metaverse that have been put forth to define what the idea entails.
He asserts that three essential features characterize the metaverse:
IT'S A REALM that includes both physical and virtual spaces.
INTEROPERABILITY is present (you can carry characters and objects from one platform to another).
It has a SEPARATE ECONOMY (cryptocurrencybased).
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Obstacles and Requirements The metaverse is still in its infancy in many ways, despite its enormous potential. The tremendous computational infrastructure and power needed for a fully functional operational metaverse, as well as the fact that the current metaverse comprises various virtual worlds that are not united in the same way as the original internet, could seriously impede its future development. The metaverse also brings a tangle of legal and HR compliance challenges, such as potential addiction dangers or undesirable online behaviours like bullying or harassment, about which there has recently been some worry. Even if there are still numerous problems, company executives, lawmakers, and HR directors should start by focusing on the following requirements for productive metaverse collaboration:
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Concerns About The Transferability of Skills
Concerns about the transferability of skills and credentials will exist among employees: "Will experience or credentials obtained in one virtual environment or industry be applicable in another, or in my real-world life?" By agreeing on properly recognized standards for skills obtained in 20
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the metaverse, with appropriate accreditation of training providers, employers, educators, and training institutions can develop more liquid talents. This will help prevent quality dilution and give future employers and workers based in the metaverse the certainty they need.
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The Rush to Remote Work
The rush to remote work during the pandemic is an example of how far behind many firms are in implementing fully digital methods of working, with out-of-date policies, poor equipment, and a significant barrier between consumer and business technology. To avoid making these same mistakes in the metaverse, businesses should adopt consumer technologies that are native to the metaverse, such as avatars, gaming consoles, VR headsets, hand-track controllers with haptics and motion control that translate the user's position in the real world into the virtual world, and other similar tools. This will allow workers to seamlessly transition between traditional office work and online, virtual 3-D models (although some versions use only cameras). But this is just the beginning.
This will allow workers to seamlessly transition between traditional office work and online, virtual 3-D models 21
3 Metaverse Training Companies will be forced to radically rethink how they approach training as a result of the metaverse, with a concentration on highly stimulating, immersive, challenge-based content. Companies should pay special attention to the younger generation when developing their workplace metaverses since many have grown up in a gaming, 3-D, socially-connected environment. The adoption of metaverse-based working across the whole workforce might be considerably aided by reverse intergenerational learning, in which members of the younger generation mentor and instruct their elder counterparts.
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4 Interoperability Millions of programmers, players, and designers have contributed to the open, decentralized growth of the modern metaverse. Enterprises must actively seek to extend and open up the metaverse to harness its power for their workers fully. For example, they should pursue open-source standards and software whenever possible and push for "interoperability" — seamless connections — between various virtual worlds. Enterprises must also guard against attempts to control or dominate the metaverse. Otherwise, the metaverse might swiftly be dominated by big technological businesses, as seen in the social media sector, limiting choice and the opportunity for grassroots innovation.
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Hybrid and Remote Working
The advent of remote and hybrid working has significantly altered assumptions about why, where, and how people work, and the workplace of the 2020s already looks very different from what we could have anticipated only a few years ago. However, this is not where the tale of workplace development ends. Even though it is still in its infancy, the emergent metaverse offers businesses the chance to rebalance hybrid and remote work and reclaim the spontaneity, interaction, and enjoyment of group learning, while keeping the adaptability, productivity, and convenience of working from home.
Though, three things are apparent. First, it will be crucial to consider the adoption pace. Large businesses will need to move quickly to stay up with metaverse technologies and virtual services because most of the necessary infrastructure and technology are already in place. Otherwise, they risk being outmaneuvered by more nimble rivals in the race for talent. According to the second point, the metaverse will only be effective if it is used as a tool for employee engagement and experiences rather than for management and control. Third, metaversebased employment needs to provide the virtual experiences that workers, especially younger workers, have grown accustomed to receiving from technology in their daily lives as consumers and gamers.
Metaverse- A Vague Term However, there is some disagreement over what the phrase implies and whether there is another terminology that would be more appropriate. The phrase "metaverse" is "vague and complex," according to Eric Ravenscraft, a tech writer for WIRED, and it's frequently used to replace other terminology we already have to explain related concepts. The meaning won't change much 90% of the time if you mentally substitute "cyberspace" for the phrase "the metaverse" in a statement, he claims.
we interact with technology as a whole rather than the broad acceptance of a particular technology.
As a result, according to Ravenscraft, the metaverse refers to a shift in how
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The metaverse will only be effective
If it is used as a tool for employee engagement and experiences rather than for management and control.
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The realm of labour and the metaverse What does this entail in terms of work and our jobs, then? Here are some ways the metaverse can alter how work is done today. It might transform the way we educate ourselves. The metaverse appears to be most likely to improve the field of learning and development, particularly workplace-based education. In the past, L&D departments that wanted to provide their workforce with professional certifications or employee training had two options: either they would send their workforce away to an external learning environment, like a college, for a few days each month to take in-person classes, or they would choose distance 26
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learning, where the workforce would remain at their place of employment while taking a course on a computer or laptop. Both use passive learning methods in which an individual reads or listens to the material while seated. However, the metaverse has the potential to drastically change how we approach employee learning and development as a result of the more diverse and rich experiences it may bring. Case studies that have produced legal precedents are not exactly the most riveting
reading material, but imagine you're a worker taking a professional qualification programme on human resources and health safety rules. But suppose you were studying in the metaverse. When you put on your virtual reality glasses. You're sitting in the jury box, and you can see the defendant and prosecutors standing before you, along with the packed gallery full of observers. There is an instant appearance in front of you of a timeline with crucial information about the case and its changes
to actual workplaces. The stench of old wood panelling fills the air as the thump of the gavel echoes off the walls of the courtroom. You are smack dab in the middle of things. As a juror, you get to sit back and observe the proceedings before you and listen to all of the arguments before you reach a verdict. Our capacity to design virtual worlds that blend with the actual world will allow for a new kind of learning that will fully immerse students. This, in turn, could help us to learn much more efficiently. 27
Faster Metaverse-Based Learning The metaverse has the potential to drastically reduce the amount of time required for skill acquisition and training. AI-powered digital coaches may be available to offer career guidance and help with staff training. Every item in the metaverse might be made interactive, with 3D displays and detailed "how to" instructions, such as an instruction manual for machine or product. Worker avatars will be able to learn in highly realistic "gameplay" scenarios, such as "the high-pressure sales presentation," "the demanding client," or "a problematic employee interaction," thanks to the widespread use of virtual reality role-play exercises and simulations. Multiple sectors are already making use of VR to speed up training and education: Manufacturers Bosch and Ford Motor
Company have pioneered a VR-training tool, using the Oculus Quest headset to train technicians on complex machinery; Embodied Labs has used 360-degree video to help medical professionals experience the effects of Alzheimer's Disease and age-related audiovisual impairments, to help with diagnoses. Medivis, a business that specializes in surgical technology, uses Microsoft's HoloLens to help medical students learn anatomy via hands-on practice with digital representations. The UK Skills Partnership and Metaverse Learning, located in the UK, worked together to create nine augmented reality training models for UK front-line nurses. The model used 3D animation and augmented reality to test student's comprehension of the material and teach safe nursing practices.
The metaverse, which has its roots in online gaming, can begin to take advantage of gamified learning tools to make it simpler and quicker to master new skills. According to O'Carroll of PixelMax, "The game turns into the learning exercise. We have used gamified technologies to train lab personnel in the medical field; you will split up into separate groups and go to, say, a virtual PCR testing machine where you will go through stages of learning about how to operate that machine with your training outcome then being recorded. PixelMax is developing games that combine physical training with immersive gamification for the UK's first responder community, including the police, firefighters,
medical staff, and others. These games will allow first responders to repeat training, try new tactics, observe different results, and consider various teamwork strategies.
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According to research, virtual-world training can have significant advantages over traditional instructor- or classroom-based training. As it offers more scope for visually demonstrating concepts and work practices (such as an engineering design), more opportunities for learning by doing, and overall higher engagement through immersion in games and problem-solving through "questbased" methods. Virtual agents, AI-powered bots that can help learners when they get
stuck, give nudges, and set scaled tasks, can also be used in virtual world learning. Autistic individuals are more likely to respond favourably to visual signals than verbal ones; therefore, the visual and interactive aspects of metaverse-based learning are also likely to appeal to them. Using virtual reality technologies to practice public speaking and meeting interactions in secure, realistic environments is one way to deal with social anxiety at work.
The Metaverse Economy's New Roles The internet didn't just introduce new ways of working; it also introduced a completely new digital economy, which included new businesses, jobs, and positions. The immersive 3-D economy will grow over the coming decade, and so will the metaverse. IMVU, an avatar-based social network with over 7 million monthly users, has thousands of creators who produce and sell virtual goods for the metaverse — designer clothing, furniture, make-up, music, stickers, and pets — bringing in about $7 million each month. The "meshers," programmers who construct the basic 3-D templates that others can customize and tailor as virtual items, work side by side with the makers. A successful mesh can be manufactured thousands of times and sold, generating a profit for its creator. Through the Decentraland platform, individuals can purchase, trade, and develop enterprises on virtual land parcels while earning "Mana," a virtual currency.
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Looking further into the future, we are likely to witness the creation of metaversenative businesses, or businesses wholly formed and grown within the virtual, 3-D environment, much as we talk about digitalnative companies now. The metaverse will likely bring about a wide range of new roles that we can only imagine today, such as avatar conversation designers, "holoporting" travel agents to ease mobility across various virtual worlds, metaverse digital wealth management and asset managers, etc.
This is similar to how the internet introduced new roles that barely existed 20 years ago, such as digital marketing managers, social media advisors, and cyber-security professionals.
www.techfastly.com
Metaverse: The Name is Everything Are you familiar with the 1990s? The internet was still relatively new, and nobody knew what to make of it. There wasn't even a term for the idea back then because it was so novel and exotic. Instead, words like "Information Superhighway," "World Wide Web," and "The Net" that now seem archaic and, well, hilariously out of place were frequently employed to characterize this brave new tech world. Jargon was supreme. Those phrases haven't exactly stood the test of time, but they do illustrate the truth that no one can truly foresee the future. Names are important. Because it took so long for individuals to start feeling at ease using the
internet and the technology was still very much in its infancy, the language we used to describe it hadn't settled down until the early 2000s. The metaverse will likely follow a similar course of events.
Nobody knows what it will look like, but it is generally accepted that it is on the horizon and will profoundly change how we conduct business.
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Business and Customer Relationships in Metaverse The Offerings and Beyond by Utsav Mishra The technological world is changing rapidly; every second, we're witnessing new technologies or inventions coming up. Nobody in the world is able to forecast what will happen next accurately. One such extraordinary step, or what we should call a move, was the introduction of the metaverse. Metaverse came with a promise of a virtual parallel world where one can live simultaneously with the real world. A combination of virtual reality and mixed
reality environments, "Metaverse" allows for real-time interactions and experiences using websites or gear among people who are physically separated. So technically, this was an effort to bring the world closer, and it succeeded to some extent. But as metaverse became popular, new possibilities opened up. Metaverse gave businesses the opportunity to serve and interact with their customers in a more immersive and personalized manner.
Small enterprises may be able to access new markets and clients through the metaverse that they would not be able to in the real world. They would be able to design their own online communities and utilize them to advertise their goods and services.
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Businesses must do a few things to get ready for the opportunities that the metaverse will present. They should initially begin considering the best ways to use the metaverse to enhance their client's experience by developing metaverse applications. The good news is that, as is typical with technology, metaverse prospects ought to spread fast throughout the market. Other potential uses for the metaverse include training and customer support, two areas where many businesses currently fall short. 34
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Pandemic and How it Caused The Urgency to Shift to Metaverse The pandemic has created the ideal environment for the metaverse to flourish. It has produced a society where the desire for convenience is at an all-time high, and social anxiety is rising. Because of the months of isolation that COVID-19 has put us into, we as a civilization have grown acclimated to being alone. Speaking from personal experience, some of us have found comfort in solitude and have looked within to discover our introverted selves. By design, the metaverse is supposed to be utilized alone. When you put on a headset to tour the world or hang out at a virtual bar, other people do not need to be present physically.
We are fundamentally social organisms, and that is the one truth that hasn't changed, so to maintain emotional health, people require social interaction. A metaverse is a tool that enables emotional connection and convenience without requiring you to leave your physical environment. Pack your suitcase, get on a plane, and go somewhere where you don't have to wait in security queues to attend your next professional event. A location where your next client meeting could be a leisurely hike through the Alps, or your next pop-up shop brainstorm may happen right in Times Square. Only your imagination can place a limit on your thoughts. www.techfastly.com
What Could Metaverse Offer to Businesses? The metaverse is growing in significance because it provides businesses with a new means of virtual communication and collaboration with customers located anywhere in the world. Additionally, it facilitates a whole virtual economy where users may engage in a variety of activities, like starting a legitimate business. For instance, you could create and make money from a gaming zone where people can hang out and operate a virtual reality apparel shop. Using your skills as a builder, you can even make money by selling a physical structure or digital invention in the metaverse.
Using your skills as a builder, you can even make money by selling a physical structure or digital invention in the metaverse. 35
Let's have a look at what are the things that businesses look for in the metaverse:
Social Awareness of The Business People in the metaverse are connected to one another and build communities that develop together. Additionally, users are given a chance to engage with a business and contribute to its growth. In addition to being able to read each other's body language and comprehend their emotions, customers can converse digitally in a metaverse.
Immersive Interaction With The Business Understanding the usefulness of the metaverse to customer service requires taking into account the fact that we now place a higher value on effective and positive customer experiences than we did in the past when evaluating firms based on things like price or product quality. The goal behind the metaverse is to make interactions between users, or in this case, customers and companies, more immersive and exciting. People use virtual reality headsets; at the moment as a means to interact fully with the metaverse. With new technology comes the hope that users would feel genuinely immersed in their metaverse experiences. In this immersive environment, if a business idea prospers, chances are that it will get more buyers than in the real world.
In this immersive environment, if a business idea prospers, chances are that it will get more buyers than in the real world.
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Experiences In recent years, many businesses have already used augmented reality (AR) and virtual reality (VR) technology to improve their customers' experiences. For example, museums and galleries have organized online art exhibitions and allowed viewers to enjoy the show using a VR headset. Another example would be brands using augmented reality to enable their customers to test how furniture will fit in their living rooms or how they would look in a particular outfit. In the metaverse, these encounters can be improved as it doesn't take much for someone to establish a connection and interactions with others. Future interactions between commercial organizations, and consumers, could be drastically altered by the metaverse.
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Influencer Marketing Brands frequently hire influencers to showcase and promote their goods and services on social media. They will probably use similar tactics in these more immersive and participatory environments as the metaverse gains popularity. Companies like Nike and Gucci already produce digital items that help us customize our avatars in virtual worlds. Getting influencers to talk about your brand in a metaverse is more accessible nowadays and this is something that gives any brand a much-needed push. And as you get that inspiration and customers get attracted towards the brand or business, it will just be another case of a successful business in the metaverse.
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Conclusion Metaverse had made things much easier for business owners, some things might seem a bit unusual at times but once it all starts going well, the chances of failure become less. This is the reason why business leaders may want to take note of the new, intriguing, and highly promising idea. Its immersive nature makes it even more compatible for businesses, especially the smaller ones requiring relatively less input. However, given that the metaverse is still in its very early stages of development, there are also reasons for caution. As a result, it's crucial to comprehend the metaverse and take actionable steps to fulfill your company's needs using the metaverse.
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Metaverse
The Ace Card For Tech Giants Google, Apple, And Microsoft by Rahul Kumar
Meta (META.O), Microsoft (MSFT.O), Google, Apple, and other tech giants have started racing to build the emerging metaverse concept. In late 2022, these tech giants will have nascent digital worlds that can compete with each other, and for this, they have formed a group to foster the development of industry standards. 40
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From this list, Microsoft, Google, Meta, and Apple are in a heated race targeting large consumer adoption by making VR/AR headsets available at an affordable price. Technically, Facebook entered the race a bit early by launching a commercial with comical-looking virtual reality characters and changing to Meta. www.techfastly.com
Although, the primary battle is not about building new characters but making everyone participate and enjoy the metaverse without using the glasses and other gears. However, there are many other facts as well that will affect the battle too. Let's dive deeper and uncover everything you should know about the metaverse and its race.
The Metaverse Since Its Inception It all started in 1838 when famous scientist Sir Charles Wheatstone introduced the concept of "binocular vision." This binocular vision combines two images for each eye to create a single 3D image. From there, the concept inspired the invention of the stereoscope, a device that gives the illusion of depth to an image. The same idea with some minor modifications is now applied to modern VR headsets bringing the virtual experience. The "Metaverse" refers to a fully immersive internet where we stand as avatars and cuttingedge digital technologies to access and experience augmented and virtual reality or simply allow us to interact with virtual worlds. Metaverse expanded dramatically since the introduction of binocular vision as the main idea behind this invention.
Metaverse expanded dramatically since the introduction of binocular vision as the main idea behind this invention.
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From a macro perspective, there is a total of three phases in which the evolution of the metaverse typically consists; these are:
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Digital Twins
Digital twins is the first and current phase of the metaverse. It involves the invention of a mirror world of large-scale, accurate digital twins of objects and people in virtual environments to create a digital reproduction of the actual world with a realistic view. The physical counterparts play a crucial role in enhancing the reality properties like emotion and user movement.
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Digital Natives
Digital natives play a crucial role in developing native content, and representing the digital natives is done by avatars that can produce insights and inventions inside virtual spaces. Technically, digital natives can only exist in virtual spaces. In simple terms, the massively produced digital content will be on par with its physical counterparts in this digital phase. However, the digital world can change and advance the physical world's production process as per their requirement, enhancing the interactions between these two worlds. 42
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Surreality
The last phase, where the metaverse matures and develops into a self-sufficient virtual reality with durability that can absorb reality into itself, is referred to as surreality. This phase is responsible for developing the virtual world even more than the real world by mutual symbiosis and seamlessly integrating the physical and virtual worlds. Furthermore, we can see more lives and scenes in virtual realms that do not even exist in reality. This phase defines the future of the metaverse.
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Metaverse Today Many believe that Meta is owned by Mark Zuckerberg; however, this isn't true. The metaverse is not restricted to a particular company; it is just like the internet. Audacious entrepreneurs have begun constructing and purchasing real estate in the metaverse. Andrew Kiguel, the CEO of a Canadian company, spent nearly $2.5 million on the virtual estate in Decentraland, a threedimensional-global outlet. All the transactions 44
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done by Decentraland are administered with an Ethereum blockchain token. The co-founder and COO of the Sandbox company, Sebastien Borget, says metaverse is a virtual realm where partakers can play, construct, acquire, and monetize their digital experience. He believes that the Ethereumbased metaverse is a digital nation. The tech giants provide devices and other equipment www.techfastly.com
for the entire metaverse understanding. Meta's Quest 2 is amongst the vastly available and affordable virtual reality devices presently accessible at approximately $300-$400. The cordless equipment is somewhat simple to use. Among many other reasons, one might encompass all of the skilled game development experts that may be attained
in the agreement, enabling Microsoft's undertakings in existing as a performer in virtual reality. The US-based company Apple started looking for paths to enter the competition. The company started boosting its augmented reality/virtual reality strategies in the last few years, whereas an AR-based development could be released in 2022. 45
Envisioning A Multi Trillion-Dollar Economy Web3 has multiple definitions, but it's generally seen as a path to a third generation of the internet. Also, Web3 is that environment where the metaverse, championed by Facebook owner Meta Platforms (FB), will take root. Well, this is one major reason why Facebook changed its name to Meta Platforms in October, as the company wants to set a definition of the metaverse. According to analysts and experts, very soon, we will make huge investments in Web3 and the metaverse, more than tens of billions of dollars. Also, they believe that the metaverse could become a multi trillion-dollar economy in ten years. 46
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However, not everyone sees the metaverse in the same manner; some see that the next big thing might become the next big flop, which means taking millions out of the pockets of unaware consumers. Allan Cook oversaw virtual and augmented reality consulting at Deloitte and says that every ten to fifteen years, we have a shift in how technology is used, which is necessary. He added, "We are going through another one now, and we're just beginning to scratch the surface".
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Future of Metaverse The current generation of the internet and the leading tech giants will play the most crucial role in the metaverse future because Web 2.0 was overly controlled by big tech companies such as Amazon (AMZN), Apple (AAPL), Google owner Alphabet (GOOGL), and Twitter (TWTR). The tech giant, Google's augmented reality devices, internally titled Project Iris, are anticipated to be launched in 2024. Its equipment employs outside confronting cameras to incorporate computer graphics and a video feed of the actual world. It establishes a more mesmerizing, varied reality experience than augmented reality glasses. The hardware is backed by a personalized Google processor, as if it's the freshest Google Pixel android phone. However, new employment listings imply that an extraordinary operating system is in the working stage. Google Glass, the previous incursion into augmented reality, didn't attain extensive customer attention or adoption. The Verge says that the working on the new program commenced gaining acceleration recently. Until now, there is no apparent interpreted go-to-market technique. As per The Verge, the tech giant Google maintains the project's confidential, compelling, unique keycard entry and non-disclosure pacts. Facebook confirmed that the company might employ approximately 10,000 employees throughout the globe to create Meta and other similar products.
The tech giant, Google's augmented reality devices, internally titled Project Iris, are anticipated to be launched in 2024. 47
Investment So Far Google According to CEO Sundar Puchai, Google is now mapping ways to implement their current services into the virtual world. Also, the company has already invested around $39.5 million into metaverse projects.
Meta No clue required to show the trust Zukerberg has with the metaverse. Meta invested more than $50 million in virtual reality projects and is also ready to wait till 15 years for a massive ROI. According to some reports, after acquiring Oculus, Meta ramped up on their Metaverse plans and invested around $10 billion in acquiring VR technology and now planning to invest in AR technology to build out their virtual world capabilities.
Microsoft Tech giant, Microsoft, hasn't clued anything officially regarding their total investment in metaverse, but the company made one of the biggest investments into the metaversethe historical acquisition deal of Activision Blizzard. Microsoft spent a total of $68.7 billion to acquire the Activision Blizzard game studio.
Apple It looks like Apple don't want to reveal any of their deals with metaverse projects or how much they have spent to implement the VR and AR models. Some reports say Apple is planning to invest hugely in metaverse to add some new specifications to their upcoming smartphone series. Although, there's nothing official from the company's end.
Other Tech Companies Benefiting from Web3 According to analyst experts, some leading companies think they will benefit from the transition to the Web3 metaverse. They include Meta, Google, Snap (SNAP), Apple, Qualcomm (QCOM), Unity Software (U), and Roblox (RBLX). Moreover, Nvidia (NVDA) is also growing its reach and planning to make a very strong push into the field by targeting the most underrated tech field- business applications. The most highlighted area targeted by big names like Meta and Robox is video games, entertainment, and casual meetups for the metaverse. This is why Microsoft (MSFT) pitched its $69 billion acquisition of the game company.
The rush to invest in metaverse projects by tech giants gives virtual world a real face. It started with a quick scope and now worth billion of dollars, and still counting.
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In Conversation with
SIDARTTHA B EZBOR A Co-Founder & CEO at VOAX.co
Sidarttha Bezbora is a technologysavvy, enterprising, award-winning growth digital product & business leader (CSPO) with 20+ years' wealth of experience in building & delivering innovative design/UX-led D2C & B2B digital products & growth partnerships across mobile entertainment, mobile gaming, esports, fintech, blockchain, NFTs, digital banking, digital payments, e-commerce marketplaces, and conversational AI/NLP/ML. He is a self-starter & growth hacker who has successfully built & scaled products to 100+ million users for organizations to facilitate strategic growth and innovations. Currently, he serves as the CEO of Voax.co. VOAX is a curated, storified, vernacular multi-sports & esports NFT & Metaverse platform for players, clubs, leagues, federations, sports brands, fans & NFT investors, where original, licensed metaverse ready digital collectables & moments can be purchased, sold and traded securely on the blockchain.
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Tell us more about your start-up – Metavoax. VOAX is a sports NFT platform for fans and collectors. Can you explain this platform and what it does in detail to our audience?
Sports Accelerator, Web3 GVA batch of 2022. We have already closed our pre-seed round and looking to finalize the seed round in the coming months. We are always looking for likeminded investors to be a part of our journey.
Metavoax Tech Inc is a US -Delaware HQ entity, launched by Indian Founders Sidarttha Bezbora (CEO), Gaurav Raj Thakur (President) & Saurav Dwivedi (CTO) with our development centre in Bengaluru, India. Metavoax, a sports tech /Web3 start-up, is currently part of Hype
Metavoax provides innovative digital products & tech solutions to the sports & esports ecosystem around the globe, focusing on fan engagement, gamification, commerce, NFT, Metaverse, and XR.
Providing innovative digital products & tech solutions to the sports & esports ecosystem around the globe 51
VOAX is our flagship product. It's a metaverseready, utility-driven, officially licensed, digital collectables platform, driving fan engagement, monetization & growth for esports & sports brands. It allows clubs, leagues, federations, OTT players, broadcasters, sports brands & players to securely purchase, sell, and trade original, licensed metaverse-ready digital collectables & moments. The platform is built on a polygon chain with the ability to drive local fiat payments. For sports brand owners, NFT content enables ownership, prevents revenue leakage, content piracy, drives fan engagement, and lifelong revenues directly from fans. With both Metavoax and Voax, we are helping the sports & esports ecosystem players onboard the Web3 & Metaverse bandwagon by providing apt solutions and tools to drive and grow their fan engagements.
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Can you share your thoughts on how NFTs can be used to boost fan engagement in the sports industry?
Since the launch of CryptoKitties in 2017, NFTs have become much more well-known, and over $800 billion is predicted to be traded in the industry in the next two years. NBA Top-shot rose to fame with the sale of NBA moments in 2021 for almost $900 million in the NFT marketplace. This boosted the digital collectibles market, and sports brands seriously started thinking about fan engagement. Many fan engagement use cases are being tried with NFTs today. Engagement can take the form of watching or going to live games, purchasing goods, or signing events. Sports teams and leagues have the potential to increase revenue since fans are always excited to feel closer to their favourite teams and players.
Sports leagues, in particular, have realized the importance of fan interaction and have developed platforms where fans can purchase, possess, and exchange digital mementos. The National Basketball League's NBA Top Shots NFT marketplace, where fans can buy, sell, and trade basketball video clips, is one well-known example. Each of the NBA Top Shot moments—video clips posted on the platform—displays a different moment from a basketball game.
fan engagement networks. The inclusion of contemporary ways for fans to interact with their favourite teams and players, as well as the creation of new revenue streams for sports leagues, make NFTs a perfect approach to draw in younger, more tech-savvy people. There is an excellent opportunity for businesses in the sports industry to promote blockchain-based assets to their customers because 76% of die-hard sports fans globally are interested in knowing more about NFTs.
The Web3 area is being expanded by realworld industries like collectibles, thanks to
By putting offline activities online, NFTs can potentially transform the sports industry. Fans used to trade printed-out images of their favourite players, cards, footballs, and t-shirts that their favourite players had signed. Younger fans will discover new ways to interact with their favourite clubs and players using blockchain technology as the world becomes more digital.
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VOAX has partnered with many sports brands to launch their NFTs. Can you share your experience on what exactly you did do with some of these brands?
Image: NFT collectibales (voax.co)
We started last year by onboarding a master content provider from Spain, who provided us with some Soccer, F1, MMA, and Tennis videos with limited rights to create and launch NFTs. But the challenge with these NFTs was that the brands could not directly promote them as they were from secondary rights holders. Another major challenge in accessing bigger brands was that they were asking for upfront minimum guarantees, which was not making business sense as a start-up. With our past experience in the mobile content industry, we were able to navigate and directly negotiate 53
with some major sports brands and onboard them. Some of the major sports IPs we have partnered with for launching NFTs are:
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Grand Prix Badminton League, India (First Blockchain-based League): This was a more solutioning opportunity where we enabled our platform on the league's side and minted their NFTs in INR. They sold mementos, trophies, player cards, and moments.
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Nacional Lucha Libre, Mexico's Leading Wrestling League: As their Metaverse partner, we are launching their NFTs on our platform across metaverse-ready, utility-driven 3D cards and moments. We are also helping them to strategize their unique content as NFTs and for the Metaverse.
a free-to-play multiplayer online battle arena game released for Nintendo Switch and mobile devices.
Reportedly, the game has been downloaded more than 70 million times across all platforms globally as of April 2022 and continues to grow.
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AAYO PokeCon, is attracting a lot of attention as it is expected to be India's largest esports festival because of the sheer footfall that is expected and the theme where the company is presenting esports as an experience. The finale (online) date is 15th – 16th October 2022, while the finale (Event-LAN) date is 21st -23rd October 2022. The tickets for the same are going live from 27th September 2022. The digital collectibles like NFT tickets, moments, wearables and 3D cards are being powered by VOAX.
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Kedar Jadhav, India's National Level Cricketer: We are launching a series of NFTs for his 1.5 million fans across social media. We have created a set of 5 unique categories of immersive collectible cards with utilities that his fans can own and trade. Crowd Control Esports (Major Esports League): 'A AYO PokeCon', India's first LAN Pokemon Unite Tournament, is the first of its kind 3rd party LAN event for Pokemon Unite across the globe. Pokemon Unite was launched last year in September 2021. Since its debut, apart from PokeCon, the only other LAN of this scale is the Pokemon Unite World's, where India was also a participant. It's also unique because it's a one-of-a-kind esports festival, where the focus is not just on competition but also on celebration and creation. Pokemon Unite is 54
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More than 8,000 different kinds of sports are being played across the world today. VOAX has already launched NFT collectibles related to cricket, badminton, wrestling, and basketball. What other sports are you planning to launch?
When we started VOAX, we saw Basketball, Football and a couple of sports already picking up in terms of NFTs. We realized there are multiple sports, approximately 8000 various sports are listed on Wikipedia, and every sport has a fan base. We are targeting more than 15 www.techfastly.com
sports by next year. It all depends on how soon we can get the NFT rights for these sports and in which geographies.
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I am sure the cricket fans in our audience would love to know more about the Kedarverse Genesis Digital Collection and how they can collect such NFTs.
We at VOAX announced a collection of 777 cricket-based NFTs in collaboration with Kedar Jadhav, a renowned name in the Indian cricket & IPL fraternity. The upcoming NFT collection will offer a slew of utilities to its holders, including a one-on-one video call with the renowned cricketer, a discount on Punit Balan – Kedar Jadhav Cricket Academy, discounted whitelist spots for the next series of metaverse wearables, and much more.
The genesis collection will be launched in 5 tiers starting with the entry-level Silver, Gold, Diamond, Red Diamond and the top tier of Tanzanite. The early holders will have several additional benefits. Fans can visit our website VOAX.co to own these NFTs starting October.
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Many of us are well aware of the concept of digital collectables. However, are there any other ways NFTs in the sports industry could create value for collectors and fans?
The NFT market is still in its infancy, and new use cases are being explored for fan engagement. Although the exact function that NFTs will play in the future is unknown, the fact that they are becoming more valuable than just digital collectibles suggests that they will be prominent and with the Metaverse
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around, the use cases will grow immensely in the sports industry. Let's understand what NFTs can do: • NFTs give users complete control over their assets and evidence of their ownership. • NFTs are exclusive cryptographic tokens only available on blockchains and cannot be copied. • NFTs can represent real-world objects like artwork and real estate. These physical assets can be "tokenized," which improves trading efficiency while lowering the risk of fraud. • NFTs can be used to represent a variety of things, including people's identities and property rights. • NFTs have drawn the attention of collectors as their value, which first rose but has now calmed. We are looking at many other use cases from raising funding for our start-up, including NFT ticketing, NFTs as a club pass to play to earn games, real estate ownership, sponsoring sports events, and more. With the growth and adoption of the Metaverse, sports NFTs will see significant use cases. Data continuity is usually one of the Metaverse's most crucial characteristics. Sports fans can move between virtual worlds without difficulty, bringing their digital belongings with them in the same manner that individuals move their actual belongings to a new city. Virtual things in the Metaverse can be individually identified,
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bought, and traded on NFT marketplaces.
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Do you think NFT ticketing could be the future of the sports industry?
Yes, definitely. Tickets that can be verified via blockchain technology can reduce fraud and benefit fans. Now, major sporting events are thinking about adopting them. The traditional ticketing system has its share of problems, including scalping, fake tickets, and illegal reselling.
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This should not come as a surprise coming from a sector that has hardly evolved beyond digital barcodes over the past ten years.
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NFT ticketing brings a whole new experience to the sports fans; some of them are: • To encourage customers to collect them, brands can design these NFT tickets that resemble works of art and tell the tale of an event. • NFT tickets can validate the owner and show the validity of each ticket. • When a ticket holder resells an NFT ticket, they receive a portion of the proceeds. • They have access to information that could improve future events. • They can send out tickets by SMS, email, and WhatsApp • NFT tickets can be traded in the secondary market. • The historical value of the NFT tickets can be mindboggling. • These tickets also work as a VIP pass; the holder of an NFT ticket may get access to utilities like future events, benefits, discounts, meet and greet their favourite player or team and many more use cases.
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According to the reports released by Deloitte, sports NFTs are expected to generate over $2 billion in transactions in 2022. What do you think would be the future of sports NFTs?
NFTs have the potential to significantly change the sports fan experience, opening up new revenue and engagement opportunities for sports and entertainment companies in the near future. A non-fungible token (NFT) is a unique, noninterchangeable digital asset stored on a blockchain. By limiting the number of owners of an asset to just one, NFTs enable content producers to introduce a new kind of scarcity into the digital space. NFTs are anticipated to support value exchange in Web3, a more decentralized version of the internet now under construction that includes interoperable platforms, along with many other types of digital content ownership. A metaverse or a collection of metaverses, which are virtual landscapes that allow users to switch between various experiences 59
Digital collectibles will be an essential part of the overall NFT ecosystem as more and more content will move into the blockchain. One great example is social platforms like Instagram, Facebook, Twitter, TikTok, and YouTube are already starting to test the adoption of NFTs for their creator economy. With this, they are enabling content on chain and promoting ownership and trading, which will generate revenues for content owners across all genres, including sports.
world of NFTs and the Metaverse but are also cautious about jumping. Developing critical utilities and gamification will have a significant role, and marketing teams will need to create massive value for the fan to own NFTs. The NFT flipping economy will move towards a utility-driven economy with real value and experiences.
We have all seen how the NFT market crashed along with cryptos, and NFTs without utilities will have no place. Hence gamification and utilities around each NFT will be critical in the sports world for engagement and growth. Sports brands are raring to jump into this new
The NFT ticket in the future will be used more as a single pass, something like an amazon prime service.
NFT ticketing is a significant area which will see massive adoption.
Whoever holds that for long will continue to get benefitted from utilities and benefits in the future. Think of it like insurance; the holder will get lifelong benefits and access to rare premium opportunities like events, merch, digital collectibles, meet and greet with players, one on one zoom call with their favourite player even revenue share of some collectibles. With Meta, Microsoft and other big players entering the Metaverse world, an Open Metaverse with a lot of immersive content and NFTs will play an essential role for the sports brands. Today the young fans are already moving away from the sport, and to engage them; sports brands have to adopt this whole new world of Metaverse sooner or later.
Also, every piece of digital content produced before, during, and after the game will be displayed as an NFT in some form inside the Metaverse. The content creator economy is already booming, and content created by fans to players as NFTs will boom. Another important area is commerce inside the Metaverse for these sports brands, from avatars to digital and physical items that can be bought and sold. Quite excited to see this space evolve and grow into a massive new ecosystem for generations to come.
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Metaverse Stocks How to Invest in Metaverse by Baba Nadeem Metaverse is one of the most recent technological developments to rock the cryptocurrency industry. Some investors might have heard of it but have no idea what it is, while others might fully understand it but simply have no idea how to actually engage. 62
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It might offer enormous earning possibilities for areas in underdeveloped nations lacking a developed stock market Regardless of where your interest in the metaverse is at, here are some ways for you to either jump in or, at the very least, dip a tentative toe in the water. You don't want to miss out on the metaverse, which Emergen Research predicts will grow into an $800 billion industry by 2028.
What is the Metaverse? The concept is a virtual world where people can work, play games, shop, socialize, go to events or concerts with friends, or do
anything else that can be done in real world, but in this case, you do it as an avatar from the comfort of your own home. This concept is still in its early stages of development. Instead of communicating via a screen in 2D, as with Zoom calls, where we are unable to read body language, we could converse faceto-face or avatar-to-avatar in 3D. Despite being in different locations, it allows more intimate connections between individuals.
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How Can I Make A Metaverse Investment? Investments should be viewed as speculative because the metaverse is currently in its early phases. However, a few distinct high-risk and moderate-risk investments are available for those who wish to jump on board early. There are no restrictions on investing in the metaverse, unlike in the current world, and anyone can buy cryptocurrencies or metaverse non-fungible tokens (NFTs). It might offer enormous earning possibilities for areas in underdeveloped nations lacking a developed stock market. There are six typical ways to invest in the metaverse:
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Invest in
METAVERSE CRYPTOCURRENCIES
3
2 Invest in
METAVERSE STOCKS
Invest in a
METAVERSE ETF (EXCHANGE-TRADED FUND)
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4
Invest directly in the
METAVERSE THROUGH NFTs
5 Buy
METAVERSE LAND
6
Purchase or Rent
METAVERSE BUILDINGS
Anyone can invest in the metaverse, and you can pick the best option based on your risk appetite and desired investment amount. As there is no minimum spend, you might, for example, invest in native cryptocurrencies or purchase metaverse stocks.
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Technology companies or industries related to the metaverse are a great way to start making money quickly. Investing options range from simple to more involved procedures. We'll outline the top six ways to invest in the metaverse below:
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Invest in
METAVERSE CRYPTOCURRENCIES
Purchasing metaverse cryptocurrency is another option to make money because the majority of metaverse businesses either have their own digital currency or use one that already exists. Cryptocurrencies were created partly to facilitate the world's transition to a virtual one. Fiat currencies are unable to provide borderless interaction and transactions, but using digital currency can.
New centralized and decentralized solutions will appear over time, together with their respective cryptocurrencies, and, depending on how well they do, may eventually disclose more investment opportunities. People investing in the metaverse need to keep an open mind and look into new possibilities.
For example, Decentraland is a virtual 3D platform that runs in the browser and features games like Genesis City. It has hosted virtual events for well-known companies like Adidas, and D&G. Users can buy and sell virtual pieces of land using MANA's Ethereum-based money, or they can choose to purchase MANA as an investment. However, because of its price's potential for extreme volatility, it is a riskier investing approach. Another excellent example is the Theta blockchain, the first content delivery network (CDN) for the metaverse. THETA is the company's own cryptocurrency; another option to invest in the metaverse is to purchase their coin.
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2
Invest in
METAVERSE STOCKS
Investing in metaverse stocks is one of the simplest methods to make money in the metaverse because it doesn't require the development of a digital cryptocurrency wallet or registration with a crypto exchange. By purchasing shares of businesses that promote the development of the metaverse, you can invest in metaverse equities similarly to how you would invest in ordinary stocks. It is crucial to keep in mind that the shares of metaverse corporations move in much
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the same way as those of other businesses that trade on conventional stock exchanges, if not more. Nevertheless, it is frequently a more reliable investment than, say, buying cryptocurrency. A few examples of stocks related to the metaverse are Meta Platforms Inc. (NASDAQ: FB), formerly Facebook; Nvidia (NASDAQ: NVDA); and Roblox (NYSE: RBLX), a tech firm that runs the well-known human coexperience gaming platform. www.techfastly.com
3
Invest in a
METAVERSE ETF (EXCHANGE-TRADED FUND)
It is also possible to invest in the metaverse via exchange-traded funds - a few good ones are already available for you to explore. If you do not feel comfortable investing in individual stocks, don't have time, don't know much about cryptocurrencies, or don't want to risk them, you can invest in a managed metaverse portfolio without any issues. There is still uncertainty surrounding the metaverse's
future - investors looking to reduce volatility should consider metaverse ETFs that include blue-chip technology stocks and growth companies. Here are some of the top metaverse ETFs to consider: ProShares, eToro Metaverse Life Smart Portfolio, Evolve, Horizons Global Metaverse Index, Defiance, and Fount. 69
4
Invest directly in the
METAVERSE THROUGH NFTs
The creation, acquisition, or sale of nonfungible tokens (NFTs), which are ownership certificates stored on the blockchain, is another option to contribute to the expansion of the metaverse. The first example is investing in real estate, whether it be physical or digital. Some initiatives are using NFTs to market real estate or virtual land. For instance, Decentraland has auctioned virtual land in the past using NFTs, with prices ranging from $6,000 to $100,000.
where users can directly mint digital goods in the VR environment. For instance, Nike has developed its own virtual "Nikeland" and is producing NFTs of its goods. VR art galleries are another excellent example of places where investors can purchase digital art in the form of NFTs. Some physical museums are already selling their works of art as NFTs in the metaverse.
Virtual marketplaces and applications like VRChat are another use case
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5
Buy
METAVERSE LAND
You could even make direct investments in metaverse virtual real estate. The virtual land that users purchase can be used to construct art galleries, palaces, or homes. For example, it's possible to buy a plot of land near celebrities, just like in the real world. Land in the metaverse is usually sold as an NFT or parcel, so you first need to buy some crypto in order to buy it. Once you've registered your
digital wallet and bought some crypto, you can invest in virtual land. The procedure is a little more difficult, and investing in virtual land is riskier and more volatile. However, the market is anticipated to continue expanding, and there is a lot of opportunity.
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The greatest strategy to invest in the metaverse is the one that makes you the most comfortable.
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6
Purchase or Rent
METAVERSE BUILDINGS
Purchasing pre-built virtual properties is an additional, marginally more complicated method of investing in the metaverse. For instance, you could buy virtual land and build a storefront or an NFT gallery to display your goods in the virtual world. It can be applicable to a variety of industries, including art, retail, and entertainment. Because the industry is young, this method is also risky, and you would need to buy a noticeable place to produce wealth through this investing strategy.
What Is the Most Effective Strategy to Invest in the Metaverse? The greatest strategy to invest in the metaverse, like any other sort of investment, is the one that makes you the most comfortable. Many people will begin with stocks or ETFs because they do not require a metaverse presence and can be purchased in US dollars rather than bitcoin. However, if you're already playing, shopping, and engaging in the metaverse and are at a risk-tolerant point in your financial life, you might want to consider investing in NFTs, cryptocurrencies, or virtual land. Investing in the metaverse isn't for everyone, so as with any investment, you should think about a few things before making the big leap. Everything in the metaverse is still highly speculative, so never invest money you can't afford to lose. However, there is a chance that investors will make a lot of money with one or more of the options on this list. It's a good idea to consult with a financial advisor who is familiar with metaverse investments and can advise you on whether they are appropriate for your portfolio.
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Fashion Brands and Their Presence in the Metaverse by Swarnendu Acharjee Metaverse is an unexplored place, but everyone is curious about it. This curiosity is driving the developers and companies to explore and push into what is possible. The metaverse is a work in progress; thus, developing and integrating things along the way is easier. We have seen Mark Zuckerberg explain his vision of the metaverse, and since it is trying to be a virtual rendition of the real world, we see a lot of brands jumping in to make a presence there. The brands can 74
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exist there in a unique way; they can either develop elements in the virtual space or sell NFTs. Fashion brands have a lot of scope here because every user in the metaverse has an avatar. The brands can collaborate with developers or launch their own standalone avatar elements, which users can buy through cryptocurrencies. Fashion brands are also into selling NFTs, and sometimes the NFT sells at a higher price than their physical counterpart just because of the hype around metaverse! www.techfastly.com
Let’s take a look at the top 10 fashion brands in metaverse:
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Gucci
An Italian fashion brand synonymous with luxury, Gucci entered the metaverse with an NFT experiment in 2021. Created by its creative director Alessandro Michele and director Floria Sigismondi, it was a film named ‘Aria’ that sold for USD 25000. The auction was held at Christie’s, and all the proceeds went to UNICEF for covid vaccination initiatives. Gucci is one of the first brands to experiment with the metaverse with its collaborations with Roblox and Zepeto.
There is a digital version of Gucci garden on Roblox, and Zepeto users can dress their avatars in Gucci designs. It also sold a non-NFT artwork (i.e., it is not available outside Roblox) of a handbag on Roblox at $4115, a higher price than the $3400 reallife bag. The NFT series of Superplastic and Gucci collaboration was a huge success too! Moreover, Gucci is offering land in Sandbox and has also purchased spaces in Decentraland called Plein Plaza to create immersive luxury experiences.
Gucci is offering land in Sandbox and has also purchased spaces in Decentraland called Plein Plaza to create immersive luxury experiences.
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Louis Vuitton
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The French luxury fashion brand, Louis Vuitton, has targeted its Gen Z audience really well by integrating fashion with gaming. In 2021, it launched Louis the game, a mobile game where users play as Vivienne, the brand’s mascot, and goes on a journey across “eight vibrant locations”. This game was launched as a celebration of its founder’s 200th birth anniversary, and the players unlock moments in Louis Vuitton history as they progress in the game.
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Nike The American sports fashion brand has always been observed to embrace digital transformation. It is popular for integrating technology to create a unique user experience in its experiential stores. It marked its entry into metaverse with Nikeland on Roblox where fans can socialise, attend events or participate in brand experiences. Fans have been able to meet celebrities like LeBron James and also buy skins for their avatars. Nike has reported that since November 2021, 7 million users have spent time in Nikeland. With its recent purchase of a virtual sneaker brand RTFKT, Nike dived deep into the NFT world. Nike’s president and CEO, John Donahoe, says that this acquisition should accelerate Nike’s digital transformation and allow them to serve athletes and creators better.
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Burberry
Balenciaga
British fashion brand Burberry has partnered with Mythical games two times to create its NFT collection on the open-world multiplayer game Blankos Block Party. It has also created a social space called The Oasis in a game where users can hang out. The Oasis has beaches, branded sailboats and monogrammed sun loungers for an immersive experience.
Apart from reports pointing toward the Spanish fashion brand creating a dedicated business to explore marketing and commerce in the metaverse, its most prominent collaboration in recent times is with Fortnite. Balenciaga is going to sell four prominent items from their collection as accessories and skins for the Fortnite avatars. Interestingly, people who buy these in-game avatars can get their avatars featured on billboards of the in-game town square and enter a Balenciaga store to perform a custom dance if they submit photos of their avatars.
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Givenchy
The French luxury fashion and perfume brand, famous in the hip hop scene, has entered the metaverse by partnering with a renowned graphic artist, Chito. Together, they made 15 NFTs that were auctioned on the Polygon blockchain. The proceedings from this auction went to The Ocean Cleanup, their charity partner dedicated to the elimination of plastic pollution in oceans.
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JW Anderson Another British fashion brand that is sailing the metaverse wave apart from Burberry is JW Anderson. Its first NFT in 2021 was the Colourblock Patchwork Cardigan which was popularized by Harry Styles. The cardigan was auctioned on a relatively new platform Xydrobre. The preparation of this NFT took more than 300 hours as the fashion house had instructed its designers to be thorough with the development.
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Tommy Hilfiger The American premium clothing brand founded by Thomas Jacob Hilfiger ventured into the metaverse in 2020. It partnered with Nintendo’s Animal Crossing New Horizons, a social simulation game. Moreover, like other major fashion brands like Gucci and Nike, it joined Roblox to launch its virtual clothing collection for the users’ avatars. Recently, the brand announced its participation in the metaverse fashion week hosted by Decentraland, wherein consumers can shop NFTs for their avatars or purchase physical items from within the metaverse. This makes the company’s commitment to developing a virtual user experience evident.
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Dolce Gabana
Popularly known for its iconic symbol D&G, this Italian fashion brand is very famous among celebrities and fashion enthusiasts. Dolce Gabana also joined the fashion house Tommy Hilfiger to feature at the metaverse fashion week hosted by Decentraland. The fashion house unveiled a “collection of 20 looks of Metaverse wearables, designed to celebrate the creativity and innovation of the medium.” Moreover, D&G launched an exclusive NFT community called the DGFamily.
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Dior
Founded by Christian Dior, this brand is one of the most expensive and coveted among fashion enthusiasts. It also belongs to the parent company LMVH which owns major brands like Louis Vuitton and Givenchy. Its major metaverse collaborations include partnerships with Ready Player Me and Meitu. Ready Player Me is a virtual avatar platform, and Meitu is an app for pictures and selfies. Through Ready Player Me, Dior creates unique branded experiences to buy exclusive perfumes. Similarly, through Meitu, it has developed an AI filter that creates a makeup effect on the users' face according to their characteristics.
Metaverse can definitely create a different new kind of experience which very few have imagined.
End Note Embracing changing times and staying relevant by making effective choices can be challenging. But we can see big brands, and emerging ones too, like Overpriced making full use of the trend and welcoming new technology to keep their brand up to date. Although nothing can replace a physical, sensory experience of in-store shopping, metaverse can definitely create a different new kind of experience which very few have imagined.
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The younger generation is a proponent of decentralization and favours choosing projects based on their prospective applications rather than their potential for financial gain. This is the driving force behind the attraction of the majority of genZ investors to the GameFi economy.
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GameFi A New Way For Investors To Earn While Having Fun by Bhumika Dutta
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GameFi: Earn Gaming NFTs Easily
It alludes to the financialization of video games in a way that gives players complete control of whatever digital prizes they win.
Decentralized finance (DeFi) and gaming were combined to produce GameFi. It alludes to the financialization of video games in a way that gives players complete control of whatever digital prizes they win. Due to the fact that ownership is distributed among builders, investors, and participants, it is seen as a sector of Web 3. This gaming system creates a virtual world in which players may take part and earn tokens by fusing blockchain technology, non-fungible tokens (NFTs), and game mechanics. They may convert these tokens for cash by trading them on cryptocurrency exchanges and NFT markets.
The Market Analysis for the GameFi Community In 2022, Chainplay conducted a survey of 2428 GameFi investors across the globe to understand why they decided to invest their money into blockchain games. Following are the statistics pulled out from that survey:
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3 out of 4 investors worldwide are entering the world of cryptocurrencies because of GameFi. 68% of GameFi investors joined the market in the period of 2021–2022, revealing the expanding popularity of this industry. It is also reported that in 2022, investors across the world will spend an average of 150 minutes per day in GameFi, which is 43% less than the average time of 2021. In the community, 51% of people intended to make money off of this technology, and on average, Gen Z cryptocurrency investors put 52% of their net worth in GameFi. In the previous several months, 89% of cryptocurrency investors globally observed a decline in their GameFi earnings, with 62% of them losing more than 50% of their gains. Because they are wary of investing in ventures that involve rug pulls, Ponzi schemes, and pyramid scams, 73% of the respondents avoid GameFi. 83
The Benefits of Earning Gaming NFTs through Web3 Gaming There can be many benefits of decentralization. Here are the main advantages of joining the GameFi community:
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Ownership
Who doesn't enjoy being in charge? GameFi gives you the opportunity to earn through NFTs in gaming settings, as opposed to conventional in-game purchases that are useless outside of the game. In this sense, the player, not the game creator, is in true control. In-game purchases may be saved, sold to other players, or transferred to other compatible games, thanks to blockchain technology.
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Interoperability
On centralized servers, traditional online games are hosted. As a result, private systems that do not communicate with one another house the in-game assets. On the other hand, decentralized games may be found on other blockchains that serve as the foundation for other linked games. As a result, game assets represented by NFTs may be created to work together in a variety of settings.
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Provable Scarcity
The NFT collectors are usually fond of rare and authentic assets, and the unchangeable records inherent in an NFT's underlying blockchain network serve as evidence of the rarity of in-game NFT purchases; hence it is easier to prove any NFT's authenticity without any hassle. This decentralized public ledger verifies each NFT's identity, serial number, and ownership history.
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Immutability
GameFi is generally platform independent, as it is live on the blockchain itself. If any traditional game shuts down, the user will lose all their 'earnings,' but this will not happen in the case of blockchain games.
Whatever happens to the game, in-game purchases may still be made and sold, and new games can be made to integrate with an existing blockchain system. Furthermore, because of the permanent record each NFT produces upon the issue, blockchain-enabled game assets cannot be copied or altered.
Whatever happens to the game, in-game purchases may still be made and sold, and new games can be made to integrate with an existing blockchain system.
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Ways to Invest in Web3 Gaming There can be several ways to invest in GameFi or Web3 gaming:
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Play-and-earn
This is one of the approaches toward earning gaming NFTs where players can invest their time in playing the games and earn tokens and NFTs in return. This is especially important for developing nations where there is considerable potential for revenues compared to the local economy and per capita income. Playing games based on these principles is one of the easiest ways to get started investing in NFT gaming.
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Rent-to-earn
Many of the well-known NFT games now need a sizable investment to start playing and earning, thanks to industry advancements. Numerous gaming guilds assist members in purchasing gaming NFTs by giving newcomers the opportunity to rent through a scholarship scheme. The guild and the player then split the profits. This is another strategy that lowers barriers so that players may take part and profit.
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In-game currency
There will be an in-game token that will act as the game's currency, and the user can make direct investments in these tokens. To determine whether to use this strategy, one aspect that must be taken into account is how restricted the token supply is. Given the sustainability and demand of the game, games with a limited quantity of tokens are more likely to value.
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Governance tokens
Governance tokens are also probably included in blockchainbased games. The holder of a governance token can vote on treasury management issues and modifications to the smart contract code. Stakeholders have a compelling reason to acquire governance tokens since they have sway over the game's economics. Some of these tokens grant voting privileges for the protocol's strategic direction. Additionally, these tokens sometimes come with rights to cash flow that are comparable to dividends with stocks.
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Initial Game Offering By making an investment in an IGO through launchpads, you can earn discounted NFTs or tokens for forthcoming games. Investors might anticipate a substantial return on investment if the game becomes well-known and is listed on prominent exchanges.
BottomLine: The Future of GameFi The Web3 gaming sector is relevantly new and the benefits now may seem very overthe-top and exclusive, but they come with significant obstacles that you need to tackle. NFTs must, above all, be made more enticing and understandable to ordinary customers who may not be technically minded. NFTs have inherent value, thus there's a chance that some of them will be primarily employed as speculative assets. Despite these obstacles, the potential for financial gain in the gaming sector will push more businesses that are not blockchainfocused to experiment with NFTs. They will probably do this by partnering with other blockchain initiatives that have the necessary technological know-how to realize their goal.
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Addressing
Digital Safety in The World of The Metaverse
by Aftab Alam Are we prepared to enter the metaverse? We appear to be all eager to experience it, but we have yet to comprehend its depth and complexity. The metaverse has the potential to alter our experience of reality, but it is not without hazards. It has not taken long for disturbing stories of metaverse safety infractions to proliferate. Despite the fact that it is still in its early phases, early testers have been intimidated, sexually attacked, and exposed to racist rants. Indeed, if immersive games have taught us anything, it is that users of these worlds are always in danger.
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The truth is that digital hazards are already considerable, and as we learn more about the metaverse, we expect them to rise much further We now understand the complexities of the threats we may encounter in the metaverse after years of dealing with the issues of social media and gaming platforms. As a result, it could be an excellent time to start thinking about digital security. If we want to make the metaverse a safe and useful tool for mankind, we must anticipate possible hazards, develop multiple scenarios to cope with them, and give adequate flexibility for coping with the unexpected.
What Exactly is the Metaverse? The metaverse is a 3D virtual reality environment that aspires to be a realistic augmentation of human reality as well as the next generation of the internet. It is essentially the internet as we know it, but with the addition of a completely immersive experience that lets users move from a concert to a mall, purchase apparel, or even rent real estate. Even though it is a new technology, we have been witnessing the early phases of the metaverse for some years. When we viewed the first Oculus Rift VR prototype in 2010, it became a trend. Then, in 2014, Facebook purchased Oculus, Samsung and Sony announced their respective VR debuts, and the rest is history. The metaverse is the confluence of virtual reality and augmented reality technology that we have been engaged in over the past decade. Today, it is swiftly becoming one of the main disruptors, redefining perspectives on human connections, how we experience basic life moments, and even academic and employment chances. It is also altering the labour market and creating new revenue prospects for thousands of people who are now delivering services inside the ecosystem – the metaverse may be worth $1.5 trillion by 2030, according to PWC. Like many have stated, as with any new breakthrough, the metaverse will present both huge potential and great threats.
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In the digital realm, your avatar may be caressed, abused, and harassed.
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Same Issues, Different Technologies The truth is that digital hazards are already considerable, and as we learn more about the metaverse, we expect them to rise much further. The metaverse promises to recreate the actual world in a digital ecosystem; thus, every interaction will be reproduced. From a diagnostic standpoint, this will require a review of each interaction as we know it now to grasp this new ecosystem's possible hazards better. Learning from the social media issues we have experienced, which have given us significant lessons in data protection, user authentication, policy violations, and freedom of expression, is a good place to start when analyzing the subsequent dangers. Emotional dangers, which are currently prevalent in social media and might
potentially develop in the metaverse, are among the acknowledged problems. Other unknown circumstances, such as improper touching, will necessitate alternative safety regulations, methods, and frameworks. In the digital realm, your avatar may be caressed, abused, and harassed.
Imagine cyberbullying in the metaverse, where avatars may follow you around and verbally torment you, and where comments on a social networking page feel far more real and substantial.
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Many of the potential infractions in the real world will exist in the metaverse, and bad actors will be anonymous
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Many of the potential infractions in the real world will exist in the metaverse, and bad actors will be anonymous. This brings me to one of the metaverse's most troubling aspects: kid safety.
As we recreate these real-life circumstances, my thoughts turn to the hazards for this interested, eager, yet susceptible group. One of the ecosystem's primary aims should be to create the necessary foundations to assure trust and safety for all players participating, including and especially children. Policies on user authentication to prevent impersonation, foundational principles to prevent child exploitation, appropriate safe gates to block inappropriate content for children, and even designing safe journeys for their enjoyment should be at the top of developers', policymakers', and trust and safety experts' priority lists.
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Cyberattacks or Cybercrimes in the Metaverse: Current Stats According to a report from online account security and fraud prevention company, Arkose Labs, there will be a massive increase in online fraud in 2021, with an 85% yearover-year increase that will affect nearly all industries.
The study by Arkose Labs begins with some concerning numbers. According to its calculations, 21% of all online traffic was related to fraud or cyberattacks, one in every four new account registrations were fake, 80% of all login attacks were credential
stuffing attempts, and the travel industry was particularly hard hit, with a 12.5-time increase in attacks as people returned to travelling. According to Arkose Labs, "master fraudsters," individuals with the ability to construct persistent assaults, spend resources, and deploy fraud farms, are considerably more likely to target metaverse enterprises. It also mentions that the master fraudsters typically utilize microtransaction fraud, disruption of
fair trade schemes, and spam to achieve their objectives. Metaverse enterprises are also popular targets, with 80% more bot assaults and 40% more human attacks than other businesses in 2021. "With extremely persistent attackers and high stakes," the paper stated, "businesses investing in the metaverse must place a premium on trust and safety at login, registration, and in-platform activities to secure digital identities in their virtual worlds."
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The Actions We Must Take There are various things we can do right now to guarantee a better future for ourselves and our children. This is not a simple challenge to address, and it will require a collaborative effort from different industries. To solve the forthcoming difficulties of this growing technology, the sector will need to collaborate with the government, academia, private organizations, and civil society. Although not everyone will agree on appropriate conduct standards or the repercussions of bad interactions, a discussion about these problems is required. Companies are already working hard to develop methods to enforce personal boundaries in the metaverse.
Deepfakes may already be addressed utilizing identity verification technologies such as biometric identification, blockchain, and other techniques. Planning based on disallowed actions in the actual world is one useful action. This is true for both informal community rules and official laws. Updating these principles to reflect the metaverse's new reality will allow for greater adaptation and prevent possible harm to the most susceptible populations.
Conclusion We do not yet have great answers to these complex questions of safety because the metaverse is so new and developing so quickly. The hazards we confront in the virtual world will evolve in the same way as online threats do. People are creative, particularly cybercriminals. As more of our lives spread into the metaverse, we must remain watchful in the face of these issues, use prior lessons gained, and continue to seek answers. We will be on the right track to keeping people safe in the metaverse if we ask the proper questions, facilitate difficult dialogues, and challenge paradigms. 99
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