Talk of the metaverse often centers on the large impact it will have on our society via the new social spaces it provides, particularly as they are adopted and used by Gen Z. That many companies find it impossible to fully evaluate business opportunities in the metaverse and struggle to plot metaverse-bound pathways to market entry should come as no surprise, given that the metaverse is a new marketplace with as-yet undefined rules and business practices.
That is precisely the nature of an emerging market, and a sign that any company willing to become an early adopter, establish a solid position and help shape the rules governing its new spaces will gain the keys to greater success down the road.
Read on for an analysis of the key factors for entry into the metaverse and commentary that will assist any company in speedily capitalizing on the market opportunities it provides.
I. The dawn of the metaverse
The term metaverse is a portmanteau of the words meta and universe, and is used to identify a wide range of services provided in online virtual spaces. The metaverse has found its way to the business agendas of C-suites around the world with a market size of USD93.9 billion as of 2022 that is predicted to continue growing by upwards of 40% per annum through 2030.1
A closer look behind the curtains for the roots of such rapid growth reveals the presence of several powerful growth drivers: blockchain-enabled decentralization, AI, innovation in communications infrastructure and other technologies, and the particularly noteworthy levels of metaverse usage by Gen Z users, who will soon assume the role of the most impactful grouping of social actors and consumers. Understanding Gen Z’s willingness to embrace the metaverse requires recognition of the three underlying factors outlined below.
- Gen Z users spend a large percentage of their time playing video games or exploring virtual spaces, and are accustomed to virtual social interactions.
- The Gen Z tendency to construct identities for specific purposes gives them a natural affinity for the metaverse, where avatars can act as identities tailored to specific locations and purposes.
- Gen Z does not draw sharp distinctions between the real and the virtual, and accordingly defines value in terms of the connections they make rather than in the format of those connections.
The societal-level lifestyle changes imposed in response to the COVID-19 pandemic also contributed to the advent of the metaverse. Restrictions on the physical movement of people and things acted as tailwinds fostering the prominence of virtual spaces used for shopping, entertainment and social interactions, and birthed a collective societal recognition of such spaces as an essential part of everyday life.
The present acceptance of the metaverse marks a significant departure from the way it was originally understood, when some of the earliest metaverse initiatives—including the aptly named Second Life—were considered a mere escape from reality. Greater comprehension of the metaverse as a social space that provides a means for interactions and economic activity equivalent to that available in the real world has set the stage for it to gain even more prominence.
Note 1: Emergen Research, METAVERSE Global Trend Analysis and Forecast (2021)
II. Social, industrial and corporate practices transformed by the metaverse
As described above, major features of the metaverse seem perfectly attuned to Gen Z attitudes. This section takes a closer look at the effects the metaverse is poised to have on our social, industrial and corporate practices.
Use of the metaverse for entertainment, social interactions and economic activities is well underway among Gen Z and Gen Alpha, with the greatest difference between the metaverse and social media is the presence of avatar-defined digital identities. Every metaverse user can use avatars as an expression of their identity. Unilever allows users to hold wedding ceremonies for their avatars and receive NFT certificates of marriage on the metaverse platform Decentraland, thereby providing a space for users to affirm and assert their truest identities independent of gender, race and class.
The birth of the metaverse has impacted a wide range of industries in many ways, including through the increased efficiency XR and IoT technology brings to value chains in the primary sector and the manufacturing sector. The ROI of metaverse initiatives has been verified in a wide range of applications, such as the digital twinning of factories, AR head-mounted displays for assisted training of operators, and the VR testing of machinery. Players in the retail, real estate and other consumer-oriented sectors are treating the metaverse as a new point of contact with customers and accelerating the pace of investments across a wide range of innovative use cases, creating virtual property tours, avatars for shopping and virtual dressing rooms, and links between physical storefronts and events with the aim of regional revitalization. The services such companies make available to consumers are expected to induce changes in consumer decision-making processes, such as eliminating the consideration of distance or giving rise to preferences for experiential ways of obtaining product information.
Companies in all sectors are noting these changes and beginning to enter the fray of the metaverse market in pursuit of the new business opportunities it offers.
Japan-headquartered Sony Group is a notable forerunner in this regard with a full suite metaverse businesses, and has engaged EY to provide the support needed to bring its metaverse sports fan engagement platform from concept to reality.
Shugo Yamaguchi, in charge of the Sony Group’s new business exploration initiatives, shared his thoughts on the opportunities provided by the metaverse.
“The metaverse is going to have major impacts on the way society functions. Younger generations spend their time in ways which differ drastically from the generations before them; while this in and of itself is not a new phenomenon, we now have a generation of people who have had access to smartphones from a very young age, who have always been connected to the internet, and who think nothing of using SNS to broadcast a message or find information. Equipped with avatars as a new vehicle for expression and the resulting ability to have a self that differs from one’s physical identity, they are likely to ideate an even greater number of ways of self-expression. Our aims at Sony extend to connecting the physical world with those virtual spaces. Our efforts to create faithful metaverse-bound manifestations of the physical world with sensors and other technologies will parallel our explorations of other expressions of space that can only be accomplished in the metaverse.
The metaverse, though still in its infancy, brings with it a realm of possibilities. The Sony Group plans to leverage our capabilities in technology and entertainment to provide users and fans with brand new ways of having enjoyable experiences. We are confident that the near future will see large swaths of the younger generation enjoying themselves both in the real world and in the many worlds of the metaverse. Sony looks forward to partnering with other companies and individuals to bring these new worlds of fun into being.”
Participants in the metaverse are numerous, with a wide variety of companies joining the value chain alongside platformer developers such as Meta and Roblox.
(Shown below: The metaverse value chain)