If you’re like most of us, your favourite concert experiences were desperately missed during the pandemic. Artists also suffered significantly — according to an annual report conducted by UK Music, almost one in three industry-related jobs were lost during COVID-19. Employment in the sector also fell by a devastating 35%.
It’s easy to wonder: what if we’d been able to experience live concerts remotely at the start of 2020 (set designs, lights and all)? Better yet, what if said experiences allowed us to interact with artists in real-time — a feature not (so easily) allowed at typical gigs? After major artists such as Ariana Grande, Lil Nas X and Post Malone have used virtual concerts to increase their fan engagement within the last year, a rising startup is here to show us what the next step of this looks like.
gmw3 recently attended the exclusive platform preview of VRJAM, a ‘multiverse’ platform for music and live entertainment in the metaverse. With an upcoming launch date in the coming months, we were thrilled to be in the front row of a live show performed by record producer and artist DJ Junior Sanchez. We also had the opportunity to speak with Marc Daille, VRJAM’s Head of Marketing, to learn more about the company’s objectives and plans to release its technology this year.
How VRJAM works
According to their official website, VRJAM “empowers creators, platform owners and brands to effortlessly create inspiring immersive experiences that redefine fan engagement.” They’re hoping to achieve this “by making content beautiful, interactive and immersive.” Using blockchain technology, the company also aims to help artists more easily monetise their work by selling tokenised versions of concert tickets, merchandise and other assets on the platform.
How are the worlds created? According to Marc Wille, VRJAM’s Head of Marketing: “We first create a 3D model of a venue (if it also exists in the real world) using a laser scan technique. We then have a basic layout of the place and add in the details and specifics. This, of course, can be an (almost) exact copy of the real-world venue, but we can also add things or alter things. Our tech gives us limitless possibilities.”
VRJAM is also currently in the process of signing a series of well-known artists (who are yet to be named). Artists and record labels will have the opportunity to join VRJAM’s Creator Guild, which is a “rapidly growing network of creators and industry members driving the evolution of live music” in the metaverse. Members of the Creator Guild can create, publish and trade their work as NFTs, create and publish avatar concerts and live events, look for new ways to publish their music and more.
Additionally, the company has launched its own native cryptocurrency token — the VRJAM Coin. Recently, VRJAM raised over $2 million USD in a pre-sale of its VRJAM Coin (with a market cap of $50 million). Once the platform has officially launched, the VRJAM Coin will be listed on an exchange, which will enable anyone to buy and sell the platform’s native cryptocurrency. A blockchain ticketing feature is set to go live this summer (according to the company’s roadmap).
Artists and labels that join VRJAM’s Creator Guild will receive an allocation of the VRJAM Coin, which can be used for all transactions made on the platform. As more artists are poised to use the platform to sell their work as NFTs, tickets, merchandise and other products, the more the volume of trade in VRJAM Coin will increase — thereby stabilising its value.
An immersive street party
During the preview, I was seated at a pre-prepared station inside London’s Shoreditch House (equipped with my own table, laptop, customised avatar and Meta Quest 2).
After putting on my headset, I found myself (in floating avatar form) standing within what looked like a fun and busy suburban block, lit by the muted glow of overhead lanterns and streetlights. The streets were also dotted with various tables, drinks and discarded red cups, mimicking the appearance of a real-life street party gone right. A diverse and colourful crowd of in-game NPCs also materialised around my avatar, dancing and vibing in tune with the surrounding beats.
The life-like avatar of DJ Junior Sanchez — who was physically located in Brooklyn, New York while donning a full motion-capture suit — appeared at his own dedicated set, equipped with strobe lights, laser beams and mock fireworks. The other attendees also joined the virtual space — also floating around the pavement as their own respective avatars.
Throughout the course of the set, we were able to teleport around the block party and speak with the other attendees’ avatars as if they were actually beside us in real life. I said hello to some other industry professionals that I had spoken with (in person) prior to joining the live event. Luckily, I also got the chance to speak with company CEO Sam Speaight (who was physically situated inside his hotel room in Los Angeles).
Once DJ Junior Sanchez finished his virtual set, we were given the chance to ask him questions. I asked him: “Where do you see the metaverse in five years?” His response was that he believed it would become a ubiquitous part of our lives and take over the internet as we know it.
What’s next?
The COVID-19 pandemic can aptly be characterised as one of the darkest periods the music industry has ever seen. In addition to the aforementioned numbers, figures now reveal that live music revenues suffered by about 90% as artists were unable to tour or perform. Musicians have also since started standing up to leading mechanisms (such as music streaming platforms like Spotify) for clawing away at any last dregs of revenue they were able to hang onto.
Will platforms like VRJAM change this landscape?
“This is exactly one of the reasons we started VRJAM,” says Baille. “With big tech dominating the music industry more and more, artists are looking for different models to connect with their audiences and generate new revenue models. We are offering that. But we also allow artists to push the creative boundaries of their art and move into the virtual space. We strongly believe that in a more decentralised model like VRJAM is offering, artists [will] have more control over their art and over how and when they wish to monetise it.”
In the future, VRJAM also plans on creating more immersive event spaces in the metaverse. “Think about arenas, comedy clubs, whisky bars or underground dance locations,” Baille describes. “Also, here, the only limit is our imagination.”
VRJAM plans on releasing its tech to the public later this year. To stay up-to-date on what’s next and join the VRJAM community, be sure to join their Discord and Telegram groups and follow their Twitter page for more updates.
Chances are still that if you ask a family member, friend or contact what their thoughts are on the metaverse, Facebook’s name is likely to come up. Remarks on Zuckerberg’s viability as a digital leader might even follow. But whether we like it or not, social media’s biggest mogul is still regarded by many as an unofficial showrunner in the emerging space, using the company’s rebrand as a way to tightly covet the term “metaverse” and all it encompasses.
Unsurprisingly, Meta’s recent announcement that digital creators on Horizon Worlds (the company’s dedicated metaverse application) will be subjected to a 47.5% cut has been met with public backlash. It’s easy to be angered by these figures if we compare them to significantly lower cuts and creator fees placed by other outlets (such as NFT marketplace OpenSea or decentralised metaverse platforms Decentraland and The Sandbox). After all, many of the favoured tenets of a more decentralised internet include fairer compensation and a more enticing economy for creators — features that Zuckerberg himself has even promised.
This precarious announcement seems to have come straight after a rough first quarter of the year, where we’ve seen Meta lose upwards of $2.9 billion USD and experience significant blowback in the wake of its many controversies. As we dive into a greater breakdown of Meta’s new fee structure for creators, reflect on the social media giant’s most recent quarter and take a deeper glimpse into its penchant for capitalistic gain, we’ll explain why we think Meta’s sizeable virtual asset cut is destined to fail.
How will Meta’s fee structure work?
With Horizon Worlds, Meta is aiming to build an economy and open up metaverse commerce — creating something that can be compared to the systems currently available in platforms such as Rec Room and Roblox.
According to Meta’s official statement: “The metaverse — by nature of its not being limited by physical space — will bring a new level of creativity and open up new opportunities for the next generation of creators and businesses to pursue their passions and create livelihoods.” Moreover, the company insists that: “Creators and entrepreneurs will have more freedom to find a business model that works for them… For example, someone could make and sell attachable accessories for a fashion world or offer paid access to a new part of a world.”
Interoperability and cross-app capability are still a far cry away, however. So far, it seems like items will only be compatible with the worlds in which they’ve originated, all while still being positioned to help creators monetise their items on the platform. “What the creators can do as part of building their world [is to] attach behaviours that trigger monetisation, which means that we actually don’t know all the things they can do to monetise,” Vivek Sharma, Meta’s VP of Horizon, recently told CNET.
While creators will be offered the opportunity to make and sell assets in Meta’s Horizon Worlds platform, their earnings will be cut short significantly — as the company plans to take an overall cut of up to 47.5% on each transaction. Included in this cut is a 30% “hardware platform fee” for any sales made through the Meta Quest Store, coupled with a 17.5% fee charged by Horizon Worlds. To also incentivise engagement with VR, Meta claims that it will be adding a monthly performance bonus for creators. Similar to Instagram’s current monetisation strategy, this approach will follow a unique set of metrics.
While Meta cites these new rules as simply “tests”, they’ve also suggested that these approaches could continue to change and evolve. While there is a promise that assets will eventually be made more interoperable and capable of being carried across apps (Sharma alleges that Meta “wants to do this in a way that will scale eventually to cross worlds, into shared spaces and beyond”), it’s still quite unclear how the marketplace will be managed or what this roadmap might look like — particularly when it comes to figuring out whether items can one day live beyond Meta’s parameters.
In all, this news has both angered and excited those in the Web3 community. One Twitter user wrote: “If Meta wants 47.5% of NFT sales, they’ve gotta talk to the IRS — because I don’t even have that after taxes.”
Sharma has since responded to the friction, defending the sizeable cut as a “pretty competitive rate in the market.” He also added: “We believe in the other platforms being able to have their share.”
A look back at a difficult first quarter
Earlier this year, Meta experienced a historic plunge in its stock price — with over $230 billion USD in its market value erased (the largest-ever one-day loss for any US-based company in history). Due to privacy changes made by Apple, the company also readied itself for another continued loss in the billions. The slump in stock price also caused Mark Zuckerberg to lose a whopping $30 billion in personal wealth.
In contrast with other Web3 platforms, Meta also failed to launch its own cryptocurrency and achieve a “deep compatibility” with blockchain. With a goal of empowering “billions of people” and hoping that 1.7 billion users would be able to create digital wallets, too much resistance from regulators led to the project ultimately failing and being shelved. Since then, however, reports have revealed that Meta hasn’t given up on entering the crypto space — having filed 8 trademark applications earlier this year (including applications for crypto tokens, crypto trading, blockchain software, wallets and crypto exchanges).
In 2022, Meta isn’t the only Big Tech company to come under pressure. As policies have tightened at the US Federal Reserve to decrease the industry’s rich valuations following years of ultra-low interest rates, the NASDAQ — which is primarily made up of tech and other growth stocks — fell by more than 9% in January. This was the biggest monthly drop since COVID-19 first struck the market in March 2020.
And while Big Tech companies were credited with driving gains for the wider market throughout the course of the pandemic, analysts believe that the market has now shifted. According to Brad McMillan, chief investment officer for Commonwealth Financial Network: “There’s a general sense that what’s been moving the market higher is not going to take us to the next level. The question is where is the next growth engine coming from.”
How does this stack up against Web3 traders?
As more metaverse worlds continue to rise in popularity, this raises an important question: should these worlds be open or closed? To clarify, a closed metaverse can be defined as one governed by a central authority (like Meta) that takes ownership of lands and items sold within its platform. On the other hand, an open (or decentralised) metaverse is one that allows users to buy and own metaverse land and items as NFTs, in addition to an ability to exchange them for cryptocurrency.
Comparatively, decentralised platforms and marketplaces appear to take much smaller cuts from creators. OpenSea, the leading NFT marketplace in Web3, currently only takes a 2.5% cut from each transaction — whereby creators usually take anywhere between 2.5% and 7.5%. LooksRare, another popular NFT marketplace, only takes a meagre 2% — while BinanceNFT charges only 1%.
While critical of Meta’s large virtual asset cut, many Web3 community members have also seen this move as an unintended push towards decentralisation. “Facebook charging 47.5% for every NFT sale is the best thing to ever happen to us,” one person tweeted after the news was released, implying that Meta’s massive fee would ironically help steer more users towards open, decentralised platforms like Decentraland and The Sandbox.
Other users, however, have expressed clear anger at the social media giant’s announcement, calling it “the enemy of decentralisation and freedom in Web3.” Following Big Tech’s reign of increased profit during the course of the pandemic (Facebook reported an increase of 10% from targeted advertising during COVID-19 lockdowns), it’s hard not to see this move as doubly harmful to online creators and small businesses who may seek out opportunities in Web3.
Prioritising growth over other concerns
If we take a long, hard look back at Facebook’s history and online trajectory (including its encounters throughout its pre-Meta days), it isn’t out of left-field to suggest that the social media giant has been primarily fuelled by greed and profit.
At the time of writing, Zuckerberg owns the four most downloaded mobile apps in the last decade: Facebook, Facebook Messenger, Instagram and WhatsApp. Sources have long since accused Zuckerberg of seeing company acquisition as a means of neutralising potential competition and preventing users from ditching Facebook for alternative platforms. For instance, the social media tycoon’s initial acquisition of Instagram followed a general likening to Facebook’s features and revocation of other leaders’ rights (including those of company founders Kevin Systrom and Mike Krieger, who eventually left the platform after Zuckerberg took control).
In late 2021, internal documents known as “The Facebook Papers” were published by an international consortium of news outlets, following their access to the materials once they were made available by U.S. Congress (and now-revered whistleblower Frances Haugen). This assemblage of documents, according to the Financial Times, included “thousands of pages of leaked documents [painting] a damaging picture of a company that has prioritised growth” over other concerns.
The Associated Press, another news outlet reporting on the matter, summarised the documents as such: “These complaints cover a range of topics, from its efforts to continue growing its audience, to how its platforms might harm children, to its alleged role in inciting political violence.”
Following Haugen’s release of the documents, Jessica J. Gonzalez, co-CEO of advocacy group Free Press Action, remarked that the whistleblower revelations “confirm what many of us have been sounding the alarm about for years” — that the real problem behind Zuckerberg’s empire is actually the business model in which he’s used as a means of governing his platform all along. One that subsists almost entirely on greed and capitalistic gain.
Even as far back as 2010, Zuckerberg began touting his belief that “privacy was no longer a social norm”. And in the following years, Facebook users have been unwittingly trading their privacy for a seemingly more enhanced online experience. Studies have suggested that an estimated 4 in 10 users use social media accounts to follow their favourite products or brands, while 28% of online users claim that targeted ads on social media have effectively brought new services or products to their attention.
On the other side of the curtain, our online data has been regularly harvested and fed to algorithms — serving as raw material for advertisers to make better predictions about what will generate the highest levels of profit. It’s a process called surveillance capitalism — and it’s allowed Big Tech companies to claim our online activity and turn it into their own proprietary knowledge for capitalist gain. In other words, our online personas have, in essence, become products themselves.
Author and tech analyst Shoshanna Zuboff refers to surveillance capitalism as “the dominant economic institution of our time”. Furthermore, “this system successfully mediates nearly every aspect of human engagement with digital information” and “today all apps and software, no matter how benign they appear, are designed to maximise data collection.”
This brings us to another important question: if a company should have no shame in monetising the very marrow it can milk from its users, then what’s stopping it from doing the same thing with any assets they produce?
Why is Meta’s approach the wrong one?
Let’s circle back to the main subject — which is Meta’s proposed virtual asset cut for creators in Horizon Worlds. How might this approach be setting the company up for failure?
For one, many will know that Meta’s big cut isn’t the first instance of Big Tech greedily clawing funds away from small creators. For years now, Apple has come under fire (even from Mark Zuckerberg himself) for charging developers a 30% fee for in-app purchases made through its dedicated App Store.
Funnily enough, Zuckerberg has even raised Apple’s App Store fee as an example of what he claims he doesn’t want to repeat with metaverse creators. “As we build for the metaverse, we’re focused on unlocking opportunities for creators to make money from their work,” he said back in November 2021. “The 30% fees that Apple takes on transactions make it harder to do that, so we’re updating our subscriptions product so now creators can earn more.” In typical fashion, however, Zuckerberg has done just about anything but place the best interests of creators at the forefront of his roadmap.
Like many of its other visions, Meta’s promise to build the metaverse has also been largely rhetorical and not fully clear. The company’s rebranding, name change and acquisition of Oculus have proven Zuckerberg’s seriousness about growing the VR ecosystem and developing a metaverse-building strategy. However, massive losses to the company’s Reality Labs Division and relatively low adoption rates of VR still indicate that the company isn’t quite dominating the space.
A steep decline in Facebook use has also been a recent concern, with a reported 45% of users allegedly dropping from the platform. With competitor apps (not yet acquired) such as TikTok dominating the market — particularly with Gen Z users — Meta appears to be losing any hope of having a dedicated user base that will seamlessly migrate into the metaverse.
Other moves have also indicated Meta’s lack of clarity in winning the metaverse category. It recently shut down a project to build its own VR/AR operating system, instead choosing to build on the Android platform. The company is also opting to use Qualcomm chips in its upcoming augmented reality glasses, as opposed to utilising its own internal design. Unlike Apple, the company hasn’t embraced vertical integration and carved out its own adoption of particular hardware and chips that will ensure maximum performance. And so far, Meta has been unwilling to open its operating system to other manufacturers — an advantage that has historically allowed Microsoft to dominate the PC market over the last few decades.
While the Meta Quest 2 is currently the best-selling VR headset at the time of writing, this success is forecasted to change once other companies start releasing their own dedicated devices. Apple is likely to produce a high-performance headset that will be equipped with LiDAR technology — a feature that may allow it to one day dominate the headset market.
So, is Meta a premium supplier of technology? Or will it serve as a trailblazing metaverse platform? The problem is that we still don’t know. Combine all of these shortcomings with a very steep fee and you have a particularly muddy strategy that’s likely to fail.
Other major tech leaders have also voiced their lack of belief in Meta as a leader in the emerging metaverse space. Reggie Fils-Aime, former president of Nintendo of America Inc., recently spoke about his stance on Meta in an interview with Bloomberg: “Facebook itself is not an innovative company,” he’s bluntly stated. “They have either acquired interesting things like Oculus and Instagram, or they’ve been a fast follower of people’s ideas. I don’t think their current definition will be successful.” Conversely, Fils-Aime has also expressed his belief that smaller companies will play a much larger role in creating successful metaverse worlds.
Keeping in line with Fils-Aime’s projection, Web3 presents a more creator-focused and community-driven approach to online content creation. Allowing creators to have greater ownership over their digital goods will let them move away from expensive, centralised platforms that are no longer serving them.
Carly Long refers to herself as women in Web3’s “hype girl”. Having amassed almost 20,000 followers (and counting) on LinkedIn, it’s an apt description. Carly is behind a highly successful newsletter, Women in Web3, which regularly updates readers in the Web3 community on female-led initiatives, women-based roles and other notable efforts that are both leveraging and connecting members within the space.
As part of our ongoing series, we recently sat down with Carly to discuss how she got started with Women in Web3, how she first entered the space as an NFT artist and how she’s risen to the fore as an important connector and mediator for those with technical and creative backgrounds alike.
Entering the space
Carly cites tech recruiting as her day job — while also noting her “passion that she’s trying to mix with her day job” as Web3. As a dedicated tech recruiter for Weld Recruiting, Carly helps position senior software engineers, UI/UX designers, product designers and more.
Also an artist and a painter, Carly also taught herself her “own kind of art therapy”. In January of this year, she encountered some downtime — a period in which she carved out some commissioned pieces for different professional athletes, celebrities and actors.
She was pleased to find that she carved out a niche for herself: “I was like, okay, no — people enjoy my art. And I was starting to see that. There were all these stories of artists making millions on NFTs. And naturally, that piqued my interest. So I was like, ‘what is an NFT? What is Web3? Is this something I could do or not?’ And I just wanted to explore it.”
Carly was pleased to receive ample support from her boss, Matthew. “He knew I was starting to research a lot of this, in my nights and weekends. And he was like, ‘just run with it. He very much understood and knew we were going to be getting more and more blockchain engineer jobs, Web3 developers, that sort of thing — so he let me kind of run that and spearhead that. And I just started having all of these conversations with people in the space. And that was kind of how I learned.”
Kicking off Women in Web3
Carly’s foray into Web3 was furthered by Matthew’s encouragement: “He really encouraged me to start the newsletter and podcasts and just document the journey. And that’s really how Women in Web3 evolved.”
She continues: “I feel like it’s still evolving. I’m not quite sure what it will turn into. But so far, it’s a really awesome community that we have.” At the time of writing, Women in Web3 currently has (x) followers on LinkedIn — and I explain that other colleagues and thought leaders I’ve connected with have shared it.
On whether Women in Web3 has helped leverage more opportunities for women in the space, Carly says: “Absolutely. I don’t think I realised the gap until I was in it. And the further I go into it and the more I build Women in Web3, I’m realising the gaps just kind of almost seem grater, even though we’re doing an incredible job. And we’re closing them.”
With that being said, however, we both note the abject confusion of entering the space — particularly where things like technical jargon or financial talk are at large. “I know a bunch of women who would love to get into it. But we don’t know where to go, we don’t know where to get started. I feel like there’s a lot of that out there — it’s very daunting. I don’t have an original tech background — I have a creative background. So I can totally relate to when I started researching and learning Web3 and NFTs. As I learned more and more and saw how it was blending these worlds of creativity and tech, I really wanted to highlight women artists.”
On making Web3 more accessible
Being an artist and a writer, Carly and I also note the accessibility that her newsletter and podcast have given not just women, but anyone looking to enter the Web3 space: “The news goes on in my tone of voice as a non-technical person to try and make it more accessible. Whereas [with] the podcast, we take those conversations to another level — and really beyond women just making it more accessible for anyone and everyone who wants to get involved.”
“I picked down a lot of people whose projects I could actually support and stand behind,” Carly explains. “So you’ll notice I [also] speak to plenty of men on there. But there’s usually a really cool tie — like Vijay Pravin. He’s the CEO of Bitches Crunch and his company started employing women who have career gaps because they took time off to raise their children. So they started educating them on Web3 — and now one of those women who came in as an intern is almost one of the highest paid in the company.”
Taking a leaf from Pravin’s book, Carly hopes that Women in Web3 will similarly empower other women to find success in the space. “My hope is that these short, bite-sized episodes can spark someone’s interest to like, ‘oh yeah, I want to look up that company. And maybe I can get involved that way.”
Despite us finding our niche, however, we both make note of the prevalent scepticism at entry points of Web3. What can be done to change this? “The first thing I would absolutely want to highlight is the community of the space. Just dip your toe in and you will receive so much love and support. Obviously, there [are] good and bad sides to it — but the good side is very pervasive right now.”
She continues: “On the flip side, I would tell people to absolutely do your research before you invest in anything, before you put your money into anything. It is crucial to be aware of the other side of Web3. And right now that looks like a lot of people trying to take advantage of those who are trying to learn it. I’m very open about that.”
On filling more roles with women
In one of Carly’s most recent Women in Web3 newsletters, she raises that while job openings in Web3 appear to be opening up, women are only filling one-third of them. Being a seasoned recruiter, does she have a special approach to encouraging more women to enter the space?
Again, she cites Matthew’s help as a catalyst for her stance as a Web3 recruiter: “He really pushed me to be like, ‘I know you don’t feel like you know everything — especially about Web3 and NFTs — but just like, put yourself out there.”
She also adds: “I feel that a lot of women in a male-dominated industry might feel as if they can only step up to the table if they know their stuff or if they don’t have any questions. But it’s really okay to just go as you learn — and there are so many male counterparts in this space who want to support and lift women up.”
A valuable connector
Carly is determined to not just be a recruiter or educator, but also a friend and sounding board to everyone in the community. “I wanted to be one of those communities or those sounding boards — like that circle of trust that I mentioned — where I can just be very welcoming to anyone who has questions. And I love connecting people. I don’t look at myself as an expert, I look at myself as a connector — so I can connect them to someone else who might have a job for them or who might be able to help their project.”
Her advice to other women (and just about anyone entering the space)? “I would say to find your niche and your circle of trust and those people who you can rely on. So anytime you have questions, put it out there on LinkedIn or Twitter and you’ll get a billion people outside of that circle who genuinely want to help. But then you’ll also have them to really be a close sounding board.”
What’s next for Women in Web3?
If you ask Carly, the sky’s the limit for Women in Web3. “I know a lot of different projects have started Telegram groups and community WhatsApps. So we might start that with some different offshoots of the newsletters — maybe like a one-on-one with some of the guests on our podcast, those sorts of opportunities.”
She’s also looking into planning more events in Nashville, where she’s currently based. With this initiative, Carly will be partnering with and working with female lead tech groups in the city. “There are some really awesome women in power at different VC firms in Nashville,” she says. “So sharing it with them and opening those doors for people is a very low risk.”
By converging her talents for connecting people, writing and creative problem-solving, Carly stresses the importance of carving out in-person opportunities. “I think creating more of these opportunities and spaces is just another good way to start getting more and more women in the door.”
To subscribe to the Women in Web3 newsletter, be sure to follow her link here. You can also follow the Women in Web3 podcast on Spotify using this link. Carly’s additional handles can also be followed here.
For at least half a decade, Medium has felt like a paradise for writers, readers and content creators everywhere. Launched by Twitter founder Evan Williams, Medium was announced as “a new place on the Internet where people [could] share ideas and stories that are longer than 140 characters and not just for friends.” Laden with a significant range of stories — ranging from manifestos to personal tales — Medium quickly built up momentum and became a place for writers to “find the right audience for whatever [they] had to say.”
This ease of access, combined with the ability to quickly and efficiently post content, has made Medium a favourite by many authors and companies seeking a publishing or content marketing platform. However, the company has also been heavily criticised for restricting how writers can monetise and publish their work, despite marketing itself as an open platform.
Mirror.xyz, the first instance of a decentralised writing platform, was newly launched in December of 2020. What are the benefits of a decentralised publishing platform and how might its mechanisms change how writers are compensated? As part of our ongoing “vs” series, let’s take a closer look at the business models of both Medium and its new Web3 counterpart, Mirror.xyz — and highlight how Web3 technology is helping writers to gain better control over their revenue streams.
Medium: an effective message
As a hybrid blog and publishing platform, Medium enables both amateur and professional writers to share their work without any alleged limitations to their content. Currently accounting for over 54 million users and over 100 million users per month, it now sits as a leader in online blogging and publishing. For a decade now, Medium has aimed to host the best articles from various different fields. At the time of writing, the platform is heavily used for both unique and republished content.
Medium’s original mission has been to give writers from any corner of the world the opportunity to publish their writing — obscured only by a soft paywall of $5 a month or $50 a year. If we take into account the site’s current user base and $600 million valuation (including a recent raise of $30 million USD in late 2021), we can see that this model has been met with great success.
Writers on Medium are given the opportunity to freely publish their work on the site — however, those who want to earn money from their content are restricted to the site’s Partner Program. While top writers and publishers can earn upwards of $50,000 per month, those starting out on the platform are likely to see much more meagre earnings (we’re talking closer to $25). Writers are also given bonuses if they reach the platform’s list of top creators, meaning that an author’s success on the site largely hinges on how well they can grow their following and push out consistent content.
The trouble with Medium
While Medium has offered writers, journalists and publications a seemingly more unrestrained platform, it still comes with its fair share of cons.
As is the case with all Web2 platforms, writers no longer own their content once it is published to Medium’s grounds. Should the platform ever decide to delete a user’s work, shut down an account or ban a user from posting, there’s very little wiggle room for them to fight back. Of course, this raises the potential for authors to lose all control over their work and their audience should they land on the wrong side of the platform.
And while the possibility of this happening may be unlikely, this dynamic still highlights the futility that we have previously seen on other large social media platforms, such as Facebook, YouTube and Instagram. In 2018, we also saw Medium abruptly cancel the memberships of 21 of its subscription publisher partners.
Another common complaint about Medium is the number of restrictions associated with the site’s Partner Program. With the Medium Partner Program, writers can make money on the platform using two methods: a) to monetise their work based on total member reading time or b) to earn money by referring users to become paid subscribers. Payments are calculated based on the total time that paid subscribers spend reading articles, as well as on per-month subscriber revenue. This means that only writers with higher member reading times will be paid more generously.
Another downside to this business model is that only users with paid stories get any sort of promotion on the site. Given that it can be difficult for writers to get enough attention that their work actually makes them any money, it presents an uphill battle for writers to make a sizeable income from publishing on Medium in general.
On top of that, writers on Medium are also not allowed to promote anything inside their paid posts. This means that other forms of monetisation (such as adding links to products, adding affiliate links or embedding subscription forms to grow an online following) are strictly prohibited on the platform. Couple this with the fact that a writer’s posts no longer belong to them once they’re posted on Medium — and we can easily gather that the mechanisms of the site are strictly designed to benefit the platform, not its publishers.
While Medium also promotes itself as a platform that accepts content from all ends of the spectrum, this is also not necessarily true. Authors of content that doesn’t make it to the platform’s front page will find it challenging to gain significant traction on the site — especially those outside of Google or large tech firms (such as YCombinator and Hackernoon), which are responsible for referring the most traffic to the site. It’s also notable that the only SEO control that users have over their work is content-based — making this system largely disadvantageous to those looking to publish work about niche industries or topics.
Mirror.xyz: a decentralised counterpart
Launched in 2020 and founded by Denis Nazarov, former partner at venture capital firm Andreessen Horowitz (a16z), Mirror is a DAO that is both built and run by its contributors. cryptocurrency, rather than typical transactions. As a decentralised and crypto-based platform built on the Ethereum blockchain, writers are able to crowdfund their projects by selling them as NFTs.
When Mirror.xyz first launched, writers were required to obtain the platform’s native $Write token — which could be earned by partaking in the platform’s “$Write Race”, a weekly contest that helps determine users’ membership. Once users were in possession of the token, they could begin crowdfunding their projects and rallying support from backers. However, in late 2021, Mirror’s team announced that the platform would be open to anyone with an Ethereum address and wallet.
Mirror’s team has also further commented on the benefits of a blockchain-enabled publishing platform: “Through a decentralised, user-owned, crypto-based network, Mirror’s publishing platform revolutionises the way we express, share and monetise our thoughts.”
Like Medium, Mirror offers an important component to the online publishing world — an engaged community. As noted in one of the company’s official blog posts: “There are many DAOs with vibrant communities and significant treasuries, but they are not recognised as first-class entities by the Web2 ecosystem of creative and developer tools.” As a solution, “Mirror bridges a Web3 entity into Web2 distribution of ideas.”
Since its launch, industry leaders (such as Ethereum co-founder Vitalik Buterin) and a series of successful DAOs have used Mirror to publish their content. One such example of a successful crowdfunding campaign on the platform includes a documentary about the development of Ethereum, where a total of 1036 ETH was raised (the current equivalent of over $2 million USD).
What’s even more notable is the monetisation strategy offered by Mirror. As the platform is built on the Ethereum blockchain, it provides native support for any crypto-native business models around tokens and NFTs. The platform’s Entry Editions feature, for instance, allows for different works to be sold at different price points — all while also allowing writers to sell their work without having to put it behind a paywall.
Will Mirror.xyz enable greater ownership and security for writers?
Unlike larger, more commercial platforms like Medium, content on Mirror.xyz is stored on a decentralised blockchain, rather than a series of company servers. As such, publishers are able to wield greater control and security over their content. Writers who publish their content on the platform also become co-owners of their work, ensuring that contributors’ interests are placed at the forefront of their roadmap.
Instead of logging in with a username and password, writers can sign up to Mirror using their Ethereum wallet. This means that they hold full ownership of their account, which will live on an open blockchain as opposed to a centralised database. Anything published on Mirror is also cryptographically signed by users and housed on permanently decentralised storage, meaning that any data is protected from corruption or modification from malicious parties or faulty service providers. Also, because this storage is permanent, the longevity and integrity of any content are ensured via blockchain technology.
What’s even better is that cross-functionality has been introduced to those who do use Medium, Substack or other Web2 publishing platforms — with the added option for writers to import their blogs from other websites with ease. Should writers be hesitant to transfer their work onto a Web3 platform, the outlet has already been created with this transition in mind.
Final thoughts
While Mirror is still a relatively new platform, we’ve already seen several examples of how Web3 platforms are empowering those in creative industries. Audius, as we’ve previously spotlighted, has already helped several musicians sell their work as NFTs and rake in greater profits. Other platforms have also risen to the fore to help writers monetise their work, including Publish0x, Steemit and Bounty0x.
With the goal of helping writers share their stories, securely monetise their work and build a community around their content, Mirror is steadily revolutionising the process of digital publishing. Users have more control over how they monetise their work and more leeway to publish exactly what they want inside their posts.
Like many Web2 platforms, Medium isn’t hesitant to place restrictions on small accounts, ads inside content or content that it doesn’t like. If the platform doesn’t make money, it seems to have no issue with making further changes to make money — even if said changes disadvantage its authors. In a creator’s economy, platforms like Mirror are continuing to show how writers and creators can thrive when they are not beholden to their mediums — and where users can truly read, write and own.
Currently serving as an international lecturer on Web3 fashion marketing, branding and retail innovation, Paula Marie Kilgarriff has become a formidable leader in the burgeoning space. Leveraging her expertise in luxury fashion, digital technology, business development, branding, digital retail and more, you can find her in all sorts of corners right now.
As part of our ongoing series, we recently sat down with Paula to discuss the future potential of various Web3 technologies, the role of fashion as an important metaverse entry point and why Web3 is truly benefiting from the power of female leadership traits.
Beginnings
With 20 years of experience working in e-commerce, Paula’s first venture involved lecturing on both e-commerce and fashion. She spent a decade in China, working with various different technologies (including VR, AR and QR codes) before moving into the e-payment sphere. This included serving as the founder and CEO of The Style Workshop, where she assisted with the development and training of various luxury brands and served as a keynote speaker at a long list of panel discussions.
Paula worked with several brands working on their technology — particularly in terms of how their marketing and sales strategies would serve the field of e-commerce. Citing China as pioneers of app technology and gaming, she also explains how it was “only natural that retail would become part of entertainment and gamification.”
Paula eventually returned to her home country of Ireland, noting this time as her official entry point into the Web3 space. Citing academia, computer science and fashion industries as the three main components of her background, she notes how Web3 protocols are “a kind of natural progression of her career and academic work”.
“I like the vibes of Web3,” she says. “I think it’s very youth culture-orientated. It’s got a lot of diversity and inclusion and we’re challenging and revisiting existing narratives.”
She continued: “We’re, you know, looking for new models and monetisation and IP models for creatives, which is also linked back to the fashion industry. And I also like real-time supply chains that have DAO mechanisms for consensus-building on what types of collections are coming through — plus the co-creation opportunity for people who are not in fashion in terms of the art and design part, but who still have an opportunity to build new fashion products and services.”
Teaching future creatives and builders
Paula also works as a guest lecturer for Master’s programmes at both the London College of Fashion and Nottingham Trent University, offering unique instruction on how she believes Web3 will change fashion and which types of protocols are most conducive to improving the industry. At the moment, she breaks down how the metaverse is now serving as a distribution sales platform for brands who are trying to dip their foot into the Web3 space through 3D modelling.
“We say NFTs are actually a natural extension of the integrated marketing communications plan. So you don’t always have your marketing team. They don’t have your metaverse activation. So it’s natural — my gang would have to have an understanding of online technology and an in-store environment. So the seamless integration between the two — whether it’s an omniverse you’re shopping in, an app, or an IRL activation — is all integrated.”
How are the advents of Web3 being received by her youngest students? “They’re very curious,” she says. “And if I use a lot of Web3 mechanisms to explain the future of education, they’re really down. They love the idea of attention tokens or attendance tokens being paid to go to college — they like to think that they can use them to influence the curriculum and the delivery format of the exams.”
In fact, Paula’s first-year students seem to be the most eager of the bunch. “They’ve got the finance cards and whatnot. The Master’s [students] are coming back from work, so they’re more interested in the metaverse as our 3D distribution and sales platforms. And there’s a great opportunity for us to service our customers in real-time, so they’ll accept it from that point of view. But my first years will be more about NFTs and all that kind of crazy stuff — because they’re coming from a gaming background.”
We also bring up the plethora of scepticism that’s surrounded the growing space, particularly within academic circles. “You’re always going to have this kind of hype stuff initially, but at the end of the day, the technology is phenomenal and very disruptive.”
“What I’ve noticed about that generation — you know, people say their attention span is a little bit limited, but it’s not really — I just think they want to understand the applied part of it. And I understand that — because if you’re coming from centralised systems and older education systems, we do condition you in a certain way based on the culture or for some reason.”
She continues: “The great thing about Web3 is the fact that you can pick and choose their stakeholders, right? So you have real-time people in those areas and those disciplines telling you about history. And so it’s such a great opportunity to learn more intensively and more specifically if that makes sense.”
Making fashion more digitally accessible
In 2022, we’ve clearly seen a newfound combination of both physical and digital assets develop within the fashion world. Top brands have begun selling their pieces as NFTs, while others have increased their visibility within popular games and metaverse-based events.
Paula recently helped with handling metaverse event sponsorships for the successful Metaverse Fashion Week, which was recently held within the popular metaverse platform Decentraland. Working alongside Admix, she assisted brands with selling billboards and 3D wearables at the virtual event and helped them distinguish which ones were able to provide pre-universal content. “I was basically trying to qualify, or validate who would be suitable to have — or whether we’d need to create premium diversity content or not.”
“You see, the great thing about 3D modelling and the metaverse moment is that it’s a piece of cake to make products right — particularly for coming from e-commerce platforms. But when you’re getting into like, virtual experiences and you know, the intangible nature of immersive experiences — that’s much more complex and difficult to communicate through technology.”
Paula is vocal about where improvements could have been made to the first inaugural fashion week in the metaverse (such as pointing out the pitfalls of ‘digitally twinning’ products in both the physical and digital worlds), she also stresses that it was a “great first step” for Decentraland. “I thought the brands were very, very brave, actually — and curious. I think they basically wanted to figure out: ‘Okay, let’s dip our toes into the waters.’ It was a great kind of opportunity for brands to just get familiar and comfortable with the space in terms of what we know which ad makes will have hyper-personalisation and real-time and 3D wearables.”
The future scope of metaverse fashion
From Metaverse Fashion Week to record-setting fashion NFTs, there’s no questioning that we’ve seen the idea of digital assets effectively enter mainstream consciousness within the last year. But will this concept bring more people into Web3?
“In terms of adoption? Absolutely,” says Paula. “I think people should have the choice in the future where they’ll want to have a physical or digital item, so I definitely think so.” Moreover, she explains how she believes that digital items are “the key to a smart contract that we own if it’s a luxury good, in addition to being a key to co-create.”
To enhance the digital fashion world, we also discussed further possibilities that we may see down the road. “The metaverse is going to be a great opportunity for everybody — but particularly customers and what kind of products and services are made. And I think if you have this ‘IRL’ online activation, you have to mirror the physical and you have to merge them together. It has to be seamless. Whether they’re in a metaverse or in a store, it has to be the same.”
In regards to how we can best mirror the ideal customer experience inside a metaverse platform, Paula discusses the idea of creating a digital alternative signal into a metaverse — or building capabilities for users to redeem points within the metaverse that could also be redeemable in physical stores. “That’s what the brands want to hear,” Paula asserts. “They’re not interested in all this part — they want it all integrated inside the customer supply chain.”
The upsides of female leadership
Given her position as a female who teaches leadership to young learners, Paula isn’t afraid to underline the upsides of female leadership traits and how she believes they are beneficial to the space. “We’re pro-life, or pro-community. It’s our job to nurture, lead and discipline men. Because female leadership traits are pro-life and they’re pro-progression.”
“With centralised systems, we’re born into cultural and social norms that no longer serve us,” she proclaims. “The thing about Web3 is that it’s not coming from a historical narrative. It’s brand new, where everybody’s invited. Everybody has a right. Black, white, green, yellow, pink. It hasn’t been defined yet. And that’s what’s beautiful about it.”
“What do I want to say to women?” she poses. “Rock on. Do what you want. Say what you want. I do think women have this — they’re strong and without them, you can’t build strong communities.”
Achieving balance in a future metaverse
What does an ideal future metaverse look like to Paula? “I think there should be a healthy balance of centralised and decentralised metaverses,” she says. Also highlighting the value of receiving information from non-centralised sources, she mentions how “history is written by the victors, and sometimes those narratives are inaccurate.”
“With these decentralised organisations, we get first-hand knowledge about what’s going on the ground — and then they get the opportunity to tell us. It’s not coming from this privileged, centralised monarchy that no longer serves the community. So that’s what I’m most excited about [with Web3] — it gives us the chance to build correctly by the people, for the people.”
However, we also stress the importance of staying on the business curve. “We don’t [just] want to be happy about it — we also want to make money from it, we want to be clever. I just want to be a bit more clever about what information we put out there, what kind of businesses we create. That’s why women are so important. If you’re replicating certain types of technologies, it’d better be replicating human conditions. But be damn sure that there’s children, women, everybody’s representative — because you’ve got this piece of technology that’s replicating something that hasn’t been created in its true form.”
Ultimately, will Web3 technology become more ubiquitous one day? “I don’t even think we’ll talk about NFTs in the future,” Paula says plainly. “I think they’re just gonna come with the deal.”
To learn more about what Paula’s working on next, follow her on her Twitter and Instagram pages for more updates.
This weekend, gmw3 stopped by the Annka Kultys Gallery in London to view one of its most recent installations — a metaverse gallery titled Web 3.0 Aesthetics: In the Future Post-Hype of the NFTs. The programme, which showcased a total 27 animated and interactive NFTs, was curated by founder Annka Kultys for LaCollection.io — a new NFT marketplace that works with world-renowned museums and galleries across the globe.
The show, which allowed viewing of all 27 NFTs inside the metaverse, was accompanied by a three-part online auction — the first respective segment titled ‘Metamorphosis of the Body’. The following auctions, which will be shown later this year, will be titled ‘Digital Florascapes’ and ‘Digital Abstraction’. According to the official website, these trilogies have presented “the NFT aesthetics as a continuation of traditional art”, exploring “the historical bridge in these two apparently separated spaces”.
Using a Meta Quest 2, we were able to traverse a digital gallery built by Kultys — equipped with specialised rooms that housed each respective NFT. The NFTs ranged from still images to 3D animated segments — each one springing to life when digitally “approached” inside the metaverse. Notable featured artists included Black trans activist Danielle Braithwaite-Shirley, digital artist and animator Marjan Moghaddam and renowned avatar project LaTurbo Avedon.
In her own words, Kultys has noted the propensity for NFTs to focus more on interests, cultural outlooks or community goals, rather than the quality of the art itself:
“I have noticed that NFTs have created a focus on hype itself, rather than the art behind it, which was accelerated during the COVID-19 pandemic. The hype around the cryptographic token, the prices paid, and the novelty of the blockchain consumes all press coverage, not to mention private chat apps and online platforms. We don’t, however, talk about the digital art it points to, the conceptual work, the content, the art itself.”
Annka Kultys
Throughout the programme, Kultys also calls us to question: what actually defines a good piece of art? While it might seem simple, it’s also a deeply complex question that has been raised many times throughout the course of art history.
If they’re counted as an art form, then NFTs are now statistically among some of the art world’s best-selling pieces (Beeple’s now infamous piece sold for a total of $69 million). However, this hasn’t prevented the quality of NFT art from being called into question. While much of the well-known artwork is certainly (or arguably) endearing in its own right, the general chunk of the most well-known NFT projects — including Bored Apes, CryptoPunks and CryptoKitties — don’t quite feature something you’d find on the average art collector’s wall.
In fact, many of these images have primarily been created through a programme that algorithmically randomises different traits (such as hairstyles, accessories, clothing items and skin colours). At the time of writing, creators don’t even need any preliminary coding knowledge — machines just take care of the work.
Moreover, the quality of NFT art has been so heavily debated by art communities as of late that in January of this year, five out of six community voters opted to exclude NFTs from any articles listing the most expensive artworks by living artists. One argument among voters was the idea that NFT technology is too new to be considered a viable art form. And if you ask J.J. Charlesworth, art critic and senior editor at ArtReview, Bored Apes can be summarised as a “collector aesthetic” that “isn’t aspiring to be great art.”
It might seem apt that the backlash against NFTs can be compared to previous aversions to modern art forms. Kultys, who is ever-aware of these trends, highlights how “abstract art has frequently baffled many people, largely because (unlike body and still nature) it seems unrelated to the world of appearances. Around 1910, several artists began to experiment with abstraction (Picasso, Cezanne and Braque). Today, we live in a world which generates abstractions. With the right software, an image on a screen can be morphed from figurative to abstract at the press of a key.”
Leading art experts have also weighed in on the visual calibre of popular NFT art, insisting that it appeals much more to cultural appeal as opposed to artistic integrity. According to J.J. Charlesworth: “Trying to apply art world standards to some NFTs is missing the point. A lot of the NFT market is based on collectables and there’s always been a visual culture in collecting — from comics, to trainers, baseball cards — that is very mainstream.”
With all the above taken into account, Kultys has done an excellent job at exploring “canonical themes within art history”, In her curatorial statement, she addresses her belief that “NFTs have created a focus on hype itself, rather than the art behind it”. By “examining the gap between the separated worlds of NFT and ‘traditional’ art”, she uses both the gallery’s Instagram account and her curatorial goals to compare her chosen NFT works with reputable classical and contemporary art pieces (including Sir John Everett Millais’ popular Pre-Raphaeliate gem ‘Ophelia’ and Marina Abramović’s performance piece ‘The Artist is Present’).
As we see a considerable expansion of Web3 technologies, we’ve now learned that both digital and crypto art has entered a first of many steps in progression. While crypto collectors and artists continue to work in the NFT space “without being aware of the rich art history that exists elsewhere”, she’s simultaneously raised the most important message of all: that “traditional art and NFTs are two sides of the same river — and to navigate from one side to the other we need bridges or to jump in the water”.
It’s been a wild past two years for us all. After experiencing the tumults of the pandemic, unforeseen market instability and a seemingly endless chain of global and civil unrest, the prevalence of anxiety, depression and other mental health conditions has reached a staggering high. Even the World Health Organisation (WHO) has weighed in on the dangers of our mounting mental health crisis, with one scientific brief reporting a 25% increase in mental health issues since COVID-19 first hit the world.
The social isolation resulting from the pandemic was one of the biggest challenges our modern society has faced in the last century — causing unprecedented constraints on people’s relationships, work lives, communities and overall mental wellbeing. As a result, many people turned to virtual resources for work, regular communication and even medical care. It’s also for this very reason that 92% of businesses reportedly believe the pandemic has accelerated the development of metaverse technologies.
As we exit the final stages of the pandemic and look towards our first normal summer of the decade, it seems fitting that this year’s theme for Mental Health Awareness Week would be loneliness. In honour of this year’s event, let’s take a look at how developing technologies are looking to improve mental health treatment, decrease the effects of loneliness and provide greater access to care — especially as we see metaverse technologies increase in popularisation.
Using XR technology to combat loneliness
When we couldn’t physically meet with our colleagues, friends or family members during the pandemic, video conferencing helped us stay connected — even if it didn’t exactly replace the sensation of real-life interactions. In keeping with this year’s theme for Mental Health Awareness Week, more immersive technologies have already been suggested by experts as an even better remedy for those experiencing social isolation and loneliness. The spatial nature of VR means that interactions inside more immersive games and metaverse platforms feel much more like being around people in the real world.
During the pandemic, VR even found an unexpected new group of users — seniors. MyndVR has already worked with hundreds of senior living communities across the United States, seeing a significant surge in popularity within the last two years. Chris Brickler, co-founder of MyndVR, has remarked on the company’s reimagining from a youth-based gaming culture to a “very safe, secure and senior-friendly platform”. Moreover, he commented on the platform’s success during COVID: “We’re just super excited about providing this service to so many older people that are, you know, sometimes lonely, combating isolation.”
A recent study from Frontiers in Psychology has also concluded that XR technology and more immersive gaming experiences have positively affected users — particularly by “modelling the relationships between involvement, wellbeing, depression, self-esteem and social connectedness”. The study determined that, while there is a risk that VR can supplant in-person involvement, healthy social interactions within a VR environment still “benefit players by satisfying essential needs of belonging and connecting with others.”
Anna Bailie, a PhD candidate at the University of York, specialises in researching mental health cultures on social media — and she believes the future of how the metaverse will impact our mental health will improve, rather than harm our ability to connect with others. According to Bailie: “The metaverse has been sold as a place for community, sociality, making friends and maintaining relationships.” Furthermore, she believes that: “there’s no reason that can’t happen when we already see it on social media platforms like Instagram and Reddit, where people find communities which they wouldn’t have access to otherwise.”
Improvements through immersive care
As we’ve previously covered, a recent peer-reviewed study from Oxford University concluded that patients who tried VR-based therapy saw a 38% reduction in anxiety or avoidant symptoms over the course of a six-week treatment period. According to another study, patients suffering from paranoia saw a decrease in their phobias — even after undergoing just one VR session. The immersive nature of VR is now understood as a way for us to trick our brain into thinking it is reacting to a more realistic encounter — an advent that can see patients develop healthier and more effective coping strategies.
Dr. Daria Kuss, lead of the Cyberpsychology Research Group at Nottingham Trent University, has touted VR technology as an effective therapy tool: “We know that particular psychology formats, notably virtual reality exposure therapy, can be fantastic tools to help individuals affected by a variety of phobias, depression, psychosis, addiction, eating disorders — as well as post-traumatic stress disorder — by gradually exposing them to the triggering, feared, or trauma-producing stimulus in a safe space (like the virtual environment).”
University College London (UCL) has been behind a series of clinical trials using VR to treat mental health conditions. The university has partnered with Tend VR to bring mindfulness-based cognitive therapy (MBCT) — a type of face-to-face therapy that has been proven highly effective — into a virtual setting. According to Rebecca Gould, Honorary Clinical Psychologist in the Division of Psychiatry at UCL, “virtual reality-based mindfulness represents an innovative and novel approach to addressing this challenge.”
UCL also revealed a specialised VR intervention program that would substitute face-to-face therapy for depression, with the objective of helping patients increase their ability to exhibit self-compassion. Using a virtual room, patients are shown two virtual avatars — both a child and an adult. In the first segment, they enter the room as the adult — with the task of comforting the child until their stress is decreased. In the next segment, they get to play as the child — this time being comforted by the script of the adult. The compassionate script inside the module zeroes in on three key themes: validating experience, redirecting attention and activating a positive memory.
A growing body of scientific research now also supports the idea that certain psychedelics, when administered by a therapist, can support a range of mental health conditions — including depression, PTSD, addiction and various types of anxiety. Now, health experts are even looking to replicate the benefits of psychedelic-assisted therapy in the metaverse. Emotional Intelligence (EI) Ventures, a growing startup, is harnessing the power of VR to overcome geographical and economic barriers that have previously hindered people from accessing psychedelic therapies.
After receiving a dose of a medically-prescribed psychedelic, EI users will embark on a virtual journey using their VR headsets. According to founder David Nikzad, each user’s vision will be specifically tailored to suit their unique background, personality and medical history — with the goal of delivering a “zone of comfortability”. He continues: Not everybody’s going to have the same comfort zone. I might like beaches and waterfalls, somebody else might want to be in the Swiss Alps. We can fine-tune that experience.”
Even current gaming tycoon Roblox, which has been praised for bringing users together through shared experiences,has recently launched greater initiatives to raise awareness around the importance of mental health and personal wellness. Sponsored by Alo Yoga, Roblox recently unveiled the ‘Alo Sanctuary’ in February — a metaverse island with a picturesque landscape, encompassing “three earthly elements of the brand name Alo — an acronym for ‘Air Land Ocean’.” Danny Harris, co-founder of Alo, has called “this first-of-a-kind partnership” a “longstanding commitment to supporting the mental and overall health of the global community at large.”
Providing greater access to mental health care
Many metaverse-related complaints we’ve heard within the past year have circulated around the idea that a more immersive internet will be more addictive than the one we live in now, thereby preventing us from embarking on healthy, socially-engaging lifestyles. However, the practicalities and flexibilities of VR are already proving that the metaverse will also make mental health treatment more accessible and even more plausible for people to access — giving it a very positive use case.
XR technology now makes mental health care accessible to anyone across the globe, regardless of their location or social standing. Users who have historically encountered physical barriers to mental health care can now see more affordable treatment options, all while receiving it through more immersive, lifelike and interactive channels.
Daniel Freeman, a clinical psychologist at the University of Oxford, has highlighted one problem he sees in the field of clinical psychology — that many patients are unable to attend therapy sessions due to lack of accessibility (including lack of transportation, rigid work schedules or fear of stigmatisation). As an alternative, his team has revealed gameChange — a programme entailing a six-week course, where participants can meet with a virtual coach from anywhere in the world to conquer phobias and other forms of paranoia.
Joy Ventures, a growing VC firm that is seeking the support of science-backed consumer products for wellbeing, has also pointed out the potential for VR treatment to be more personalised and adjusted to meet the personal needs of patients. Additionally, they’ve also stressed the scalability and flexibility of these technologies: “Even before the pandemic, social isolation, stress and anxiety were worsening problems — but with greater use of behavioural health technologies, people will have better and more accessible options for receiving the care they need.”
Final thoughts
While mounting research makes several clear arguments for why the metaverse will be a great therapy tool, it’s still important to note the number of potential health risks that are present. Several experts in the fields of both technology and mental health have already expressed concerns about how the immersive and potentially addictive nature of the metaverse can lead to a decline in mental health.
However, other experts argue that this issue is much more nuanced — asserting that factors like genetics, physical activity, diet or socioeconomic standing play a much bigger role in identifying mental health conditions. Nick Allen, a professor of psychology at the University of Oregon, stresses the importance of context when referring to metaverse use: “[For example], a young person who may be LGBT and who finds an online context where they can feel a sense of social support — we would predict that that would be a benefit for their mental health,” he says. “On the other hand, if using metaverse technologies replaces non-online behaviours that are healthy and supportive to mental health, like appropriate exercise, engagement in relationships in real life, healthy sleep, time spent in natural environments, then they can be harmful.”
It’s critical that both the pros and cons of emerging metaverse technologies be highlighted. Clinical psychologist Barbara Rothbaum, whose efforts in the VR space date back as far as 1995, can vouch for the timeline in which we’ve seen immersive technologies develop and transition from academia to society. We are now at a stage where we can see the efficacy of VR technology from a clinical point of view, but she still insists that there are “some barriers” to overcome.
Overall, studies seem to be trending in the right direction. XR technology appears to have reached us at a pertinent time — when mental health and the effects of isolation have never been a greater concern. As such, we should expect to see the benefits of more innovative, flexible and accessible mental health care become more commonplace over time.
After reading this title, you might be wondering: since we can’t actually eat in the metaverse, what use will restaurants truly have inside a virtual world? Or what use could possibly come out of an NFT “food” item?
Over the years, restaurants have seen growth by adopting more purpose-driven brand models. McDonald’s, for example, isn’t just known for its cheap and delicious food items — but also for its ability to raise funds for charity efforts and give back to communities in need. The Taco Bell Foundation has also spent years gathering millions of dollars in funds, which it regularly allocates towards grants and scholarships to help young leaders access easier paths to education and career-building.
Web3 technology is slowly presenting a range of use cases for the restaurant industry — including opportunities to crowdfund using NFTs, create innovative metaverse experiences, build deeper brand loyalty and serve as access passes for greater experiences and perks. In this article, we’ll take a look at 5 notable brands that are adopting Web3 and metaverse technology.
McDonald’s
The fast-food industry’s reigning champion has already shown significant interest in utilising Web3 technology to create new experiences for its customer base. So far, the restaurant’s initiatives include plans for metaverse experiences and commemorative NFTs.
While this may be a new turn in the company’s marketing roadmap, it isn’t necessarily an uncharacteristic move for McDonald’s. The fast-food restaurant has been long-regarded as an innovator in the fast-food industry, with frequent changes to its branding and model over the course of several decades. Out of all fast-food restaurants, Mcdonald’s is also highly regarded as a leader in digital technology — with a digital innovation team that counts 130 people globally.
In February 2022, it was announced that McDonald’s tendered an application for 10 trademarks in the metaverse. According to the United States Patent and Trademark Office (USPTO), this trademark registration is meant to cover the support of both physical and virtual goods, as well as a virtual restaurant that also offers home delivery services.
Taco Bell
Last year, popular fast-food chain Taco Bell announced that they would be releasing a series of “limited” NFTs on the Ethereum blockchain. Sold on the Rarible marketplace, the 25 pieces of digital art sold within a half hour. With the highest recorded bid, the restaurant’s “Ever-Crunching” tacos piece received the highest of all bids — coming in at 3.9 ETH, or the equivalent of $9,406 USD.
Venture capitalist David Pakman commended Taco Bell for their early adoption of NFT technology: “Right now, we are in the experimentation phase of the market, so I would expect to see lots of different experiments from musical and visual artists, brands, tech companies, media companies and creators of all stripes. Sometimes brands can be rewarded for embracing emerging consumer trends earlier than their peer group, so kudos to Taco Bell.”
Taco Bell’s NFT drop ended up being a great case for tokenised crowdfunding, with all funds from the restaurant’s project being allocated to charity. According to the listing, 100% of the profits earned from the sale were donated to Taco Bell Foundation, Inc. “to empower youth to discover and pursue their career and educational pathways.”
Starbucks
This month, Starbucks announced that they would be launching their own digital community Web3 platform, including a release of loyalty-based NFTs. On the company’s fiscal Q2 2022 earnings call, Starbucks presented their new plan to investors — arguing in favour of NFT technology as a way for the popular coffee chain to extend its brand’s concept of the “third place” — a term they used to describe a place where people can feel a sense of belonging over coffee between the home and the workplace.
“Emerging technologies associated with Web3, and specifically NFTs, now enable this aspiration and allow us to extend who Starbucks has always been at our core,” says Brady Brewer, Starbucks Chief Marketing Officer. “We are creating the digital third place. To achieve this, we will broaden our framework of what it means for people to be a member of the Starbucks community, adding new concepts such as ownership and community-based membership models that we see developing in the Web3 space.”
Starbucks has not yet revealed specific details on what their first set of NFTs will look like or which sorts of utilities will come attached. However, the company has detailed in an official blog post that it believes there is potential for the company to provide customers with additional experiences and perks through greater utilities.
Starbucks, which is also well-known for promoting artists and musicians, plans to continue this streak with its first NFT launch. According to the post, the company plans to start its first “collection, membership and community later this year, based on coffee art and storytelling. It will come with a host of unique experiences and benefits.”
Chipotle
Last month, in honour of National Burrito Day (which was April 7th, in case you weren’t aware), Chipotle set up shop in the metaverse by launching its very own virtual “burrito builder” — hosted by Roblox. The game was apparently inspired by “Chipotle fans on social media who have compared the complexities of rolling burritos to playing a video game,” the brand announced in an official statement.
While Chipotle didn’t necessarily make use of a Web3 platform (such as Decentraland or The Sandbox), the famous Mexican chain did tap into the popular ‘play-to-earn’ model found in several blockchain games. In this case, users who were able to complete gamified tasks were rewarded with burritos.
Chris Brandt, Chipotle’s chief marketer, made a statement on the model: “We’ve tapped into play-to-earn, an emerging engagement model in the metaverse, to launch our newest experience on Roblox that celebrates the iconic Chipotle burrito. We’re blending the metaverse and real-world elements of our brand to take the Chipotle fan experience to a whole new level.”
Bored & Hungry
Based in Long Beach, California, Bored & Hungry was inspired by — you guessed it — the imagery from the now infamous Bored Ape NFTs, which are indisputably the most popular and successful of all NFT projects. Andy Nguyen, owner and founder of the new popup establishment, purchased four NFTs from Bored Ape Yacht Club and two NFTs from Mutant Ape Yacht Club to fund the initiative. Each image now appears across the restaurant’s food packaging and branding.
“The main bored ape, which is our logo, we spent a little over $267,000 on — and on the Mutant Apes we spent around $65,000 to $75,000 for each one,” Nguyen has detailed, revealing how much money was spent on each lucrative crypto asset to kick things off.
In all, it appears that Bored & Hungry isn’t just a flashy new burger joint adorned with popular cartoons as its logo. Its interesting model has actually revealed several insights into how NFT technology can translate into the real world, as the company has also announced that it will accept both Ethereum and ApeCoin (BAYC’s token) as a form of payment.
“The goal is to give back to the growing [Web3] community and open the doors to those who want to learn more about this new Web3/NFT world,” Nguyen has commented. When detailing his greater mission, he says: “Our job is to educate the public about this new future world. And show people that you can create a brand/business out of this IP. Taking away the stigma of, ‘it’s just a jpeg.’”
After spending four years in the blockchain gaming space, you might consider Marie Franville a Web3 veteran of sorts. From curating events for major tech companies to helping launch an early blockchain gaming project, Marie’s focus is now on building premium metaverse experiences for brands and gamers alike.
Marie now leads indie game studio NABIYA — which she co-founded with Sebastien Borget, co-founder and COO of The Sandbox. With The Sandbox as their chosen metaverse platform, Marie and her team of creative experts are now at the forefront of Web3 entry — creating “tailor-made worlds with games or architectural projects” and “state-of-the-art NFTs” for clients in the gaming, music, art and fashion industries. They’ve also got their own unique metaverse game in the works.
After seeing Marie speak at a panel discussion held at London’s annual Pocket Gamer Connects conference, we recently connected with her to discuss what she’s witnessed in her years within the blockchain gaming space. We also enjoyed covering her foray into building immersive experiences for high-end clients, as well as what she sees for female leadership in the growing Web3 space.
How did things start?
Marie began her career in IT, working as a business developer with Big Tech brands (including Samsung and Dell). Along the way, she found herself curating video game conferencing events — effectively hunting for sponsors and organising game connections in major cities across the globe.
In 2018, Marie began organising events sponsored by Unisoft in Lyon, France, where she’s based — primarily the Blockchain Game Summit, which cropped up quite early in the Web3 space. “At the time, there weren’t so many conventions — the general consensus was that massive adoption of blockchain would happen through video games. This is because game players have an inherent understanding of the value of digital assets.” She further adds: “Of course, the story says otherwise — more mass adoption came through art, with NFTs.”
Marie marks this occasion as her main turning point, describing how she “met really brilliant, bright visionaries — these people really understood what [Web3] was about and how exciting it was. That’s how I fell into that rabbit hole.” She continues: “Nowadays, things have changed — but these people understood how exciting things were and were trying to educate people.”
Marie spent the next four years serving as COO of blockchain video game studio B2Expand before founding NABIYA with longtime friend Sebastien Borget, co-founder and COO of The Sandbox (a popular decentralised metaverse gaming platform that has partnered with a growing list of brands and artists — including Snoop Dogg, Adidas and Deadmau5).
When Borget caught wind of her idea, he offered his full support to set up the business. “He’s an industry friend and he’s always been very supportive,” she explains. He now serves as the publisher and developer of NABIYA. Amongst their team is also a creative director who has worked extensively in the Paris fashion industry, having previously collaborated with high-end labels such as Christian Dior and John Galliano.
Marie also comments on the power of friendship and community in Web3, describing how: “Many friends in the industry and people work together — that’s what’s so wonderful.”
What does NABIYA’s “all-in-one service” entail?
Today, NABIYA focuses on two missions: one, to conceive and develop their own video game ELEMENTS — and two, to build video games and architectural projects for landowners in The Sandbox.
Now backed by a team of seven experts in art, fashion and blockchain gaming, Marie has helped turn NABIYA into a uniquely creative and innovative collective. While some clients require their help with building artistic or architectural projects in the metaverse, “some people need really cool game mechanics and gameplay. So we are also architects and game builders — we do both.”
On building their client base, Marie claims that “many brands came to look for us”. Some of their most notable clients include popular rock band Avenged Sevenfold (who they’ve collaborated with to create a series of signature NFTs), mobile blockchain gaming pioneer Spells of Genesis and rising NFT project Cyberkongz (with whom they’ve recently formed a co-partnership with).
NABIYA’s wide range of services and approaches also means that their team aims “for high, premium quality — because there are many, many types of businesses and their positioning is different,” Marie explains. “People who have a very strong idea and very strong communities — they come to us and say ‘could you build something for us?’ There is a learning curve with The Sandbox, but we know the process really well.”
She elaborates: “We come up with the concept art, of course working with their director, to really reflect their universe and where they want to go. Then we create, from scratch, their own unique experience — and it’s very unique to their own brand.”
ELEMENTS and next steps
ELEMENTS is an exploration game based on the Chinese cosmogony. In the game’s overall storyline, the player’s mission is to restore equilibrium to a metaverse world using the five elements: Earth, Wood, Metal, Fire and Water. Through a series of 12 chapters, the player embarks on an in-depth and immersive journey through a colourful and historical universe.
On why they chose this theme for their flagship game, Marie simply states her belief that, due to climate change and other environmental issues, our current world is out of balance. In turn, “[the concept] is very modern — because the 5 elements — they are very complimentary and we need all of them to be in balance.”
Each asset created within ELEMENTS is an ERC-1155 token minted on The Sandbox — a fungibility-agnostic and gas-efficient token contract. “Of course, the big, big dream is the utility — we are really doing some research and trying to work with other chains so we can bring our assets that are native to The Sandbox.”
“Maybe it’s a bit naive,” Marie also remarks, “[but] my ambition is to make a game that is fun, enticing and compelling — and then the economy will follow.”
Frictions and next frontiers in blockchain gaming
It’s an issue we seem to keep raising — but gaming communities are still averse to the idea of NFTs and blockchain (an estimated 70% of them consider them to be a negative trend). We’ve already discussed it in previous pieces — and so have other thought leaders we’ve spoken with in the past. It’s become an unavoidable subject when speaking about the advancement of blockchain gaming — but like many others in the space, Marie sees ways for players to see greater incentives with blockchain technology.
“I can see the barriers to adoption — I can see why some people can be bitter or why they misunderstand the intention. At the moment, it’s a bit rough. Everything is still in the process of being built — nothing is laid down or perfectly clear,” she says.
“I think that the conventional games are more and more interested in integrating tokenomics based on Web3. But it’s not because [you] add NFTs.” Rather, she insists that the tension is on hiring: “I’ve observed that traditional video games are trying to input the Web3 component and it’s not done, in my humble opinion, by adding some NFTs.”
Moreover, Marie emphasises the need for more tokenomics experts to join the gaming space and apply a play-to-earn model to more projects and concepts. “We need more people in a new line of career for tokenomics — people who are completely into tokenomics and who understand what’s going on. But these people — they are really scarce.”
With that being said, however, she still notes that we have a long way to go before we see changes start to materialise. “In mobile games, you have free-to-play [models] and you have the economic model to understand how it works. But at the moment, we are still creating — everybody’s trying.”
A window of opportunity for women
Marie also describes the rise of female leadership she’s seen in her four years of working in the blockchain world, noting how the time has never been more optimal for women to find both footing and equal treatment in the space. “I think there is a very big window of opportunity right now and many new jobs are being created, which needs to be defined as we are working on [Web3].”
She continues: “Whatever your speciality is as a woman — whether you’re working as a CMO somewhere or a designer, or whatever your vertical is — there are many ways of connecting the dots at this Web3 layer — so it’s really the right timing now.”
Her advice for other women entering the space? “Whatever you do, whatever your expertise is — you learn by doing. And there are always, always possible connections to Web3, whatever you are doing. So it’s a good time.” She also adds that throughout her trajectory in the space, she’s been very glad “to see so many women taking leadership positions. I think it’s only the beginning.”
What’s next for NABIYA?
Along with wanting a more equitable space, Marie envisions a more interoperable and cross-functional metaverse. She mentions how certain experts “are a bit wary of interoperability, but it’s one big dream for me. It’s very, very hard technology and I don’t know how it’s going to unravel — but it’s a big dream for interoperability, where you [can] hold a piece of history through your NFT and have utility on different platforms.”
She looks forward to seeing a future where users can create [their] story within all the different metaverses. “It’s a new form of content creation,” she says.
NABIYA is also excited to launch what Marie refers to as “full experiences” this upcoming June, where they’ll be releasing part of ELEMENTS. “Of course, not all of it,” Marie clarifies. “We want to launch the game by degrees, so we can get feedback and build a community. That way, we can build the game with the community. This is how things are done nowadays.”
To stay updated on ELEMENTS and NABIYA’s upcoming projects and releases, be sure to follow their Twitter and Medium pages.
Amid the many NFT projects that have become part of a now-meteoric trend, one that’s currently on the rise is Fancy Bears Metaverse — a project and DAO that’s made artists, top athletes, celebrities and even Nobel prize winners a part of its expanding community. Currently, the estimated value of the assets within the Fancy Bears DAO exceeds $700k USD.
As part of our ongoing series, we recently sat down with Anna Fomenko, Polish-based Project Manager of Fancy Bears Metaverse, to discuss parts of the project’s roadmap, current successes, crowdfunding efforts and plans to create a full-chain model for modifying the appearance of NFTs. We also cover why Anna hopes to be a trailblazer for other women who are entering the Web3 space.
How did things kick off?
Anna mentions how she had a bit of an “old-fashioned, Belle Epoque” approach to education while growing up — learning piano, French, history and art — the last being her favourite subject. About a year ago, she learned about NFTs and her curiosity was piqued. “I knew they were like art, but digital art,” she says.
She says she entered the Web3 space about six months ago, when she officially joined the Fancy Bears project with Fanadise. She was particularly happy that they gave her the opportunity to start working with them because “in Poland, it was a new area — and few companies are trying to jump into the space there.” She kicked off her efforts by managing the project’s Twitter pages, before moving into her current role as Project Manager. “It’s been a great opportunity to meet people from all around the world.”
Anna notes how quickly she’s been able to jump into the Web3 space and ramp up her knowledge about NFTs, highlighting how much she’s adapted to the space in such a short matter of time. “I didn’t have a huge background, but as a lover of art, I loved that NFTs were pieces of art and wanted to get involved.”
About Fancy Bears Metaverse
Anna explains that: “First and foremost, Fancy Bears Metaverse is a community of amazing people from all across the world.” Fancy Bears’ main utilities include organising in-person parties for holders (some of which include prominent celebrities), as well as providing exclusive merchandise and airdrops of the community’s token, $HONEY. NFT holders and brands are also eligible to receive a series of exclusive deals for partnering with the community (past partners include Samsung and L’Oreal).
Legendary American boxer Floyd Mayweather, an NFT holder who has become quite active in the Web3 space, has recently become an honorary member of the Fancy Bears community. Anna elaborates on how even though Fancy Bears “is a Polish project, we wanted to focus on not just Poland, but the entire world.”
After starting off with Polish influencers in their roster, they decided to branch out globally. To have a big star as part of the community “seemed like a great idea and Floyd seemed like a great candidate to develop a partnership with” — given that they knew he had a global presence and wide outreach. Mayweather recently donated 20 signed pairs of gloves to the DAO, which were then given to corresponding Fancy Bears holders.
Building the “NFT 2.0”
Now, the Fancy Bears DAO’s main focus is on building and offering Trait Swap — a desktop application that can be accessed when users connect to the interface using their crypto wallets. From here, users can select which Fancy Bear NFT they’d like to make changes to — such as giving their character a new head accessory or fur colour.
How will this work? As every trait (both in Fancy Bears’ original collection and in newer traits) will be an ERC1155 token, every trait swap will mean that each token is being staked in the contract (so long as the trait remains in use). For this reason, the DAO has created a separate trait staking contract.
“Just like how characters change their wardrobe in the Sims,” Anna describes, “you can try out all of the traits [and figure out] which one will look best on your bear.”
As not all NFT holders were entirely happy about how their bears looked, they’ve started voicing a desire to see something new take place within the project. With Trait Swap, holders are able to make changes to their bears and attach different traits and accessories. In light of this, the DAO is working to apply the same technology to other popular NFT projects — such as Bored Ape Yacht Club, Mutant Ape Yacht Club, Doodles and Cool Cats.
They’re also looking to create partnerships with additional companies, who are also helping them to further develop more NFT traits — even exploring the option for users to carry utilities from other projects. In Anna’s vision, “you can bring every utility [to the project] that you want — whether it’s a ticket to a party or traits from another project.”
New traits can be purchased with the project’s $HONEY token. Recently, the community offered holders an exclusive airdrop of the token, enabling them to purchase new traits and gain limited access to Trait Swap. From there, users could see the changes made to their NFTs reflected on OpenSea.
“Honestly, people have just gone crazy,” Anna says, “as we not only have our original collection, but also these additional traits.” She touches on some of the unique changes that holders can select from, including the much-loved squid head. “I can see that people really like it.”
Anna also highlights the efforts being made to differentiate Fancy Bears from other projects, commenting on how she enjoys the ability to coordinate and communicate with other projects in order to create something new within the space. “It’s a great way for users to change their bear according to the weather, or the [current] holiday, or whatever.”
She continues: “I honestly think [Trait Swap] is a great idea because we can make more utility traits — and it’s a good possibility for other projects, because, let’s be honest — it’s hard to make a good project because there are a lot of them out right now.”
Using NFTs for crowdfunding
We’ve all heard about the current war and Russian invasion currently waging in Ukraine. One notable feature of the crisis is how the country has pioneered a new source of financial support, as people across the globe have donated millions of dollars towards war efforts using cryptocurrency. According to Alex Bornyakov, Ukraine’s deputy minister for digital transformation, “crypto is playing a significant role in Ukraine’s defence.” As of the time of writing, the Ukrainian government has raised over $42 million USD in donations.
As a Ukrainian based in Poland, Anna also breaks down how the Fancy Bears community has joined the cause. They’ve launched a side project that’s focused on raising funds for Ukrainian refugees currently affected by the current crisis — particularly those who have crossed the Polish border to escape the dangers of the war.
“We decided to make these NFTs for Ukraine — not just because I’m Ukrainian, but because other team members are also from Ukraine.” As of the time of interviewing, Anna notes that 2 million Ukrainian refugees have since fled over to Polish soil. “We just saw that people are in need — they need our help and we decided that we can use the metaverse and NFTs to help them.”
From here, the community plans on deciding which organisation they will allocate the money towards.
Seeing new possibilities for women in Web3
“I’m really happy that it’s a new area, so you can try to make even crazy ideas. Because [the Web3 space] is new, you can basically do everything you want.”
Regarding the timing of Web3, Anna also claims that it’s “the perfect space and perfect moment to jump into.” She’s even started encouraging her other female friends to seek out more Web3 projects. “I’m really happy that I jumped into it at this moment because everyone is learning and trying,” she also says, before also noting that there is “no big difference” between which positions are being held by either men or women. “It’s only about your skills,” she asserts.
Anna cites 3 Cups of Tea — a book about an American man who, when travelling to Afghanistan to build schools, made note of the number of female students that weren’t given the opportunity to have an education. Taking inspiration from this novel, Anna says she’s made it a personal goal to work in an area “that’s helpful for other women.”
“There is no difference if I am a man or a woman,” she comments. “It’s just about my skills, my possibilities and my knowledge about my project and the metaverse.”
She also notes how Web3 has become a “helpful area for everyone” — not just for women, but for “each person” across the world. In the metaverse, she believes that people can have experiences that in previous times, “people couldn’t even imagine.” “I have only positive feedback in this area as a woman,” she concludes, “so I’m really glad that I’m here.”
Her advice to other women entering the space? “Just try, honestly,” she says simply. “Because it’s a new area, it’s really easy to get into it. So all girls have to do is to try and to learn. There is no difference if you are a man or a woman.”
Future visions for Web3 and the metaverse
Overall, Anna notes how she is excited to see where the expansiveness of the metaverse can go — mentioning how as an art lover, she particularly enjoyed visiting virtual galleries during the COVID-19 pandemic and how she would love to see this concept become more user-friendly and immersive. At some point in time, she says that this experience will be “really amazing” and “almost like how things are in real life” — especially if it will enable people from various physical locations to meet together inside a virtual space. “You can meet your friends, even if they’re far away — one day you can just put on some glasses and you’ll all be there.”
Anna would also love to see Web3 become a helpful and more expansive space, with more gaming and PFP projects “doing great things for people”. She’s also hoping to see bigger, better and more innovative possibilities come out of Fancy Bears — especially the Trait Swap app, which she hopes to see add more capabilities to future NFT projects and appeal to greater communities and enthusiasts alike.
“Everyone is really happy that you are into it and that you’re trying to learn. You don’t need anything else — I didn’t have any technical background at all. It’s just about fast learning.”
Anna’s ideal vision of a future metaverse is, in her words, “a safe place where it doesn’t matter if you are a man or a woman, which skin colour you have or which nationality you are. Just a safe place where you can be whatever you want.”
Learn more about Fancy Bears Metaverse
To learn more about the Fancy Bears Metaverse DAO and NFT collection, be sure to check out their official website and collection on OpenSea. You can also learn more about the community by visiting their Twitter and Instagram pages or by joining their Discord.
To learn more about the #NFTforUkraine efforts and make a donation, you can also visit their page here.