Spotify vs. Audius: The Future of Music Streaming in Web3

Within the last decade, we’ve seen streaming platforms become a multi-billion dollar industry — effectively upheaving the mechanics of the music business and cannibalising formerly-popular alternatives to online listening. This includes peer-to-peer file-sharing platforms and other popular music marketplaces (such as iTunes, Soundcloud and Bandcamp).

Photo by © Tada Images – Shutterstock.com

With a total of 418 million users worldwide, Spotify is currently the leading platform in the music streaming space. However, it has also been the subject of abject scrutiny by recording artists in more recent years — mainly due to its reputation for taking massive cuts from musicians and not granting them the lion’s share of their revenue.

Amid the momentous breakthrough of NFTs within the last year, we’ve seen an explosive demand for crypto assets — with some of the most popular creations coming in the form of cartoon apes, axolotls or buggy-eyed felines. However, these art forms have also taken the shape of music products — with a growing list of recording artists already having generated sizeable revenue streams from selling their work as NFTs.

Audius, a decentralised and community-run music streaming platform that runs on the Ethereum and Solana blockchains, has already been hailed by Rolling Stone as a viable rival to Spotify. But will it eventually catch up to the likes of music streaming’s current kingpin? As part of our ongoing “vs” series, let’s take a look at the current business models of both Spotify and blockchain-powered Audius — with regards to how each platform is currently adapting to meet the needs of both artists and listeners in our transition into Web3.

Spotify’s model: familiar, but flawed

According to a recent market research report, Spotify currently holds a 31% market share in the music streaming industry. It’s hard to deny its colossal force in the music world, with over 418 million global users and 180 million paying subscribers worldwide. Spotify has also been hailed as the music industry’s proverbial liferaft after the business endured years of low sales following the reign of online music piracy.

CEO Daniel Ek founded Spotify in 2006 — a time when peer-to-peer file-sharing services (such as LimeWire) and illegal music downloading was still at large. Ek claims that the dynamic of music piracy highlighted a huge gap within the music industry — one where he saw that fans essentially had two choices in terms of music consumption. In his eyes, they could pay $15 for a CD or pay zero dollars to access all of the music in the world. What if users could pay the same price to (legally) have access to both?

Ek has commented on this conundrum: “What would happen to the music industry if you all of a sudden combined the power of advertising as a revenue model, the power of subscription as a revenue model [and] the power of a la carte on top of that as a revenue model? The three of them on a base of the 3 billion people around the world that are interested in music ought to be larger than the music industry’s ever been.”

Photo by © Chubo – my masterpiece – Shutterstock.com

Today, you’d be hard-pressed to find a friend, colleague or peer who doesn’t love Spotify. The app’s sophisticated algorithms, custom playlist-building software and access to just about every major artist’s discography have incentivised music lovers everywhere to happily deal with intrusive ads or pay small monthly subscription fees (the latter service contributing towards 91% of Spotify’s total revenue).

However, despite its widespread success, Spotify has also faced significant backlash over what’s become of its revenue streaming model — including a notoriously low royalty rate that has infuriated both independent and seasoned musicians alike. Current clauses in place mean that major record labels currently take between 50% to 80% of artists’ total revenue, leaving them with less than half of their total income before the rest is clawed away by managers and distributors. Based on this model, session musicians and smaller artists typically receive nothing.

Within the last year, up to 150 of some of the biggest names in music — including Paul McCartney and Kate Bush — have signed petitions and joined efforts in calling for new legislation to “put the value of music back where it belongs — in the hands of music makers.” Independent artists and music fans alike have also joined in the ruckus, organising a series of protests (called ‘Justice at Spotify’) in front of the company’s various offices across the globe.

To boot, the aftershocks of the COVID-19 pandemic have particularly brought this injustice to light. As the music industry’s thousands of artists spent nearly two years unable to tour and effectively cash-strapped, their revenue generated from music streaming platforms (or lack thereof) has suddenly been given much more weight. At the end of 2021, Danish investment bank Saxo predicted that in 2022, we would see music NFT platforms begin to seize market share away from more traditional, centralised streaming models. Has a worthy adversary risen to the fore to make this forecast come true?

Will Audius’ model give musicians more power?

Co-founded by computer scientists Roneil Rumburg and Forrest Browning, Audius is a community-owned and artist-controlled music streaming platform that runs on the Ethereum and Solana blockchains. Unlike the more restrictive model of Spotify, Audius aims to be a place where music artists can freely distribute, stream and monetise their work.

With its open-source, decentralised framework, Audius is promising to be the next Spotify or Soundcloud in the blockchain world — only with an approach that will better democratise the music industry by placing more control and revenue back into the hands of artists. It plans to achieve this by eliminating intermediaries (such as record labels or centralised streaming platforms like Spotify) and ensuring that musicians receive no less than 90% of total music sales revenue. Based on their business model, the other 10% gets allocated towards any node operators that support the network.

Artists can choose how their content is monetised on the Audius platform — with options ranging from being able to offer content and streams for free, offering users a one-time payment to unlock all of their content and offering their work as NFTs. They’re also able to maintain sole ownership of their music by generating timestamps of their content, which are secured by a network of decentralised node operators.

Any music artist or creator can also upload their music to Audius and monetise their content — there are zero requirements for users to be signed to a record label or even to have a large online following. What’s also notable is that all users — not just musicians — are rewarded with the platform’s $AUDIO token for meeting in-app milestones, such as ranking on ‘top five trending playlists’ or lists of ‘weekly trending tracks’. Through this approach, both artists and fans are encouraged to make active contributions to the network and participate in the ecosystem’s community efforts.

Photo by © Harmony Gerber – Shutterstock.com

While Audius is comparatively quite new to the game, some of the industry’s biggest hitters have already recognised its potential. Popular artists such as Deadmau5, Skrillex, Disclosure and Weezer have already released songs via the site. In September 2021, the platform also announced a $5 million funding round — all of it led by major music celebrities and industry professionals. Amongst the artist investors were Katy Perry, Nas, The Chainsmokers, Jason Derulo, Steve Aoki, Pusha T and Mike Shinoda of Linkin Park. Other industry leaders also joined the effort — including seasoned executives and representatives from labels including Sony, RCA Records and J Records.

Martin Bandier, who served as chairman and CEO of Sony/ATV Music Publishing for over a decade, commented on what drew him in: “Songwriters need more avenues for revenue, and this model should also help expedite payments for their music as it streams across the world.” He continued: “The blockchain is enabling entirely new revenue streams for artists and creators, like NFTs, social currency, and curation. Audius is not only using the blockchain to add potentially significant revenue streams for artists, but it also allows them to cooperatively own the platform itself.”

Does Audius present a promising alternative?

According to several online users, Audius’ interface might not yet feature the same complexities or cleanness we see on Spotify — particularly its Premium subscription service. At the time of writing, Audius’ user base is also a mere sliver when compared to that of Spotify (or even its main competitor Apple Music) — with only 6 million users currently under its wing. However, with mounting support from some of the industry’s most prominent leaders and the growing adoption of NFT technology, many reputable figures in the music business have voiced their support for a platform that promises new and improved revenue streams for artists.

In a recent statement, hip-hop veteran Nas has voiced his belief that blockchain technology “might be the most important technology to ever hit the music industry.” He’s also highlighted its benefits as a DAO, commenting on the fact that “everyone who uploads to Audius can be an owner.”

“You can’t say that about any other platform,” he continue.

Co-founder Forrest Browning has also elaborated on the continued development of the music streaming platform, noting that he plans to incorporate more easy-to-use crypto features into the app’s framework. “We see ourselves as the onramp onto blockchain tech for less technical users,” he recently commented. “Most people don’t realise it, but every single person that signs up for Audius actually has a crypto wallet created for their account. That enables us to build some really cool crypto features the mainstream is talking about — NFTs, etc. — without all the extremely complex process of downloading and setting up extra apps.”

In 2021, Audius also announced a major partnership with TikTok — one which would allow its artists to upload their music to be used in TikTok videos. By extension, artists are also able to link their TikTok following back to their Audius profile.

Audius is also looking for ways to make its platform achieve better sustainability targets, donating to help offset its carbon footprint. One way the Audius team has tried achieving this goal is by shifting its ecosystem to Solana, a more energy-efficient blockchain. According to one representative, Solana’s “low-cost, faster and more environmentally-conscious blockchain will help the firm create an accessible gateway to onboard users into the Web3 ecosystem.”

One of the biggest criticisms of Audius is that unlike Spotify, which works closely with record labels, the platform allegedly cannot police copyright violations due to the lack of a central operator. Some users have voiced concerns about the potential for pirated material to be uploaded, leading to worries about copyright infringement. However, Audius has responded to these concerns by announcing the development of a community arbitration system, based on a network of neutral, third-party arbitrators, that will vote based on moderation cases and copyright claims.

Will Spotify enter the Web3 space?

Back in 2019, Spotify CEO Daniel Ek commented on the potential of blockchain technology while speaking about their now-defunct cryptocurrency project, which was then launched in collaboration with Facebook (now Meta). He said: “I think cryptocurrencies and blockchain are obviously two of the biggest buzzwords you can have today. And for me, I don’t think technology in itself is that interesting. What I do think is interesting is what we can do with that technology.”

Within the last month, Spotify has unveiled job postings for roles that focus on Web3-related projects — evidence that the platform plans to integrate blockchain technology and NFTs into its greater business model.

The first reported job opening is for a senior manager of Innovation and Market Intelligence, with a call for someone who has expertise in emerging trends — “especially as it relates to creators, Web3 and other technologies.” The company has also sought out a senior back-end engineer who can help “uncover the next growth opportunity leveraging new technologies, like Web3.” The latter candidate is poised to work with the company’s experimental growth team, for its non-Premium offering.

Other Big Tech companies, such as Twitter, YouTube and Instagram, have also jumped into the Web3 fray — with plans to implement NFTs into their ecosystems at large. With new rivals such as Audius showing impressive backing and a promising early business model, Spotify seems to be on the right track by hiring more Web3 experts and repositioning its focus(es). However, whether we will see the streaming service host a music NFT marketplace or create different types of revenue streams is still yet to be seen.

Final thoughts

We’ve already highlighted how blockchain technology is finding its way into various industries, as its ability to offer more robust security, transparency, affordability and even energy efficiency are becoming more understood across different sectors.

While Audius might still be in its infancy, its trajectory shows great promise — the platform’s recent integration with social media giant TikTok is a significant step forward, as it may allow the platform to connect established music artists with TikTok’s user base of over 1 billion people. As a platform built on self-governance, it also means that new features will be built on the platform based on how its community votes.

However, what’s even more notable about Audius is that it doesn’t just provide an opportunity for artists to earn a stake in the company — it provides a model where listeners can too. While Spotify only allows users to pay a subscription fee to access music (with questionable allocations, to boot), Audius is presenting a framework where top community users can earn tokens for essentially the same functionalities.

Given its recent positioning, it seems likely that we will see Spotify adopt a framework that will allow musicians to see greater rewards. In an age where creators have clearly grown tired of Big Tech bureaucracy, it appears that any type of model that will allow artists to have greater control over their work is no longer just a request — it’s become a necessity.

Exploring New Kinds of Spatiality

Throughout the course of our lives, we project who we are in various different ways — from our taste in music, movies, fashion, video games, personal possessions and of course, the spaces in which we inhabit. Our personal environments — whether they’re our studio flats, our dorm rooms or our penthouse mansions — play a part in defining our everyday identities. Even the smallest details, artefacts or shreds of information can say a lot about who we are at a particular point in time. Research has even suggested that details as minuscule as our email addresses or our online usernames can reflect some of our personality traits.

In the last 6 months, I’ve had an interesting relationship with spaces. After making the decision to move overseas at the tail end of a global pandemic, I left my long-time apartment in the Trinity Bellwoods neighbourhood of Toronto, Canada and ventured across the pond to London for a new adventure. 

Others who have taken a similar path will know that moving internationally means paring down which items you can bring with you (unless you’re willing to pay exorbitant luggage fees). Several years’ worth of collected art, posters, figurines, gaming consoles, electronics and furniture items were forced into storage and left behind. Now, with only two suitcases full of essentials and small allowances, my new space in London feels a tad barren and, well… not quite like mine just yet.

By contrast, decorating virtual spaces inside metaverse platforms such as Spatial, Rec Room and Decentraland has been a new, fun take on the art of space-building — all while defying the limits (and costs) of physical parameters. This mini-experience has also brought a good question to light: will we one day attach our custom environments in the metaverse to our personal identities? Better yet, will our personal spaces be akin to what we currently know as our online profiles, taking the place of things like custom cover photos or layouts?

All answers are already pointing towards ‘yes’ — but first, let’s review some ins and outs of personalising an online space in the metaverse, what that currently looks like and which processes are needed for users to establish ownership of said spaces and the assets that can be featured within them. Also, let me place a disclaimer here: I’m by all means no digital architect, but this was still a fun experiment.

Building custom rooms in Spatial

As part of our quest for a better meeting alternative to Horizon Workrooms, I started using Spatial with two of my colleagues. For the most part, it’s been a success so far — we’ve explored ways to import images and PDFs of our company branding, collaboratively write on shared boards or sticky notes and seamlessly communicate through the built-in party chat feature.

We were also able to bring more 3D images into the space using Spatial’s ‘search’ feature, located on the main menu at the bottom of the screen. Spatial boasts a decent repository of 3D models — ranging from cute cats to Master Swords to blocky renderings of Final Fantasy VII’s much-loved protagonist.

One day, after one of our virtual meetings, I perused the various space-building options that appeared on the app’s start-up screen. The first space I decided to explore was the one that Spatial had titled “Coral’s Home”. Here, I was able to decorate my own custom room (which effectively looked like a cubicle surrounded by a proto-version of Lake Hylia) with any of the built-in models and featured items. 

Better yet, I was even able to connect to Spatial using my crypto wallet and import my NFTs into the space. All it took was a few clicks and before I knew it, one of my digital assets appeared — framed and all — as if it were mounted onto my space’s wall. Given that these are early days in Web3, I felt like this was a perfect and seamless example of the interoperability we want and need to see in future applications.

Little Frens NFT

However, as a shameless lover of hygge and IKEA catalogues, I eventually decided to build a new space using the “Mountain Lodge” template. I was able to upload images of some of my most-loved pieces of artwork — including works from sci-fi legend Syd Mead, East London duo Gilbert and George and one of my all-time favourites, The Garden of Earthly Delights by Hieronymus Bosch. Image size wasn’t an issue, either — I enlarged the triptych so that it was perfectly centred and gracefully overlooking my virtual abode.

I was also able to upload transparent 2D images into my space, as well as 3D renders I was able to source. I experimented with setting a giant Gunpla model up in my space — because, why not? One of our goals is to defy physical odds in the metaverse — and these are all things I’ll never be able to cross the Atlantic with.

In all, it felt like the experience I was offered in Spatial was reasonably customisable and fun. I especially enjoyed the option to upload my own images through the platform — whether that was JPEGs, 3D models or my NFTs.

Dorm-decking in Rec Room

Alongside my colleagues, I’ve also recently dipped my toes into the popular multiplayer VR platform Rec Room. At a first glance, Rec Room looked a bit like Spatial for kids (unlike the creepy facial recognition tool used to build avatars in Spatial, my Rec Room avatar is a cute, smiley figure that’s currently sporting a green and red superhero garb). 

But as far as experiences go, Rec Room is fantastic — with an incredible marketplace and creator’s ecosystem at its helm. It’s also well-supported — at the end of 2021, the platform closed a funding round of $145 million USD and is currently valued at a total of $3.5 billion.

Like Roblox, Minecraft and other world-building games, there are hundreds of games available for players to join and play collaboratively. However, what I mainly focused on this time around was the space-building function inside my dedicated “dorm room” — the in-game personal space that each user is granted as a virtual landing pad.

The default Dorm Room setting in Rec Room.

Users have the option to customise their dorm room, both with in-game skins and items that have been provided by other creators. All creator-supplied inventory is branded as an ‘invention’ — and as far as I’ve learned, all of it can be crafted within the game using the special Maker Pen tool. In all, various different props, materials, shapes and substances can be produced by the Maker Pen.

I’m not quite an expert in Rec Room content creation yet, so I instead opted to pick from items that were already supplied by other ‘inventors’. I didn’t want to be limited in my selection, however, so I purchased a small batch of in-game tokens and flicked through a list of dorm skins. When I landed upon the Zelda-themed dorm skin, my choice was pretty clear.

Once I was in my Zelda-themed pad, I decided to visit the ‘Store’ section in the main menu and see how I could deck out my space with some additional gear. To my delight, there were loads of other Zelda-themed items — far more than Spatial had to offer. Other Rec Room users had produced a surplus of different swords, floating fairies, posters bearing memorable quotes and other supplies.

But, my favourite function? Without question, it was the ability to not just add custom items, but also to ‘spawn’ a custom song and attach it to my space. Those (like myself) who are old enough to have experienced the MySpace era will especially appreciate this option.

Users should be mindful that despite its multi-functionality and free-to-play approach, Rec Room isn’t yet the most robust of systems. Each ‘invention’ contains a certain amount of ‘ink’ (this can be equated to its file size), which is basically synonymous with in-game bandwidth. Should too many inventions be added into one space, the system can start to lag and even crash at times. There were at least a couple of times when I had to restart the system and re-render my items.

Also, whether Rec Room will adopt Web3 technology is still yet to be seen. Currently, the game’s model enables creators to subscribe to the Rec Room Plus plan — a monthly paid membership program that enables players to earn in-game currency for selling their creations. Subscribers can cash out in-game tokens for real currency, based on a rate determined by Rec Room‘s mechanics.

Trying Decentraland’s Builder tool

Lastly, I wouldn’t be fully embracing space-building in the metaverse if I didn’t try out one of the most popular Web3 applications — Decentraland. I’d been wanting to try Decentraland’s Builder tool for some time, so I decided to see what I could explore on the growing platform.

For those who aren’t familiar, Decentraland allows users to create scenes that can be placed within virtual land parcels purchased on the Ethereum blockchain (which grants them proof of ownership). While owning virtual land isn’t required to visit or use Decentraland, it is required for users to invest, build and publish spaces on the platform so that they’re available for others to visit. Each land parcel in Decentraland is an NFT — which means that just like physical land, it is unique and cannot be forged or duplicated.

While logged into Decentraland using my crypto wallet, I ventured over to the Builder tool and began creating a scene with a small area, to start. While I wasn’t able to purchase a land parcel for my space this time around, I still decided to have some fun with the tool.

Once inside the Builder tool, users can select from a range of in-app asset packs that are categorised under different themes — such as sci-fi, fantasy, Halloween, cyberpunk and Chinese New Year. I mainly chose items from the cyberpunk pack, piecing together a small space with a glass floor, some graffitied walls and neon lights.

What I really wanted to see was how easy it would be to bring my own collectables into my space. Like Spatial‘s mechanics, it was quite simple — since I was already connected via my wallet, I had no issues with importing my NFTs into my creation. I simply had to scroll down to the bottom of the provided menu, select the ‘Collectibles’ option and voila — my NFTs were already selectable as assets.

Loner Girl NFT

It would be nice to see the building process in Decentraland be a little more streamlined (I give more points to Spatial here). In my experience, it was a tad tricky placing objects on top of other objects or situating signs and posters so that they looked a little more lifelike (for example, it took me multiple attempts to place a lamp on top of a tabletop before finally giving up). However, after seeing a spike in visitors after the highly popular Metaverse Fashion Week, I’m hopeful that we will see Decentraland’s Builder tool become more refined and easily accessible.

What will our spaces become in Web3?

In the last 15 years, we’ve created social identities through not just our physical spaces, but also our online profiles. MySpace, for instance, was a great example of early space-building — users were able to craft personalised profiles using custom HTML, an embedded music player, the liberty for layout overhauls and much more. Facebook may have introduced a more ubiquitous experience for non-tech savvy users, but it has still continued to provide options for personal flair. Functions like the cover photo and personal fields have remained ways for us to express ourselves through creative imagery and other identifiable information.

It’s exciting to imagine that in Web3, we will be able to bridge the concepts of both the physical and digital to create and further personalise our online hubs. Like in the ‘real world’, there will be several ways where we’ll be able to modify our spaces to support our thoughts and feelings — from adjusting the lighting, colours, items, patterns, sounds and functions within them.

As far as our current, Web2 online profiles go, however, these experiences have been limited — and this isn’t just due to their dimensions. When it comes to our profiles on platforms such as Facebook and Twitter, we don’t own the spaces we customise — and we also lose full ownership of what we upload. Web3 technology, on the other hand, presents an opportunity for us to deck out our profiles with assets that are actually ours — bringing a whole new understanding to the concept of space-building and online identities.

How 10 Big Tech Companies are Adopting Web3 Technology

The Web3 model proposes an overhaul of our current state of the internet — one which will allow users to see greater ownership of their assets and connect with software without the need for intermediaries. However, where does this place our most-used intermediaries — such as Facebook, Twitter, Amazon and Spotify?

As our current version of the web continues to evolve, it appears that executives and leaders at Big Tech firms have started finding ways to apply cryptocurrency and blockchain technology to their business models. Also, with large blockchain platforms (such as Polygon and Circle) now hiring some of the world’s top talent, it’s become abundantly clear that new roles and departments will need to be created for Web3.

Let’s take a look at 10 Big Tech companies that have started, or plan to start adopting Web3 technology in the near future.

Meta

At this point in time, this one probably needs no introduction — we all know about Mark Zuckerberg’s plans to turn his social media empire into a leading metaverse platform. Last October, Zuckerberg officially unveiled the company’s rebrand from Facebook to Meta, claiming that the new name would better reflect the company’s shift in gears.

Photo by © Lets Design Studio – Shutterstock.com

Upon announcing the rebrand, Zuckerberg touched on his goals to bring Meta to the forefront of a more decentralised and interoperable web model: “Together, we can finally put people at the centre of our technology. And together, we can unlock a massively bigger creator economy.”

However, so far things haven’t boded well for Meta’s adoption of crypto assets. After a series of controversies and an ultimately abandoned plan to launch its own coin, Zuckerberg hasn’t yet given up on trying to cement Meta’s role in the crypto space — with reports that the tech giant has filed 8 trademark applications within the last month. Amongst these trademark applications are crypto tokens, crypto trading, wallets, blockchain software and crypto exchanges.

Spotify

As Web3-based music platforms have risen to the fore, word about Spotify’s entry into the Web3 fray has finally caught wind. The music streaming leader has recently posted a series of Web3-based job openings on their official website — including roles for managers, engineers and other experts in emerging trends — “especially as [they] relate” to creators, Web3 and other technologies.” 

Given that a growing list of artists have also started selling their work as NFTs, it’s no surprise that Spotify is creating its own foray into Web3. After facing accusations of not giving artists the lion’s share of their revenue, NFTs have also started presenting new ways for artists to monetise their work. Whether Spotify will create a marketplace for NFTs is yet to be seen — but after artists such as Snoop Dogg, Grimes and Kings of Leon have seen success with music NFT sales, there’s a high likelihood that we will see the streaming giant adopt some kind of Web3 model in the near future.

Twitter

Many of those new to the Web3 space have probably wondered: what exactly does one do with an NFT image, besides trying to sell it? Setting it up as a profile picture seems to be another popular way for owners to showcase their status and general ownership of the popular digital asset. And out of all the Big Tech platforms, Twitter seems to be the one looking to capitalise on this new phenomenon.

Photo by © mundissima – Shutterstock.com

“Twitter is where people go to talk about things they care about — and often where people have their first experience with crypto and NFTs,” a company spokesperson has recently said in an official announcement. Moreover, they’ve noted how more users have started using NFTs “as a form of identity and self-expression, and as a way to join the thriving community and increasingly active conversation on Twitter.”

Those subscribed to Twitter Blue service will have the option to choose an NFT as their profile picture — and those with verified NFTs will now see them appear on their profile as a hexagon shape.

At the time of writing, however, there are still a number of barriers to setting up an NFT as a profile picture on Twitter. For example, the feature is currently only available to those who use iPhones and to those who live in the U.S. Canada, Australia or New Zealand. Also, only NFTs minted on Ethereum and stored on OpenSea are compatible with the service.

While it wouldn’t be right to classify Twitter as a Web3 company until it runs on a blockchain, its adoption of NFT technology is still proof that the company wants to find their footing in Web3.

Alphabet

In February 2022, Sundar Pichai, CEO of Alphabet — Google’s parent company — announced that the company is exploring ways to integrate blockchain technology into its flagship products and services. More specifically, Pichai mentioned a number of interest areas — with hints at adding more AR-based features to its applications and exploring ways for blockchain technology to add greater support to popular services, such as Google Maps and YouTube.

Alphabet’s cloud team (a growing area of business that competes with Microsoft and Amazon Web Services) has also expressed interest in finding ways to “support customer needs” through blockchain-powered platforms. 

On building Web3 technology into its services, Pichai has also commented: “Anytime there’s innovation, I find it exciting — and I think it is something we want to support the best we can. […] The web has always evolved, and it’s going to continue to evolve, and as Google, we have benefitted tremendously from open-source technologies, so we do plan to contribute there.”

Instagram

In December 2021, Adam Mosseri, head of Instagram, claimed that the company had plans to “actively explore” NFTs in order to bring Web3 technology to a bigger audience. In an Instagram Story released that month, Mosseri further elaborated on the benefits of bringing NFTs into the platform: “I think it’s an interesting place that we can play and also to hopefully help creators.”

At SXSW this year, Mark Zuckerberg also announced the tech giant’s plans to introduce NFTs into Instagram in the “near term”. While Zuckerberg kept his details sparse, he’s hinted at the addition of NFTs into the platform’s ecosystem.

In a conversation with Shark Tank’s Daymond John, Zuckerberg also mentioned that he was “working on bringing NFTs to Instagram in the near term.” He continued: “I’m not ready to announce exactly what that’s going to be today, but over the next several months, the ability to bring some of your NFTs in, and hopefully over time be able to mint things within that environment.”

Amazon

In March 2021, Amazon Web Services (AWS) announced the availability of Ethereum on Amazon Managed Blockchain — a fully-managed service that allows users “to join public networks or set up and manage scalable private networks using popular open-source frameworks.” 

Photo by © Shalstock – Shutterstock.com

Amazon Managed Blockchain also gets rid of any overhead required for users to create or join a public network, scaling automatically to meet the demands of applications running millions of transactions. Once a network is up and running, Managed Blockchain makes it easier for users to manage their blockchain network — including the ability to manage certificates and invite new members.

Tesla

Despite a growing list of his digs at Web3, Elon Musk’s electric vehicle company has still recently deployed blockchain technology for a special use case. One of these includes a platform that aims to create a “transparent, open and global registry” to track cobalt from mine to battery, assuring that the volume of any traceable material is understood in the production of electric vehicle batteries.

It was also recently announced at the Bitcoin 2022 Conference that both Blockstream and Block have begun the construction of a pilot crypto mine in Texas, which will be powered by Tesla’s solar installation and batteries. Blockstream CEO Adam Back further detailed the project, claiming that the pilot aims to show how bitcoin (BTC) mining has the ability to fund renewable energy initiatives.

Shopify

In 2021, leading e-commerce platform Shopify launched a beta version of its NFT-compatible marketplace — allowing merchants to mint and sell NFT collectables on various different blockchains. The option to purchase NFTs using cryptocurrency was also made available to buyers. 

Shopify has also been integrating AR-selling functionalities into its digital storefronts since 2018. More recently, however, it acquired the team behind Primer — an AR-based, home-design startup.

As known Web3 enthusiasts and NFT collectors, Shopify CEO Tobi Lutke and president Harley Finkelstein have already been quite vocal about their enthusiasm for Web3. Finkelstein has commented: “I think the future of retail, the future of commerce, is going to happen everywhere, on every surface area. That may be online, in the metaverse, AR, or VR. It may be offline at a beautiful boutique or a great farmers market.”

Block

Jack Dorsey’s growing fintech company Block (formerly known as Square) has announced its plans to start mining for bitcoin — with a goal to make the process more efficient and accessible. Thomas Templeton, the company’s general hardware manager, has revealed the company’s overarching goal to create a future that is “fully decentralised and permissionless.”

bitcoin cryptocurrency mining farm

In a tweet posted in October 2021, Dorsey vocalised his belief that: “mining should be more distributed.” Furthermore, he commented that: “The more decentralised this is, the more resilient the bitcoin network becomes.”

To solve the issue of mining rings being expensive, difficult to find and hard to deliver, the company is also open to building a new ASIC — the specialised gear used to mine for bitcoin. With the help of Tesla’s technology, Block also plans to carry out its cryptocurrency mining on deregulated power grids found within Texas — an area where they’re more likely to see cheaper energy sources.

Sony

Last year, Sony filed several patents that would allow it to accept cryptocurrencies for e-sports betting in-game. Details have revealed that the patent would accept both physical and digital currencies for in-game betting, also coming with a system that would allow players to bet in real-time while participating in e-sports games. Betting odds would be determined by AI, based on each competing player’s play history.

It also appears that this patent doesn’t seem to be exclusive to PlayStation consoles. Sony has since mentioned that it would be willing to carry this technology over to consoles “made by Microsoft or Nintendo or other manufacturer virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions, portable computers such as laptops and tablet computers, and other mobile devices — including smartphones.”

To keep learning more about Big Tech’s advancements into the Web3 space and all things NFT and metaverse-related, be sure to keep reading gmw3.

The Top 5 Things We Enjoyed About Metaverse Fashion Week

Within the last week, news has been abuzz with spectators’ accounts about Decentraland’s inaugural Metaverse Fashion Week. In fact, it’s safe to say that no other digital fashion event has ever received so much industry attention, making it one for the books.

As the metaverse and NFTs are continuously becoming a regular part of our everyday vocabulary, we’re likely to see more events become digitised and show a capacity to bring both industry leaders and global communities together. Both industry leaders and the general public have now seen greater evidence of a bridging gap between digital and physical commerce.

We’ve put together a quick recap on the top 5 things we enjoyed about the very first Metaverse Fashion Week. We’ll also touch on how these highlights are setting a precursor for future events in fashion, gaming and the metaverse as a whole.

The lineup

At least 70 brands were present at this year’s Metaverse Fashion Week, with names both big and small on the list. Larger brands were able to reach larger and more diverse audiences, while smaller brands were able to see increased exposure through the digital event.

Names including Dolce and Gabbana, Tommy Hilfiger, Philipp Plein, Forever 21, Hugo, Selfridges and Estée Lauder all used Decentraland’s reserved land plot to sell both physical and digital products and wearables. Other, lesser-known brands such as Auroboros and Etro also made significant headlines.

Has this changed the game of fashion? Absolutely. As brands continue to pay attention to technological shifts, it appears that many more are and will continue to invest in the metaverse. Not only did MVFW offer selling opportunities for brands — attendees were also able to access further brand exposure through virtual afterparties, interviews, runway shows and performances inside Decentraland.

In all, the expansiveness of the event allowed for multiple experiences and an excellent opportunity for revenue generation. In fact, according to one survey conducted by Virtue Worldwide, 94% of global respondents reported foreseeing digital fashion becoming mainstream and one in three respondents say they already own a digital fashion item.

New ways to release clothing

Brands were able to explore new ways to sell their inventory and engage with consumers at Metaverse Fashion Week, allowing the concepts of both physical and digital wearables to converge. Through Boson Protocol’s technology, brands weren’t just able to advertise their physical pieces to consumers — they were also able to sell them as tokenised NFTs. This meant that singular assets purchased at the event combined both NFT wearables for Decentraland avatars and physical products that could be redeemed at actual storefronts.

According to Gigi Graziosi Casimiro, head of Metaverse Fashion Week: “MVFW is important because it connects many parts of a bigger engine in the fashion industry. This event allows brands to explore new possibilities for their creation and communication with customers. We are essentially building a stronger fashion community in Decentraland that allows people to express art beyond physical limitations.”

Photo by © David Esser – Shutterstock.com

In all, Metaverse Fashion Week has set an important precedent for the future of fashion consumption. As avatars and digital personas become more integrated into our everyday online activity, so will the items that fill their inventory. The concept that NFTs can come packed with underlying utilities is also likely to change our understanding of purchasing, giving both physical and digital items an experience component as well. 

Justin Banon, co-founder of Boson Protocol, has noted the importance of allowing digital and physical elements to be represented by NFTs. “What we are seeing is physical and digital items becoming ‘digiphysical’ — digital tied to physical,” he says. He refers to this new approach as “physical and digital experimental commerce.”

Easy access portal

Attendees of Metaverse Fashion Week had two option to enter the event — either using their Ethereum wallets, or as a guest. Luckily, both options were quite simple and streamlined. Unlike other metaverse-based events, the majority of attendees reported being able to enter Metaverse Fashion Week with ease.

As scepticism and cynicism still surround the concepts of blockchain technology and the metaverse — especially within the gaming community — an easy access portal was likely very crucial to MVFW’s success. And as far as we can tell, Decentraland nailed it. Given that these are early days, we’re of the opinion that not requiring every attendee to use a wallet or be crypto-savvy just yet was probably the right approach.

Overall ease of access

As the saying goes, the best things in life come for free. Unlike our vision of typical fashion weeks (which are usually only attended by the industry’s most elite figures), Metaverse Fashion Week was free for anyone across the world to access. That meant that no tickets, guest lists or money were required to attend. Also, given that it wasn’t held in a fixed, physical location, the event was also able to run around the clock — meaning that attendees from every time zone were able to jump in on the action and that the event was able to host a global community.

Not only did this approach increase the overall headcount — it was also notable in that it made fashion (namely higher-end fashion brands) more accessible to a wider user base. 

Sam Hamilton, creative director at the Decentraland Foundation, spoke about the accessibility and global scale of the event: “The Chinese community is building stuff and the Japanese community, too. What you said about not being the same as traditional fashion weeks, we are building a brand new world here and we have the chance to make things better if we can. So it’s important to follow some things that happen in the traditional world, but also push the boundaries.”

Is it possible that taking elitism out of fashion events will change how brands are able and willing to monetise? It’s certainly worth keeping an eye on.

Gaming references

Okay, sure — we had a bit of a penchant for the Mario-themed house we spotted while browsing the event. While it might have been a small easter egg, we’re hoping it’s a precursor that future events of a similar nature will come packed with more incentive structures and a more gamified approach.

Metaverse Fashion Week has been a formidable trailblazer for the fashion industry — but as things still stand, it’s still the gaming industry that is leading the way into the metaverse. Even Big Tech platforms are touting gaming as the leader in our shift towards Web3. Following their acquisition of game publisher Activision Blizzard, Microsoft CEO Satya Nadella has been quoted in a recent statement: “Gaming is the most dynamic and exciting category in entertainment across all platforms today and will play a key role in the development of metaverse platforms.”

With measurable real estate, an Ethereum-based cryptocurrency and spaces for multiplayer gaming, Decentraland has already solidified its efforts to make the metaverse platform a space for gamers in Web3. To further develop its approach to gameplay, the platform has also invested in a company called Decentral Games — where players can play to earn and even gain access to custom wearables. Will we see a similar concept be replicated in the next big digital event? Let’s wait and see.

Check out our walkthrough

If you didn’t get the chance, be sure to check out our video walkthrough of Metaverse Fashion week! Here, we covered more highlights and our favourite parts.

Ithra’s Creative Solutions: A Unique Glance at Nature, Culture, History and Education Through XR

While the 2022 Game Developers Conference was back in action over in sunny California, gmw3 was also invited to attend an exclusive preview of the final prototypes of Ithra’s Creative Solutions group, which was held in London. All attendees were able to try out a series of XR prototypes through an initiative conducted by the King Abdulaziz Centre for World Culture (Ithra) in Dhahran, Saudi Arabia.

Here, we’ll provide a brief overview of Ithra’s Creative Solutions programme and its greater initiatives for Saudi Arabia’s creative economy. We’ll also cover the wonderful works we were able to take a peek at — with highlights from prototypes covering the group’s diverse and enriching takes on education, history, nature, gamification and more.

About Ithra’s Creative Solutions programme

According to the official website, the King Abdulaziz Centre for World Culture (Ithra) is “Saudi Arabia’s premier cultural and creative destination for talent development and cross-cultural experiences.” It offers a creative and interactive space for exhibitions, events and other artistic endeavours, with a mission to leverage diversity, creativity and collaboration “with the objective of energising the Kingdom’s knowledge economy.”

Ithra’s Creative Solutions programme aims to “enrich, educate and inspire creative individuals” by building a diverse community of innovators and connecting them with global experts and investors — ultimately allowing them to innovative products in the fields of AI, VR, AR and haptics technology.

Out of 231 creative applicants, five finalists were chosen via the programme to develop their projects into prototypes. The final prototype of each finalists’ project was revealed at the event — with each one embracing VR, AR, immersive audio and haptic technologies.

After being selected for the programme, each finalist embarked on a year-long initiative — with an objective to help boost Saudi Arabia’s creative economy by leveraging digital content creation in immersive technologies. Each creative team was also given the opportunity to work with top investors, along with a grant that helped bolster their creative process. 

The innovators were also paired up with prominent UK mentors — including Maddalena Crosti, program lead at Digital Catapult (the team behind CreativeXR, the UK’s largest immersive content accelerator) and Simon Benson (a leading technology consultant and former director of immersive technology at Sony, where he helped found the Playstation VR project). In all, the event showcased how the UK’s robust tech industry is providing support for the development of other emerging markets.

What were the creative prototypes?

Naima Karim – The Anticipation of Rain

Before revealing her prototype to all attendees, Naima — who refers to herself as an artist and painter of the sky — spoke about a revelation she had during a stint of paralysis — which was caused by a viral illness — back in 1999. She claims that this period of immobility allowed her to dream in colours, all while pausing and reflecting on the beauty of the world and everything that is moving in it.

Naima grew up in Bangladesh, where she bears a deep emotional connection to the nature of the skies, monsoon rain and the significance that these phenomena have to her homeland. 

“Monsoon rain is so romantic and exciting — but also very scary,” she explains. Furthermore, she aptly likened the destructive nature of monsoon rain to the impact that climate change is currently having on our world, noting how both of these concepts “have become very dangerous and erratic.” Also, because of climate change, she notes the worsening conditions during monsoon season — and how an occasion that was previously associated with rebirth and renewal now represents loss and fear.

To fully immerse her audience, she’s created The Anticipation of Rain — a 6-minute mixed reality experience capturing the arrival of monsoon rain in South Asia and encouraging thoughts about climate change.

The Anticipation of Rain was a stunning, thought-provoking 6 minutes that we didn’t want to end. While running the prototype, the animated scene truly comes to life around you — showcasing a style with fastening brushstrokes and quick colour changes. To further amplify the experience and appeal to greater senses, Naima even provided scented samples of the rain and wood.

Naima hopes to expand her project through partnerships and is currently looking for investors to work with. To check out more of Naima’s work, visit her website here.

Wamdah

Hakawati Studio, a large creative team of individuals based in Jeddah, Saudi Arabia, have created Wamdah — an immersive and interactive VR storytelling experience depicting a man on a quest to find his long, lost brother. Led by Abdullah Bamhashmos and his wife Roua Alzehem, they’ve appropriately named their company “Hakawati” — which means “storyteller”.

The immersive story features Odai, a man who has made it his sole mission to find his brother while traversing sandy dunes and mountainous landscapes in his homeland. At a first glance, the visuals are beautifully detailed and enriching, with immediate sights of clifftops, caves and red-hued skies. As a character, Odai is also wonderfully engaging — he’s outgoing, friendly and when he instantly begins to guide you towards your next steps (such as reminding you of the lighter inside your pocket or where to follow him towards the nearest cave), you immediately feel at ease in his presence.

To learn more about Hakawati Studios, visit their website and Instagram pages.

Alqatt XR

Led by creator Layla A. and a roster of other talented women (known as the Alqatt Al-Asiri Team), Alqatt XR brings the art of Al-Qatt — a home decor style used by Saudi women in the Southern desert region — to life through VR. Alqatt VR’s mission is to enable users to visit remote regions within the Arabian Peninsula, allowing them to “experience particular sites and the culture associated with them through immersive VR experiences.”

Showcasing bright, green carpeting, geometric patterns and other vibrant shades, players are encouraged to journey through a labyrinthine-styled home. By teleporting across staircases and other small hurdles, you’re eventually teleported to a fun and challenging Beat Saber-esque paint-by-numbers game.

To learn more about Alqatt XR, visit their YouTube channel.

Jawaab – Rayah

Led by Nouf Alsughier, Nora Almunaif and Reem Alrashoud, the Jawaab team showcased Rayah — a gamified AR mobile application “for individuals and organisations who want to create gamified and learnable journeys that are divided into a series of steps.” Their greater initiative is to explore ways for different spaces, such as museums and airports, to use gamification to improve user experiences.`

To demonstrate how the interactive AR journey worked, a series of barcodes were dispersed throughout the event space. We were given an iPad and guided by a friendly AR-powered robot, which helped guide us to each post (even if we had to weave around the other attendees a little bit). Once each barcode was scanned using the iPad’s camera, a special trivia question would come up on the screen in a prompt.

Abdullah Al-arfaj – Story of Science

Creator Abdullah Al-arfaj says he developed a passion for science and astronomy while visiting the planetarium in his hometown of Dhahran, Saudi Arabia. He’s now created an immersive and interactive educational experience called Story of Science.

Story of Science was a joy to experience — as the player, you are directed into a colourful vicinity that allows you to teleport around to various portals and engage with fantastic audiovisual learning materials (including brightly-coloured, animated trees and models of the stars). While speaking with Abdullah and Simon Benson, his UK mentor, we noted the emerging accessibility that we all believed should (and will) one day be provided by education in VR.

As he continues to build Story of Science, Abdullah has two key strategies: one, to establish a valuable learning experience before facilitating the overall teaching experience, as he’s focused on identifying which things work as teaching tools inside VR. Based on this, he hopes to gauge how educators can find ways to include their own content within the platform as well — with the eventual hope that he can provide opportunities for educators to upload their own content, animations and enhanced teaching tools for future learners.

More about Abdullah’s projects and background can be found on his website.

Learn more about Ithra

In all, the preview of Ithra’s creative prototypes made for a highly engaging, exciting and informative evening. Each team also did an excellent job of tackling the needs of heritage, arts, accessibility, education and tourism-focused organisations in Saudi Arabia’s creative core.

To learn more about Ithra’s 2022 Creative Solutions programme, be sure to visit their official website, Instagram and Twitter pages.

A Quick Take on Decentraland’s Metaverse Fashion Week

This weekend, our team jumped into this year’s first Metaverse Fashion Week — a four-day event held inside popular blockchain-powered platform Decentraland. Over the course of the event, 60 brands showcased new clothing collections through a series of digital runway shows, after-parties, pop-up shops and more. Players were even given the opportunity to try on digital wearables using their avatars.

Let’s highlight what we experienced in this year’s Metaverse Fashion Week — including some pros, cons and highlights about the overall experience. We’ll also cover what the success of the event might spell for the fashion industry and future virtual events.

In a nutshell

In all, Metaverse Fashion Week was a great way for various brands to showcase new designs, experience greater exposure and explore new ways to combine both physical and digital wearables into singular purchases. 

A large host of brands, artists and designers participated in the event — with names ranging from Estée Lauder to Dolce and Gabbana to Selfridges and Forever 21. Some brands even purchased real estate within Decentraland’s ecosystem, using their space to debut their new flagship stores. 

Other brands, such as Tommy Hilfiger, showcased physical products as tokenised NFTs — meaning that users who purchased any wearables in the metaverse could also redeem corresponding physical items inside actual, real-world storefronts. This new convergence of physical and digital purchasing was enabled by the technology of Boson Protocol — a company that’s currently looking to create a new trading ecosystem for Web3 through its decentralised infrastructure.

Just like real-world fashion events, Metaverse Fashion Week was also brought to life by celebrity attendees and online performances. For example, future-savvy, electronic artist Grimes closed the virtual display of digital fashion brand Auroboros with her own DJ set — all with her avatar dressed in a custom bodysuit wearable.

To make purchases inside the event, users simply had to load their Ethereum wallets. However, the event was free for all to attend — with those not coming equipped with a wallet still able to attend as a guest.

Some of the good and bad

Those who reported attending Metaverse Fashion Week have claimed that connecting their wallets was generally easy and seamless. Each area was also visually appealing and engaging — with digital wearables, promotional visuals and other displays programmatically inserted into each space.

One of the biggest caveats reported by several attendees was the lack of proper graphics support. We’re not the only ones who experienced regular glitching and lagging throughout our time inside the event — with the display sometimes bugging out each time we switched rooms or locations. With that being said, however, better motion tracking, network advances and improvements in latency should allow us to see refinements made in other metaverse events down the road.

Also, due to the surplus of levels and obstacles inside the event spaces (such as stairs, lifts and ramps), we also noted the potential for gamification that the creators of MVFW missed the mark on a little. Seeing fashion brands explore new ways to offer products has been exciting — but it would also be nice to see Decentraland provide players with better incentive structures in future events of a similar nature.

Is this the start of a metaverse event boom?

Whether Metaverse Fashion Week was easy to traverse or not, one thing is clear: that it will likely be the first of many community events inside the metaverse, let alone inside the fashion world. Unlike the case with real-life fashion weeks, planning an event inside of a digital ecosystem has enabled a new way for anyone to attend — regardless of their status, association or location.

When commenting on making Decentraland a more inclusive and accessible platform, Sam Hamilton, Decentraland Foundation’s creative director, has aptly described it as a “virtual social world for anyone, anywhere.” Moreover, he’s commented on MVFW’s potential as a game-changer for the fashion universe, claiming that it has “levelled up the playing field for the world of fashion and decreased the limitations.” 

As was the case in the early days of Web1 and Web2, it will take some time for user experiences to improve in Web3. However, the potential for more accessible, profitable and innovative opportunities has surely been illuminated by the model of Metaverse Fashion Week — and if they haven’t already, now is a great time for brands to start paying better attention to what they can do in the metaverse.

Check out our walkthrough video

If you didn’t make it to this year’s Metaverse Fashion Week, we put together this video covering our walkthrough inside the event. Check it out here:

For more updates on future Web3 and gaming events, be sure to keep reading gmw3.

Women in the Metaverse: Ekin Eriş of Infinite Arcade

Ekin Eriş — one of the Core Contributors of blockchain gaming platform Infinite Arcade — has ambitious plans to influence wider gaming audiences, help form greater communities for casual gamers and serve as a frontrunner in the Web3 community.

As part of our ongoing series, we recently sat down with Ekin to discuss her entry into the blockchain gaming industry, her plans to leverage Infinite Arcade as a frontrunner in the Web3 and gaming spaces and how she hopes to see the internet become more equitable and diverse, with greater opportunities for women in gaming and tech.

Beginnings

Ekin started her roots in the sciences, but eventually shifted her focus towards marketing and business strategy. After subsequent ventures in e-commerce and travel, she eventually landed a position in the adtech field. 

The pandemic unfortunately forced her previous company to shut down, but not before she was introduced to the leadership team at Coda — a reputable UK-based mobile games publishing platform. It was here where she got started in the gaming space, quickly helping the company expand their growth operations and tech team and ultimately scaling their growth strategy. She also participated in the early stage of their pipeline, helping their team find new ideas for games, creative briefs and newly tested concepts.

More recently, the Coda team has launched their first Web3 project — Infinite Arcade. The platform currently has plans to double the size of its team within the next year and see more talent come to the fore.

How does Infinite Arcade work?

Infinite Arcade is a new gaming ecosystem where players can tap into a portfolio of games — ranging from puzzle games, runner games and action games (to name a few). In all, players have the opportunity to play and earn across a wide portfolio of choices throughout the greater ecosystem. Players can also add value to each game through any NFTs they own.

From a creator and game developer’s perspective, Ekin says that their team has seen a great deal of interest from casual game studios. Since joining Coda, she’s had access to over 15,000 studios within their greater network — giving her greater insight on where the sector is going and what game developers are working towards. 

Ekin claims that there is a burgeoning interest from the creator community to enter the Web3 space. However, she notes a conundrum — that smaller studios often don’t have the right amount of expertise or funds to get their projects off the ground. “It’s really hard to kickstart a community from the ground-up, with design and economy around it — and this also comes up with game mechanics.”

Screenshot from Court Master / Infinite Arcade

In response, she hopes that Infinite Arcade’s model can offer developers an easier way to onboard their existing games, in addition to offering a way for them to bring their blockchain games into the Web3 world without hassle. To achieve this, their team offers easy implementation of their SDK into their games — as well as a platform where NFTs will also be available to access within their play-to-earn mechanics.

“They don’t have to design the economy or think through how the in-game mechanics work,” Ekin explains. “We cover all of that.”

Infinite Arcade is also building a design that aims to encompass the creator’s space, for both developers and NFT artists. This framework will be open to both third-party blockchain projects and NFT collections. With this, she’s also leveraging Infinite Arcade’s business model to build a better community within Web3 — particularly a community where players are able to interact one-on-one with game developers who create within the space. 

Helping gamers embrace blockchain

It’s a known fact that gamers have struggled to embrace blockchain. In fact, ahead of the 2022 Game Developers Conference, 72% of surveyed game developers claimed that their studios had little-to-no interest in cryptocurrency as a form of payment — while 70% of respondents claimed that they also weren’t interested in NFTs. However, despite current frictions between the two spaces, Ekin remains optimistic about this “once in a lifetime change” and asserts that we will one day see these worlds come together.

“It’s quite obvious that some people are resistant to change in general and Web3 is a huge shift from what we’ve been living through in our generation,” she remarks. “So it’s quite understandable for some people to be completely against it or even take a neutral stance.”

When it comes to Web3 and blockchain gaming, she raises the point that we can see that the proof of concept works: “We can see this in successful games like Axie Infinity and The Sandbox — there are 2 million play-to-earn players already. So there is a slow and steady adoption that’s happening right now.”

Photo by © Ira Lichi – Shutterstock.com

Ekin aspires to place Infinite Arcade into the front row of this shift. By the end of the year, she hopes that there will be up to 200 games in the system — along with millions of existing casual gamers at their helm. “It’s in these little areas where we will implement these cues for casual gamers to get exposed to the systems and get to see the adoption. Then, slowly people will be more open to interacting with NFTs and digital tokens.”

With the right talent and technology in place, Ekin also claims that Infinite Arcade will be well-equipped to be one of the pioneers of gaming within the blockchain space. Providing an easier way for gaming studios to adapt their games to blockchain technology will thereby allow them to gain better tokenomics and also interact more easily with their users. Also, since games are offered to multiple players, there is utility that can be used across their greater portfolio for NFTs.

A better future for women in gaming

Ekin is optimistic that we will one day see more women become interested in working for gaming companies, in addition to more job opportunities appearing within the industry as it grows. In Turkey, where she’s based, she’s seen large communities of gaming and female talent start to proliferate. For example, she notes new study tracks opening in universities — where women can now “invest in themselves earlier on in their careers.”

When speaking about what can effectively drive this change, she’s a firm believer that women in gaming will be the ones to shift these dynamics. “Even if we don’t see women in leadership positions now, a lot of them are entering the space with incredible talent to offer — and I believe we will one day see them enter those higher rank positions in the future.”

Her advice? She encourages all women in the Web3 space to “be active in their community, talk about their experiences, be vulnerable, actively seek new talent and create awareness within their leadership teams on gender equality.”

Envisioning a more equitable Web3

It’s a harsh fact that most gaming industries are still male-dominated (as of 2020, a reported 70% of people who work in the UK games industry were men). Ekin also makes note of these skewed numbers. She hopes to lead by example, be active within the gaming community and attract new talent within the space as early as possible.

“There are a lot of incredible women out there who are not happy with their current roles and who want to change career paths,” she says. “Web3 overall would benefit from these talents — especially women who have backgrounds in digital industries.”

At the end of the day, she believes that there will one day be a “Web3 version of anything” that we’re seeing in the digital space right now — ultimately making it more equitable and ripe for more opportunities for women in tech. She also claims that the time to invest in this goal is now, given that the space is still at a critical developing stage — something that currently makes it especially creative and diverse at this point in the timeline. “This makes it a good building block for the future, when there is more talent and adoption coming into the space.”

Rather than wide-scope ideas and envisioning a concept where everyone will live inside a metaverse space, she’s focused on more realistic and short-to-mid term improvements — such as the concept of virtual worlds that can be accessed through mobile devices (such as smartphones and tablets) — as these mediums are more widely accessible to mass audiences worldwide.

A shift towards greater blockchain adoption

Will we one day see gamers become more receptive to blockchain gaming? 

Ekin believes that the biggest change will come when mass gaming audiences enter the Web3 space. Taking into account a current estimated number of 3 billion gamers globally, she asserts that when this happens, blockchain gaming will no longer be fully dependent on the play-to-earn aspect. While there will be players with earning as their main motivation, there will also be other players who will be attracted to projects simply due to the quality of the experience — “hopefully to the extent where they want to invest in these games without expecting a short term warranty, because the economies of the play-to-earn model [will be] dependent on players who see this as a daily job.”

Screenshot from Rope Rescue / Infinite Arcade

Ekin says she hopes to see the gaming industry become better equipped to take on that challenge and become better poised to influence mass audiences to make these changes. She continues: “The metaverse concept has been existing in games for years now, so it’s not a new idea for gamers in that space — they’re used to being in a world where assets are traded.”

Moreover, she adds that this shift “will allow projects to have more sustainable economies, because they will be balancing forces. That will drive hyper-growth, because that will be the point where we will have the mass adoption. That’s going to be an exciting time — and I’m looking forward to it.”

She also comments about her hope to see greater interoperability in Web3 spaces — where assets can be moved from one world to another in a seamless way and where they’ll still retain their value. This, she adds, should be coupled with more collaboration between blockchain projects. She notes how blockchain projects are currently more siloed, but that one day she believes we will see more collaboration within the space, with more utility for asset owners and new value flows.

Lastly, Ekin also says she is excited to see more worlds form their own digital economies with their tokens and NFTs, hoping that they’ll offer a wide range of solutions — from entertainment and media to gaming to education and fashion. “There are obviously projects that have established some or most of these aspects, but the experience itself is in its early stages — whether that’s in the quality of the game or the social experiences. There’s room for improvement and I’m very interested in seeing that.”

What’s next?

Going forward, Ekin hopes to collaborate with existing gaming and Web3 projects. She notes that the capability for people to purchase NFTs from other projects and then transfer them into Infinite Arcade “will add more opportunities and value for asset owners.”

She’s also looking forward to seeing how new projects come into the Web3 space — such as where there may be areas to merge the sectors of gaming and education. “It’s a very exciting time right now,” she says, “because with the pandemic, we’ve seen that the education of anything can be accessible through the internet.” In light of this, she notes the likelihood that we will see a combining of these worlds — which will lead to many more projects and visions. In all, she’s thrilled to see how Web3 will solve these issues.

Infinite Arcade will also be launching its own token — $TIC (Token of Infinite Choice) this upcoming May.

To check out Infinite Arcade’s current lineup of games — including their Gamer NFT Genesis Collection, which will go on sale March 30th — be sure to visit their website and Twitter page to learn more and get the latest updates. For the latest news and sneak peeks, users can also join their community on Discord.

Microsoft vs. Meta: Who is Leading the Way?

Like Microsoft, the concept of the metaverse isn’t something new. For decades, the term has circulated amongst tech circles, industry leaders and literature buffs — namely due to popular science fiction lore taken from Neal Stephenson’s 1992 now iconic novel Snow Crash, or Ernest Cline’s much-loved bestseller Ready Player One.

With that being said, the word has become popularised by none other than Facebook tycoon Mark Zuckerberg — who has now devoted a sizeable amount of time and earnings towards repositioning his empire as a metaverse company. This includes the creation of the company’s Reality Labs Division — which has been distinguished as the social media company’s promotion, research and development division for VR and AR initiatives. 

While their name isn’t yet quite as synonymous with the metaverse, Microsoft has hopped onto the train and is currently working to marry a host of existing technologies — including VR headsets, personal computers, cloud-connected servers, collaborative software and interactive avatars. In the wake of its highly successful Teams software, the tech giant has introduced its own attempt at establishing a virtual ecosystem with a compatible extension: Microsoft Mesh.

Not long ago, we covered the advantages and disadvantages brought to the table by both Apple and Meta. As part of our ongoing “vs” series, we’re now placing Meta into the ring with its other main competitor — Microsoft. We’ll also take a look at why many experts believe that Microsoft is currently at the forefront of this trail into Web3, as well as what this might spell for Meta’s future.

The world’s most valuable company

Microsoft is the true definition of a household name. Some of us (well, probably many of us) are likely old enough to remember a time when Microsoft’s technology was fresh, novel and in just about everyone’s offices or living rooms.

While many companies have changed our lives through cutting-edge technology, few have been even half as prolific as Microsoft. Having arguably been the company to most successfully popularise home computing, it’s hard to dismiss the seismic impact that Microsoft has made on how our generations have worked, gamed, created and communicated beyond the parameters of physical space.

While up against the higher-end technologies of today and with primary competitors (such as Apple) now also in the ring, Microsoft is sometimes regarded as the slightly more antiquated alternative to other giants (such as Samsung, Sony and NVIDIA). However, when it comes to both enterprise and contemporary consumers, Microsoft has arguably been the best at catering to both. Even from the earliest days, they’ve been masters at accommodating a wider and more diverse customer base (statistics show that Microsoft once held up to 95% of the world market share). 

Photo by © Wachiwit – Shutterstock.com

In late 2021, Microsoft passed Apple in market cap. This made it the world’s most valuable publicly-traded company, with a total of $2.49 trillion at market close. 

This news was also released right before the tech giant announced its plans to make its successful Teams software metaverse-compatible, instantly positioning it as an adversary of Meta’s Horizon ecosystem. This move also followed Zuckerberg’s announcement and monumental rebranding of Facebook to Meta — with Microsoft also stepping up to the plate to reflect a broader focus on bringing collaborative software and corporate focus into the metaverse.

On Microsoft’s most recent earnings, CEO Satya Nadella has commented: 

“As the digital and physical worlds come together, we’re seeing real enterprise metaverse usage. From smart factories to smart buildings to smart cities, we are helping organisations use the combination of Azure, IoT, digital twins and Mesh to help digitise people, places and things in order to visualise, simulate and analyse any business process.”

Like Facebook’s Horizon Worlds, Microsoft Mesh enables face-to-face collaboration in a metaverse setting — with capabilities that will allow users to mingle within shared spaces, collaborate on team projects, send messages and hash out various types of projects (such as documents or presentations) within a collaborative space. 

For those that don’t want to rev up the immersiveness, users can instead opt to join typical, Zoom-like meetings while still adopting their custom avatars. It’s the perfect middle ground.

A clash of collaborative titans

So far, both Microsoft and Meta have set out sights to become leaders in providing cutting-edge collaboration software and virtual ecosystems. Moreover, both companies have claimed that their users will be able to create customised avatars that will be able to move freely between different virtual worlds. More specifically, these can include meeting rooms, offices, factories or other “digital twin” settings that mimic the look and feel of real-world environments.

Back in 2017, Microsoft notably acquired the earlier social VR app AltspaceVR to begin distinguishing a mixed reality platform. A Microsoft spokesperson noted that AltspaceVR’s technology: “takes social networks, combines them with real-time experiences and leverages immersive presence to transcend beyond sharing posts to sharing situations.”

At the start of this year, Microsoft launched a slow and steady integration of said avatars into its existing Teams software. To communicate in teams using an avatar, users just simply need to create and select their animated version without an initial need for a VR headset. Microsoft’s built-in AI technology also has the capability to listen to a user’s voice and then animate their avatar in tandem.

By contrast, Meta has throttled into an entirely new and virtual ecosystem that encourages users to collaborate using their Meta Quest 2 headsets and that requires them to have Facebook accounts. Avatars are represented by floating, legless characters — all while the spatial audio technology provided by the Quest 2 helps give users a more immersive and life-like experience.

Overall, Microsoft Teams is backed by an already-existing base of 250 million users — that’s roughly 25 times as many users currently signed up with Meta’s communication software. When coupled with the fact that users aren’t yet required to take extra steps or purchase additional software to utilise the new technology, the more gradualist approach they are giving users is also being viewed as a better way to help them adjust to a more immersive experience.

Will we see Meta’s long-awaited headset take off?

Currently, Microsoft’s headset offering — the HoloLens — has reached a standstill in terms of any plans for a public offering. While earlier reports had suggested that plans for a HoloLens 3 would include creating a new product category for consumers, it appears that this roadmap has tapered off. 

Instead, Microsoft has continued an ongoing $480 million contract with the United States Army, which has allowed them to provide soldiers with mixed reality glasses tailored for military use. These devices, referred to as Integrated Visual Augmentation System (IVAS) prototypes, have been engineered to boost soldiers’ ability to “detect, decide and engage before the enemy.” To date, 100,000 HoloLens devices have been provided to military personnel.

Microsoft HoloLens 2

Despite its shortcomings, Meta has one very clear edge over Microsoft — it not only has a dedicated VR device at its helm (the best-selling Meta Quest 2), but also plans to launch its highly acclaimed successor — an enterprise-grade headset still currently code-named as Project Cambria.

Project Cambria was first revealed during the Facebook Connect 2021 keynote conference, which addressed a 2022 launch window for the device. Last month, Zuckerberg mentioned that Meta’s upcoming high-end VR headset was still set to launch in 2022. Features set to be included in Project Cambria’s design include enhanced communication capabilities, a special avatar personalisation engine and facial tracking capabilities unforeseen in previous headsets.

Despite massive decreases in market capitalisation since the start of 2022, all systems are still set to go with Project Cambria. Should their higher-end headset be successful with consumers, this could become a win for the tech giant after a long string of losses.

What Microsoft does best: understanding the masses

In all, several experts agree that Microsoft’s metaverse vision appears to be much more realistic when compared to Meta’s. As VR hardware and software haven’t yet been widely adopted by the masses, it’s probably safe to say that both VR and the majority of its new users aren’t ready to take on the metaverse quite yet. Of course, it’s hoped that one day they will be — but like with all new inventions, small and gradual steps tend to make for a greater and more effective learning experience.

Issues such as low latency, VR-induced nausea, high prices and issues concerning privacy are also amongst a long list of contentions that still keep users away from more frequent or dedicated use of XR technology. While 5G technology, motion tracking and more effective data privacy practices will help solve many of these problems, it will also likely take years for them to be perfected.

So far, Microsoft seems to have understood this much better than Meta has. Starting a meeting on a browser in Mesh might seem like a “Web2” way of going about things, but it’s also a great gateway into the metaverse and an approach that’s more likely to stick. Users can get a feel of immersive technology without initially needing to buy a costly headset or another expensive tech setup — which, for starters, makes the onboarding experience much easier than the one currently offered by Horizon Worlds

Photo by © DANIEL CONSTANTE – Shutterstock.com

If we circle back to the privacy issue, another glaring fact sticks out like a sore thumb: unlike Meta, Microsoft also hasn’t left behind a trail of controversies in its wake. Facebook has developed an indelible reputation for its inconsistent moderation policies, data breaches, continuous violation of user privacy and — most recently — a batch of internal documents that have revealed its greater focus on “growth over safety”.

These facts alone do a great job of leveraging Microsoft, who — on the other hand — are market leaders in data privacy and currently rank second on GlobalData’s Social Media Thematic Scorecard (where Meta currently sits in the 21st spot out of 35 companies overall). As we’ve already seen with Facebook’s declining numbers, compromised privacy doesn’t rank too highly with current users (and particularly younger generations).

In all, Microsoft is focusing more intently on which capabilities are available and which enterprise applications are truly needed by its millions of daily users. And with its current numbers taken into account, Mesh for Microsoft Teams currently has the ability to reach more than eight times the potential number of users when compared to Meta’s.

Final thoughts

As Big Tech platforms continue to develop and drive competition, one thing still remains to be seen: whether we will one day see the metaverse become one, singular concept, or whether we will better understand the space as being made up of many different metaverses. Currently, nothing about the metaverse is really standardised — hence why the biggest technology leaders are now vying to be the one to lay down the winning groundwork. 

Meta is likely correct in that interoperability will be crucial for all metaverse projects to one day be successful and accessible for everyday use. No one will want to be siloed within any online space, meaning that we’ll eventually need to see an avatar on Teams be compatible with Horizon Worlds — and vice-versa. 

While the idea of interoperability may suggest that a single metaverse should eventually be the end goal, this won’t necessarily be the case for quite some time. What’s more likely is that the metaverse will start as a bastion of competing platforms — of course, with each one clamouring to sit on the virtual throne. Think of the Web1 days, where instant messaging platforms were varied and fragmented. Over time, it’s likely we will see Big Tech players create agreed-upon protocols and develop greater standards, leading to something within Web3 that looks more like email protocols.

While Meta’s vision seems to be in line with the futuristic concepts found in popular science fiction literature (see people spending the majority of their time hanging out in virtual spaces), Microsoft is the tech giant that is meeting said standards and paying better attention to user demand — particularly in the areas of remote work, office collaboration and hybrid arrangements in our post-COVID climate. Just like the people that raved over Microsoft Office and early enterprise software in the pre-web days, its probably safe to assume that today’s users also want experiences that won’t just make their lives more immersive, but easier as well. 

What’s on the Horizon for Meta’s First Virtual Ecosystem?

After two years of private beta testing, Horizon Worlds — Meta’s first VR metaverse app — finally opened to the North American public in late 2021. Allowing public access to Horizon Worlds was a big deal for Meta (née Facebook), as it signalled Mark Zuckerberg’s real entry point into the metaverse — the oft-mentioned space he’s now positioned his business model around and committed himself to overtake.

Photo by © rafapress – Shutterstock.com

Like many things under Zuckerberg’s watch, the Horizon series (Worlds, Venues, Workrooms) hasn’t launched without a bit of turbulence. From reported incidents of virtual “groping” to a janky, difficult-to-use interface, so far it’s been tricky for users to select Meta’s first offering as their chosen metaverse platform.

What are some of the early pitfalls of the Horizon series? Should they be passed as typical blunders for an entry-level application in a new world, or are they larger indicators that Meta is starting off on the wrong foot? Let’s take a closer look.

Safety risks in the Horizon world

If you’ve been reading the news, sexual assault has become a rising concern in the growing Web3 space. A myriad of experts has started weighing in on the safety risks that an immersive, lifelike online experience can pose — with many leaders suggesting that the effects of sexual harassment in VR could evoke similar responses as a real-life physical experience would. 

At the time of writing, chances are that if you run a quick Google search, reported incidents of virtual “groping” and harassment in Horizon Worlds are likely to be the most popular instances you’ll find in any search result.

While running a beta test in Horizon Worlds, a woman reported being “virtually groped” inside the platform by other male users. Not long after this encounter, Nina Jane Patel reported being “verbally and sexually harassed” by other male avatars inside Horizon Venues.

“You are literally stepping into a 360-degree digital environment,” Patel describes when recounting her experience. “Because virtual reality has been designed to be as real as possible, it is similar to inviting someone into your living room, so the violation feels more acute than it would feel on a social media platform.” 

Moreover, Patel stresses that “sexual harassment and violence is a big problem in the metaverse in its current state.” She’s since had several other women reach out and report having similar experiences in the virtual ecosystem.

Upon further inspection by Meta’s team, Vivek Sharma, Meta’s VP of Horizon, called these incidents “absolutely unfortunate”. However, he also noted that both users had failed to deploy ‘Safe Zone’ — a built-in safety feature that, when switched on, has the ability to prevent other users from touching or interacting with an avatar. 

Photo by © Yasin Hasan – Shutterstock.com

With that being said, Sharma also addressed the need for these safety features to be easier-to-find and more accessible for users. He added: “We want everyone in Horizon Venues to have a positive experience, to easily find the safety tools that can help them — and help us investigate and take action.” 

Underaged users have also been cited as risky subjects for the Horizon world at large. Children claiming to be as young as 9 have been reported using each of the apps (registered users are required to be 18 and up), while several other reviews on the official Oculus site include complaints about foul-mouthed youngsters spoiling the experience for adults. Experts have noted that this dangerous mix of children and adults can lead Horizon to become a meeting ground for predatory behaviour.

Sarah Gardner, VP of external affairs at Thorn (a non-profit tech startup focused on online child safety) highlights how sexual predators “are often among the first to arrive” on new online forums that appeal to children. “They see an environment that is not well protected and [that] does not have clear systems of reporting. They’ll go there first to take advantage of the fact that it is a safe ground for them to abuse or groom kids.”

To combat harassment on the platform, Meta has since added an extra layer of protection for Horizon users: “Personal Boundary”, which will now be turned on by default in both Worlds and Venues. Functioning as an invisible virtual barrier around avatars, the “Personal Boundary” feature can prevent other users from getting too close, acting as a “two-foot radius of personal space.”

A failed metaverse gig

During this year’s Super Bowl celebration, popular rock band Foo Fighters performed their first big virtual gig in Meta’s Horizon Venues. Attendees were given a digital hot-seat, with 180-degree cameras positioned around the stage and a “custom stage design, practical effects, sophisticated lighting programs and XR elements blended into the concert scene.” Those who attended the gig were also given the opportunity to socialise in real-time with other attendees, as well as the ability to don their avatars with limited edition Super Bowl attire.

However, if you were one of the concert’s lucky attendees, your review might have looked a little different. Post-gig reports alleged that Horizon Venues suffered from a poor onboarding experience, system crashes and — believe or not in this day and age — capacity issues. Out of tens of thousands of people who expressed interest in attending the VR show, only a reported 13,000 were able to actually get in.

Photo by © Antonio Scorza – Shutterstock.com

Most online events allow people to enter a virtual queue before proceeding onto the actual event (in most cases, this is usually at least 30 minutes before the show starts). This is done to mitigate any impacts that can be caused by too many users flooding in all at once. However, Meta interestingly chose a different approach — one that didn’t allow people access to the event until the advertised 8 PM PT start date. Inevitably, the digital “lobby” crashed from the force of 61,000 people trying to enter the show at the same time.

Again, Vivek Sharma was forced to comment on the controversy — claiming that “problems were caused “by unprecedented demand”. He also added that further opportunities to watch the show would be made available for those who were ultimately unable to attend. 

Despite the attempt, however, this response was highly criticised by Meta Quest users across the globe — primarily due to the fact that the event was well-hyped and advertised during the Super Bowl’s most recent ad campaign.

Enter Workrooms fatigue

Recently, two of my colleagues joined me in trying to set up a virtual meeting in Horizon Workrooms. With each of us sporting a brand-new Meta Quest 2 on-head, we were all pretty stoked to explore how we could carry out our weekly meetings inside a metaverse space.

However, after about 20 minutes of trying to join a single room using our headsets, we ultimately decided to wrap things up and call it an afternoon. Before that, however, we tried several options — such as setting up party calls inside the Quest 2’s built-in interface and configuring our headsets to link with our web browsers. Ultimately, we grew tired of trying out so many logistics just to join a virtual meeting (many of us are still recovering from Zoom fatigue, mind you). 

(We’ve also since had better success with Spatial and Rec Room, but we’ll save that for another piece.)

If you’re able to launch and join Workrooms successfully, you should be able to create a room for a team and allow other users to virtually join using their dedicated avatars. Users who don’t own a Meta Quest 2 can also join the Web2 way — via their web browsers. Either way, meetings in Workrooms should feel akin to real-life meetings: any other avatars can sit beside yours at a virtual table — and team members should have the ability to collaborate on projects immersively (such as being able to share a large blackboard).

Horizon Workrooms

Other users have reported the difficulty of setting up an experience in Workrooms. For starters, users are required to use their PC to create a Workrooms account before being able to use the platform in VR — all after they’re already also required to have a working Facebook account to use a Meta Quest 2. Extra steps are also required to associate the headset with a Facebook account, where users are prompted to enter a special code that is viewable through VR. And if that wasn’t enough, this is all in addition to needing to download a companion app that will mirror the desktop in VR.

While we will likely see this onboarding process become more streamlined in the future, this long sequence of steps feels exhausting to even type about — especially for those of us who have considered inserting a virtual meeting into a day of back-to-back events. Until the program becomes a little more tested and tried, it’s likely that the bulk of us simply won’t find the time or reason to kick this off. Even Web2 platforms (such as Google Meet, Zoom and Miro) still offer faster, more efficient web collaboration tools that get stuff done.

Final thoughts

Everyone’s gotta start somewhere — and Meta shouldn’t be an exception to this rule. Facebook itself wasn’t built in a day. Meta’s staff also seem to be receptive to any raised complaints — an indication that they are at least trying to make improvements in light of a difficult start to 2022.

However, the list of excuses behind these pitfalls is also questionable when they’re coming from a multi-billion dollar company that’s pledged $50 million to build the metaverse responsibly.

As of right now, the Horizon platform has hit up to 300,000 users — that’s 10 times the increase in about three months. But will we see this growth proliferate? Early user growth statistics might look positive — but many experts also believe that Meta will need to iron out a lot of kinks if that’s going to happen.

Can We Make the Metaverse a Safe Space For All?

From mid-90s forums to Facebook live streams, the topic of free speech on the internet is a decades-old conversation. As Web3 evolves and the building blocks of the metaverse take shape, AR and VR will lead to new forms of communication technology. Immersive experiences, such as 360-degree videos and avatar-based community spaces, will soon become common ways for users to interact with other people in real time. 

While these experiences are sure to transform how users connect, exchange information and express themselves online, there’s also room for them to do much more than overcome barriers of physical space. Potential issues — such as personal space violations, hate speech, verbal harassment and underaged access to explicit content — are just a few of the concerns that are being tied to the emerging metaverse. It’s for this very reason that frightening stories are starting to trickle into our newsfeeds — such as tales about online “groping” incidents in Meta’s Horizon Worlds, or reports of children being exposed to explicit content in popular metaverse gaming platforms, such as Roblox.

Let’s dive deeper into some examples of present-day safety concerns in the nascent days of Web3. We’ll also go over some solutions being suggested by experts, as well as how we can try to learn from some of our past mistakes in previous tech eras.

First — has the internet ever been truly safe?

For many years now, freedom of expression has been seen as a fundamental principle of successful modern society. Even UNESCO states that: “The principle of freedom of expression and human rights must apply not only to traditional media but also to the internet and all types of emerging media platforms, which will contribute to development, democracy and dialogue.”

Since its inception, the internet has enabled people from all corners of the globe to come together and be heard. The earliest era of the internet — now referred to as Web1 — was largely uncontrolled by media organisations, showing us the wonders of where effective, unrestricted speech could go. Public forums, chat rooms and early website builders allowed just about anyone to exchange ideas or discourse without the governance of online guidelines or oversight from policymakers.

The early days of the web also introduced two key components: free speech and anonymity. Anonymity granted users a newfangled sense of freedom and privacy, along with the liberty to detach their legal and physical identity from their internet persona if they so desired. An open, anonymous internet also allowed users to be more transparent, more objective and less biased when building friendships or connections. Platforms that required people to communicate using their real identities also weren’t really a thing yet — meaning that users could also choose to their personal data entirely offline.

Of course, this framework also moulded the internet into a de-facto “wild west” of sorts. Hate speech, should it have cropped up, was seldom regulated — and those who engaged in any sort of illegal activity were able to do so while more easily dodging accountability. In the words of an old Web1 expert: “It [was] almost impossible to control illegal activity, which [was] perpetrated or discussed over the internet since, in most cases, police [were] not able to track the offender down.”

In Web2, a good chunk of the internet was eventually consumed by Big Tech monopolies (namely Facebook and Google). With large teams and sophisticated content moderation models in place, centralised platforms found ways to mitigate online abuse and explicit content in a bid to keep communications safer and more age-appropriate. 

Photo by © RoSonic – Shutterstock.com

Facebook, for example, has always enforced a set of Community Standards to regulate all content shared on its grounds. This regulatory framework has enabled a system where any inappropriate content is governed by a team of moderators — who are always working to remove rules-violating content from the platform. However, platforms like Facebook and Google have also famously compromised users’ rights to free expression and privacy. In the last decade, the ethics behind Big Tech’s content moderation systems have also been the subject of extensive questioning and scrutiny.

The short answer? No, the internet has never been truly safe. The freer terrain of Web1 allowed for more unregulated expression and personal privacy but put in little stops to curb online harassment or prevent underaged audiences from being able to access explicit content. Web2 has arguably done a better job at the latter, but it has been at the expense of our privacy and rights to ownership. 

We’re now faced with the risks that will come with a more immersive internet. Unlike previous iterations of the web, user interactions will be encouraged to mirror real-world actions in the metaverse. While this will allow for more lifelike experiences and limitless opportunities for users to create and monetise, there’s a high probability that this model will also further exacerbate challenges for user safety.

Can we ensure safe communication in shared metaverse spaces?

As the concepts of physical and digital will be converged in the metaverse, it’s looking like the lines between good and bad contact might be as well. In light of this, concerns around physical and sexual assault have been raised — with many experts calling for increased preventative measures before the metaverse becomes more widely accessible.

Early iterations of Meta’s first Web3 offering — Horizon Worlds — was one such example of this. As Mark Zuckerberg’s first version of a metaverse space launched its first beta release in late 2021, so did the floodgates for safety concerns. 

While running a beta test in Horizon Worlds, a woman alleged that she was “virtually groped” inside the platform by other male users. Not long after this encounter, another woman reported being “verbally and sexually harassed” by three or four male avatars inside Horizon Venues.

Photo by © Diego Thomazini – Shutterstock.com

“Sexual harassment is no joke on the regular internet, but being in VR adds another layer that makes the event more intense,” the first subject remarked. “Not only was I groped last night, but there were other people who supported this behaviour — which made me feel isolated.”

In all, the idea that female users could see their safety compromised in the metaverse is extremely concerning. In a 2021 survey by Reach3 Insights and Lenovo, 59% of women reported feeling the need to hide their gender while playing games online, in an effort to avoid being harassed. If we compare this data with growing initiatives to make Web3 more inclusive and welcoming for women, we can see that these numbers are trending in the wrong direction.

While Meta responded to the virtual assault quite rapidly, their action generated a mixed response. To deter any VR groping from taking place inside their virtual world, the company introduced the Personal Boundary feature for the Horizon series: an imagined “4-foot zone of personal space” that will encircle each users’ avatar to prevent any unwanted interactions. 

According to Meta staff: “Personal Boundary builds upon our existing harassment measures that were already in place — for example, where an avatar’s hands would disappear if they encroached upon someone’s personal space.” Moreover, they’ve argued that having the Personal Boundary system on by default will “help to set behavioural norms” — a feature that will be “important for a relatively new medium like VR.”

Will we see similar personal space boundaries envelop our metaverse avatars in all of our future online journeys? Will there be an increased need for women to adopt them while participating in online activities? 

Right now, it’s hard to tell — and even Meta’s representatives aren’t entirely sure if their latest solution is totally foolproof. According to Andrew Bosworth, Meta’s VP of AR and VR, moderating the “toxic environment” in a metaverse space “at any meaningful scale is practically impossible.” But while there may not be a magical answer, it’s becoming clear that — at the very least — new safety protocols will need to be outlined and evaluated as they are adapted to the conditions of Web3.

Can we keep explicit content age-restricted in the metaverse?

In any case, ensuring that the web is safe for younger audiences will always be paramount. Children born today will never have known a world without the internet or social networks, meaning that the likelihood that they’ll encounter something inappropriate will certainly increase as they become more active online.

Studies have shown that 56% of children aged 11 to 16 have viewed explicit material online, while one-third of British children have encountered sexist, racist or discriminatory content at some point in their lives. Examples of inappropriate materials that children have reported finding access to include pornographic material, explicit language, racist, sexist or violent imagery and unmoderated discourse.

Roblox, currently one of the most popular children’s games in the world, has been referred to as a “primitive metaverse” akin to decentralised Web3 platforms — namely for its ability to offer more immersive gaming experiences, a robust community and a space for users to submit and generate their own content. The gaming giant also recently came under fire for failing to regulate a plethora of games hosted on its platform. In spaces code-named as “condos”, pint-sized avatars could be found participating in sex acts and exchanging sexually explicit dialogue.

Photo by © Wachiwit – Shutterstock.com

Recent reports have also accused gaming platform VRChat — an application with a minimum age rating of 13 — of providing all users with open access to “metaverse strip clubs”. While posing as a 13-year-old girl, a BBC researcher alleges being subjected to sexual materials, racist insults, instances of grooming and even rape threats. Also, due to the experience being more immersive, the researcher also noted the capacity for users to act out sex acts in front of other users’ avatars.

Like Meta, Roblox has since outlined a plan to enhance safety for its user community. Big Tech companies appear to be racing to build metaverse spaces that will follow a set of strict guidelines — especially as they become increasingly more immersive and lifelike. Will decentralised platforms be able to achieve the same, or have the “condos” of Roblox given us an omen for how difficult these new spaces will be to police?

Just how harmful could a misguided metaverse be?

Given that the metaverse will allow such a wide range of interpersonal interactions, it’s only logical to assume that not all actions or expressions will be positive. 

Dr. Liraz Margalit, a digital psychologist who studies online behaviour, asserts that — like many already do on the internet — people will find ways where they can behave differently in the metaverse than they can in real life. While remarking on the dangers of future metaverse interaction, she’s claimed that: “You have the anonymity and you have the disinhibition effect. [Platforms can] provide you with the playground to do anything you want.”

We’re also posed with a significant question — is sexual harassment in the VR world still considered a form of assault? Should all metaverse platforms consider the need for imaginary “shields” or boundaries to deter the invasion of a user’s personal space? According to experts, sexual harassment in VR is still considered a form of assault — with “groping” or virtual coercion still being defined as offences, even if there’s no physical contact involved. 

Katherine Cross, a PhD student researcher of online harassment at the University of Washington, has defined it well: “At the end of the day, the nature of virtual-reality spaces is such that it is designed to trick the user into thinking they are physically in a certain space, that their every bodily action is occurring in a 3D environment.” As a result, these incidents are “likely to produce similar emotional and psychological reactions as occurrences of assault in real life.”

Moreover, we know that harmful online content can have a wide-reaching impact in the real world. Of course, where lines are drawn is largely dependent on laws, norms and expectations of particular users and platforms. However, there’s still no denying that any form of hate speech, harassment and misinformation can lead to greater risks in the offline world — such as the potential for targeted violence, social or political consequences and emotional damage.

What are some proposed safety solutions?

In order to create safer and more welcoming environments, metaverse platforms will need to ensure they equip their spaces with moderation tools that will prevent and discourage misuse. It’s also becoming clearer that there is a need for policymakers to begin tailoring internet safety laws so that they can better meet the growing needs of Web3. But in a decentralised internet no longer moderated by Big Tech platforms, how can this be achieved?

According to the NSPCC (National Society for the Prevention of Cruelty to Children), “improvements in online safety are a matter of urgency.” And while the risks associated with VR and the metaverse haven’t yet been outlined in the UK’s upcoming Online Safety Bill, Culture Secretary Nadine Dorries has stated that the legislation will begin covering these new technologies. When passed, the bill will impose stricter mandates on what platforms and providers can share — with a primary goal of protecting children from explicit content.

A recent report on metaverse content moderation from ITIF has also emphasised the importance of third-party platforms mediating channels where immersive activity will take place:

“Without proper consideration for these shifting parameters of speech in immersive spaces, content moderation approaches — and the policies that restrict them — could have a chilling effect on individual expression or allow harmful speech to proliferate.”

ITIF suggests that policymakers should work with industry leaders to “mitigate the greatest potential harms from immersive content.” However, it’s also critical that all platforms — centralised or decentralised — are armed with the necessary tools and knowledge to establish proper content moderation approaches that will protect users from harm. 

One solution is for platforms to implement protections (such as established community guidelines) against real-world harms that could occur from activities in the metaverse — including non-consensual pornography, fraud, child endangerment and other forms of defamatory content. Another includes the creation of working groups that will provide guidance on intellectual property and copyright protections, to “promote innovation, fair compensation and creative expression in immersive experiences.”

In decentralised spaces, owners should also consider establishing voluntary guidelines that will encourage users to “identify, respond to and report on harmful content and content moderation activities.”

In Web3, decentralised platforms should ultimately find ways to harmonise safety and privacy by implementing user controls that will allow individuals to shape their own experiences and meet their needs and expectations. Age-gating controls could be put in place for underaged users, but we could one day interact within spaces where adult users would be given their own set of controls (such as determining how wide of a shield they’d like around their avatar, or which filters they’d like to enable). This would allow them to engage or not engage with certain types of objects or environments and make these decisions themselves.

Final thoughts

Throughout the internet’s lifespan, online platforms have continued to innovate to meet the cultural and societal requirements of users. Over the years, however, platforms have also struggled to provide a balance of established rules, content moderation, user privacy and individual user controls. Like other digital platforms, the metaverse will inherit many of these challenges — and as our world continues to explore a more immersive future, many of them will need to be reevaluated.

With that being said, it’s also become abundantly clear that many of us are not looking for a regulatory framework like Facebook’s to govern us any longer. Instead, Web3 should be a place where we can learn from both Web1 and Web2’s mistakes — where users, developers and policymakers can evaluate the lessons we’ve learned and build spaces that are safer, more open and more equitable than ever before.

In a decentralised internet, it’s important that we also try to build spaces that will encourage, rather than force approaches to keeping users safe. It’s hoped that users and developers will continue to be educated, that industry standards will continue to be revised and that effective self-regulation frameworks will continue to be built.