Reckoning with the Metaverse
A Primer on
the Metaverse
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Policymakers and executives must focus on the metaverse
if they are not already doing so. Many “Metazens” are
already spending significant time and money in virtual
environments on things like gaming, virtual real estate, and
non-fungible tokens, or NFTs.1 As the metaverse becomes a
bigger part of people’s lives and livelihoods, financial and
other activities will need a solid basis in law and regulation.
Such a basis does not yet exist.
The metaverse has the potential to become a constellation
of realistic and alternative worlds where, as in the physical
world, individuals and institutions can purchase and sell all
types of goods and services. It makes use of innovations in
money: transactions are made with digital assets and some
of the goods sold are packaged as non-fungible tokens.
NFTs will play an important role in forming the building
blocks of property in the metaverse, and both sectors are
already growing rapidly.2 Some of the projections for the
size of the metaverse market are eye-opening, ranging
widely from $670 billion to $13 trillion.3 While the growth
potential remains an open question, the market is too big
for regulators to ignore.
In this paper, we seek to provide an overview of the
metaverse and how NFTs will play a role in shaping it,
covering topics such as:
•Basics of the metaverse
•Ins and outs of metaverse use
•Importance of the metaverse
•Virtual property rights considerationsIntroduction
3Q: What is the metaverse?
The metaverse employs new technology to
bridge gaps between the physical and virtual
worlds, allowing colleagues to work together,
students to learn together, and friends
to socialize together in a more realistic,
natural way than the current internet offers
(see Exhibit 1). Today’s metaverse contains
humanoid avatars meeting in a multitude
of different virtual reality environments.
The most significant use case is gaming,
with games like Fortnite enjoying three to
eight million daily users.4 The metaverse of
tomorrow may span many more use cases,
driven by easy connections between digital
worlds (portability) and the integration of
digital and physical worlds through the use
of augmented reality (AR), virtual reality
(VR), and the internet of things (IoT).
The term “metaverse” was coined by science
fiction writer Neal Stephenson in his 1992
novel “Snow Crash.” It portrays a dystopian
world in which users’ avatars are proxies for
their social status and wealth, and a subset
of users become addicted to the metaverse
and effectively abandon the physical world
for virtual reality.5 The work of fiction points to real risks within the metaverse, and to
avoid a dystopian outcome, developers of
the metaverse should seek to have the digital
world enhance the real lives of those who use
it even if it offers an immersive experience.
In contrast, some espouse a more utopian
vision for the metaverse, where virtual
worlds are seamlessly integrated, with
individuals retaining control and autonomy
over their digital selves. These optimists
imagine virtual worlds built on top of a new
iteration of the internet designated “Web3.”
While currently more of an idea than a
firm reality, developers envision Web3 as
the next generation of the internet with a
focus on decentralization, open access, and
interconnectivity between systems. The
name Web3 is meant to distinguish it from
Web 2.0, the current version of the internet,
in which a few closed and centralized
platforms dominate total value.
Where the metaverse and Web3 may align
to have the greatest impact is in the area
of payments. The lack of an embedded
payments infrastructure encouraged
some business models to rely on excessive
advertisement, data collection, and privacy Basics of the
meta
元宇宙和NFT入门报告 英文 2022
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本文档由 SC 于 2023-05-03 01:08:30上传分享