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Intro to the Metaverse: Trend Report 2021

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Newzoo Trend Report 2021

1. Introduction
2. History & Themes
3. In – Game Event Possibilities
4 . China’s Metaverse
5. Consumer Insights
6. NFTs, Play – to – Collect, & Play – to – Earn
7. Stakeholder Spotlights
8. Barriers & Looking Forward

© Newzoo 2021 . The
combination of COVID – related stay – at – home orders, which led to increased
simulation of real – world activities, and the thought leadership of visionaries
such as Tim Sweeney and Matthew Ball, have shined a spotlight on the virtual
concepts most famously depicted in science fiction classics
and .
Now, there is a feeling of inevitability about the coming of the metaverse,
which is also often referred to as “Web 3 . 0 . ” Although it’s far from a unified
concept, most would agree that
While the metaverse can feel like an impossibly “far away” concept in the
eyes of many beholders, the truth is that we are already living among proto –
metaverses, and the future will be here before we’re truly ready for it . In this
report, we aim to cover the more immediate opportunities and impacts to the
gaming ecosystem, highlighting where the immediate value lies among the
promising aspects of the collective concepts currently referred to as the
metaverse . Ultimately, we’d like to share our own vision for its evolution,
focusing on the implications for gaming .
We will briefly look at how the “metaverse” concept has evolved, dive into
the reasons why it’s important for gaming stakeholders to understand, and
give our view on how it might evolve in the coming decade . We will also
highlight NFTs and explain why decentralized infrastructure is a central part
of the metaverse discussion, but a deeper dive into decentralized
infrastructure is beyond the scope of this report . Most excitingly, we feature
stakeholder spotlights, where we interview key players with different roles in
bringing the metaverse to life . Among these trailblazers, you’ll find
and .
Finally, we consider barriers to the metaverse, and review some of the open
questions that exist today .
3Foreword
Candice Mudrick
Head of Market Analysis
Tell us what kind of data you want to see from our next metaverse
report here!

© Newzoo 2021 MarketplacesCrypto Wallet & Access
NFT/Blockchain Developer Services
Infrastructure Centralized
DecentralizedDev
-first creation
Player
-first creation
(UGC Tools)

© Newzoo 2021
5The metaverse has no authoritative definition, though several thought
leaders have offered a framework
• Scaling: increasing the current cap of c. 100 per zone to potentially infinite.
• Persistence: technical limitations unlocked, actual digital persistence can improve
immersion and create new experiences.
• Interoperability: merging of different games and new systems of interaction between
them, value in one game can compound in others.
• Economy: trading across different games, more depth, currencies.
• Identity: evolution of current online identities for avatars that can represent a player in
more imaginative or realistic ways.
• Digital & physical: spans across many aspects of life with open and closed platforms.
• Populated by multiple contributors: content from individuals, informal groups,
organization, and commercial enterprise.A persistent, infinitely – scaling virtual space with its own economy and identity system.
Persistent, shared, 3D virtual spaces in a virtual universe.
Realtime 3D social medium where people can create and engage in shared experiences as equal participants
in an economy with societal impact. Tim Sweeney
https://www.matthewball.vcA destination where people can enjoy being a fan, a player, and a creator often simultaneously, maximizing
engagement and therefore business potential. Peter WarmanJonathan Lai

© Newzoo 2021
6The metaverse features more than just virtual reality

© Newzoo 2021 How key themes have developed
and the relevance to gaming
7

© Newzoo 2021
8Milestone events in the history of the metaverse
1962
1974
1976
1987
1995
2003
2006 Among others, this
game can claim to be the first 3D
FPS, first client – server networked
game, and the first game to
represent players as avatars.
Inspired by Cave
Adventure, a 1976
adventure game, Roy Trubshaw and
Richard Bartle created a Multi – User
Dungeon in 1978, later known as
MUD1, the first open t ext – based real –
time multiplayer virtual world.
Developed by LucasArts for the
Quantum Link service for the
Commodore 64, it is considered the
and a precursor
to modern – day MMORPGs.
1992
where the term
“metaverse” was born, imagined as
a futuristic VR – based internet. ActiveWorlds was launched in 1995
as a virtual 3D world with UGC
content. In the same year, a
competing project launched named
Worlds Chat, which was an online
3D chat world with avatars. Both are
still online today.The first Animal Crossing, a social
simulation game, premiered in
2001 for the Nintendo
GameCube. 1983
The largest early 3D virtual world
with UGC, (by Linden
Labs) is still online today, with
digital real estate & a rich
economy.The famous online game platform,
featuring user – made games coded in
Lua, was created by Erik Cassel and
David Baszucki and first released in
2006. Pinball Construction Set was
created by Bill Budge in 1983 for the
Apple II. It was followed by
Excitebike and Wrecking crew in
1984 & 1985 for the Nintendo
Entertainment System.
The first graphical MMORPG, co –
developed by Beyond Software, SSI,
and AOL, ran from 1991 – 1997.Morton Heilig first described his idea
for an immersive theater in 1955. The
was finally created in
1962 and is one of the earliest
examples of an immersive multi –
sensory machine. It is widely
recognized as an early VR system.

© Newzoo 2021
9Milestone events in the history of the metaverse

© Newzoo 2021Early activities have centered around brands collaborating with games to give players a way to express
themselves or engage with their favorite content . In return, brands receive exposure, audience expansion,
and new revenue stream opportunities . However, there are also several enterprise applications that will
use games or game technology as a platform .
10Eventually, every industry is likely to have a form of business opportunity
in the metaverse

© Newzoo 2021
11

© Newzoo 2021
12An opportunity to create new modes of engagement with players and
non – players
• Gaming has evolved over the last decade to become
.
• The metaverse is the next stage which , driven by a combination of
technology and how consumers are interacting with games . This evolution allows games to become
platforms where multiple stakeholders can create and capture value beyond the core product .
• Publishers are driving new experiences through these non – gaming experiences, such as
. The broad appeal of
non – gaming experiences is powerful : things like virtual concerts can also attract non – gamers .
• Meanwhile, players are driving metaverse – like experiences by using games as a platform to
• Both the long – and short – term evolution of the metaverse will see new business models, content
generation, interactions, and

© Newzoo 2021Both technological and social trends underpin metaverse growth
Metaverse
drivers

© Newzoo 2021
14The next decade will bring new expectations for games
Single player stories, local
co – op Single player & competitive
multiplayer Regular game modes plus
social, creative, & other
non – game ways to engage
1 – 4 100 – 1,500 10,000+
Local, single platform Online Multiplayer (MMOs);
1 – 3 platforms Limitless Online Multiplayer
& spectator non – players; all
platforms
Large game studios Lean developers and/or
player – driven Community & AI – driven
Physical premium one – off
transactions Premium, In – App
Purchases, In – App
Advertising, subscriptions,
licensing Multi – stream, including
digital events, play – to – earn,
NFTs, & pay – to – social
Single content release, DLCs Games – as – a – Service Games – as – a – Platform
Console + high end PC Mobile + more powerful
PC/console; AR & VR Multi – platform, mixed
reality, & cloud – native
Traditional retail, linear,
large publisher partnerships Social media – based digital
advertising & performance
marketing, influencers Influencer – first (real &
digital), IP – driven, NFTs,
native ads & in – game
activations• Game design : Beyond standard single/multiplayer modes, metaverse games will have creative, social,
and in – game event modes designed for people to create shared experiences beyond the core game .
• Content : The community will have a much larger role in development, powered by AI and other no –
code tools that simplify creation aspects .
• Business model : The metaverse will open up the economic possibilities, both inside of and outside of
games . These are just some of the new possibilities :
• Pay to attend digital concerts, talks, or other non – game events .
• Non – Fungible Tokens, or persistent digital items that can be sold/traded outside of the game
• Powered by blockchain, players can earn game rewards for contributions to the game
ecosystem, which can then be exchanged outside of the game via secondary markets for real money
• Exemplified by NBA Top Shot and CryptoKitties , the collection of NFT items is a new
way for players to engage with game IP and might even attract those who don’t play the game itself .
• Monetization mechanics which are designed to encourage in – game social activities
• Marketing : I nterruptive advertising may be harder to translate to immersive worlds, leading to growth
of native ads . Nat ive brand integrations/activations, influencers (both real and virtual), and IP will be
fixtures of metaverse marketing tools . Limited edition NFT releases can help generate buzz as well .
*in one zone, while retaining uncompromised performance

© Newzoo 2021
15Proto – metaverses share some of these characteristics
z z• Increasing amount of non – game social activities
happening in games: community events such as
weddings, graduations, and birthday parties, but also
official brand – driven events such as virtual concerts,
activations, and fashion shows .
• Games replacing social media for casual connection,
enabled by the enrichment of in – game social
engagement features .
z• Real places, cities, and objects that are mapped
digitally 1:1 (e.g. NVIDIA Omniverse, Digital Twins ).
• Virtual fashion that can be “tried on” using AR .
• Improving augmented reality lenses / glasses .
• Growth of immersion tech for virtual reality such as
haptics .
z• Large – scale persistent simulations.
• Increasing mass concurrency from 100 participants
per shard/instance to 10,000+.
• Expanding accessibility and entry into the metaverse
through instant – join experiences that don’t require
download or installation.
• Games designed without processing power limits in
mind.
z• Player – to – player economy and new types of virtual
jobs.
• True, persistent ownership of unique digital items
that can exist (and be bought/sold/traded) outside
of the game (NFTs); grey markets may be replaced
by official NFT marketplaces.
• Play – to – earn games and modes which enable a new
earning economy. • The metaverse requires community – sourced creation
to scale effectively. Game platforms such as Roblox,
Crayta , and Core lead the trend of user – created
experiences, games, mods, and worlds.
• Growth of in – game creator tools and no – code
development to simplify the creation process.
• AI – assisted UGC.
z• Concept of a persistent digital identity that
accumulates unique digital assets (fashion, land, art)
which can be used or interacted with in various
games / metaverse gateways.
• Increasing importance and complexity of digital
avatars as representation in virtual worlds, with
associated digital assets to match, such as pets, land,
or vehicles.
z• Rich and dynamic AI avatars/NPCs (Non – Player
Characters), enabling interactivity & influencing
behavior via community input (e.g., Rival Peak).
• Rapid auto – generation of maps, worlds, and other
elements, especially in open worlds.
• Real – time creation and simulation/visualization.
• Hyper – realistic digital humans adapting to real – time
situations and able to read emotional states.
z• Technical standards, interfaces, and protocols that
enable cross – application interoperability and make it
easy to bring an item from Fortnite into Roblox, for
example.
• Examples: Pixar’s USD (Universal Scene Description),
NVIDIA’s MDL (Material Definition Language).
• Khronos Group’s glTF (3D file format standard).

© Newzoo 2021
16The ever – expanding gaming ecosystem represents the perfect mix of
elements for brand and entertainment collaborations
• Live – service features : During the last decade, post – launch support for games has become a popular
business model . With consistent updates, gameplay balancing, and an evolving game world, games
are already built to nurture audiences receptive to experimentation and new content .
• Mainstream penetration among a deeply engaged and hard – to – reach audience : Games have grown
to become a bigger business than other entertainment sectors . Especially with younger audiences,
games have become completely mainstream ; at the same time, this same audience is hard to reach
through other traditional advertising methods or linear entertainment .
• New game – native brand integration with authenticity : It has historically been challenging to include
brands in games in an authentic and non – intrusive way . With platform games, the players are here for
the shared experience – which the collaborations have become a part of .

© Newzoo 2021Gamers already value their in – game representations greatly, as demonstrated by the universal popularity
of in – game cosmetics . But beyond the expansion of customization options and the blurring of virtual and
real selves, the identity trend is also about a growing interest in the idea of a persistent interoperable and
decentralized digital identity, often referred to as Self Sovereign Identity (SSI) . is one of the key
orgs working to bring open avatar standards and SSI to life in gaming — see interview on p . 56 .
17A robust metaverse will need digital credentials, much like a passport or
driver’s license, to unlock access to a variety of services
z• The movement aims to
protect user privacy through decentralized identifiers
(DIDs), which can be thought of as .
• DIDs can verify identity & ownership between two
parties without needing to reveal detailed personal
information or having that information stored (and
therefore accessible) on a centralized server.
• has an avatar system that can be
integrated with virtual worlds & game engines . Users
can create one or multiple 3D avatars to be used
across games as they travel through the metaverse. z• Metaverse citizens will be interested in
Games following the metaverse trend
are expected to let players own and customize assets
as well, such as pets, vehicles, houses, or real estate.
• Aside from avatar – based assets, several orgs are
pursuing for your real – life self, to be
“worn” using Augmented Reality (AR) or simply
collected and viewed gallery – style.
• Influencers can also use avatars to interact with fans.
has partnered with many artists who use
avatars for promotional activities or fan interactions.

© Newzoo 2021 Virtual concerts, brand
collaborations & more
18

© Newzoo 2021
19Combined engagement from live and on – demand viewership
demonstrates the expanded reach beyond those attending the event
* Data up to May 26, 2021, from the top five most – viewed YouTube videos of the event combined.1 4/23/20
4/25/20
2 5/8/20
5/9/20
3 3/26/21
3/27/21 Kaskade
4 8/14/20
8/15/20 Several artists
5
6
7
8
9
10
• According to Epic Games, the concert drew nearly 28 million
unique players who collectively attended the event nearly 46 million times, meaning many players
attended more than once . The performance posted on Travis Scott’s official YouTube channel has
exceeded 150 million views, demonstrating the reach possible beyond attendees and beyond gamers .
• Based on the music research and analytics tools Soundcharts and Viberate , Travis Scott received 1 . 4
million new followers during the event across Instagram, Facebook, Deezer, Spotify , and Soundcloud .
During the Astronomical event, his music on Spotify was streamed 81 . 9 million times .
• As part of Roblox’s attempt to reach an older audience, the game hosted a Lil Nas X concert,
garnering over 33 million unique players . Mike Guthrie, CFO of Roblox, stated that the usage among
players age 13 and older doubled after the concert, and now the demographic (age 13 and older)
for 44 % of DAU (daily active users)

© Newzoo 20210.0M 0.5M 1.0M 1.5M2.0M 2.5M
4/1 4/6 4/11 4/16 4/21 4/26
20Games are now seen as a blank canvas for all types of activations
Peak Concurrent Viewers in April 2020 ; YouTube & Twitch Combined
Video views on YouTube*
0K50K100K 150K200K 250K300K
Season 1
(April – May 2020) (June – Aug 2020) , a talk show simulated
using ,
was a charming late – night TV “show”
created and hosted by ,
which featured famous guests such as
actor Elijah Wood . The viewership for
the first season reached over 459 K live
hours watched on Twitch, and 274 K
VoD views on Gary Whitta’s YouTube
Channel .
Despite the audience decrease in
Season 2 , episode seven of the second
season featuring (who
even had a musical performance)
accounted for almost 40 % of the total
views, indicating that viewer interest
was primarily driven by famous guest
appearances more than anything else .The event had more than
27 . 7 million unique participants
according to Epic, with millions more
watching on streaming platforms .
* Data up to May 26, 2021. Combined views of Animal Talking episodes on Gary Whitta’s YouTube Channel.

© Newzoo 2021
21Both Gen – Z apps are pioneering the mobile metaverse space
is a social simulation platform launched in October 2013 by Lockwood
Publishing . According to the company, Avakin Life has over
and 1 . 3 million daily active users . Lockwood develops all assets & worlds, unlike other
platforms like Roblox . Tencent led a $ 25 M investment into Lockwood in Nov 2020 .
is a social metaverse gateway with a heavy
emphasis on customization . Users can decorate their
avatar with over 30 K items (with several official brand
collaborations), explore different settings, build and
decorate houses, and interact with players from all around
the world . In – game events are also common, such as the
concert in August 2020 , pictured left .is a creator – powered social game/app developed by a subsidiary
of . In May 2020 , the company reported . Zepeto ,
like Roblox, features 3 D virtual worlds and items powered by creators . There are also
several social – focused features, including an Instagram and TikTok – like functionality
where users can create their own videos and animations featuring avatars .
Knives Out resonated with a Japanese audience through Nogizaka 46

© Newzoo 2021K5K10K 15K20K 25K30K 35K
22The mobile social simulation platform can draw crowds larger than
Coachella
Downloads on App Store & Google Play in Brazil*
In May 2020 , Avakin Life
closed a partnership with the
Brazilian company Som Livre
for the broadcast of the first
virtual concert by a Brazilian
rap artist, Haikaiss . The in –
game show, which was
available until May 17 , 2020 ,
saw 2 . 5 million visits,
according to Lockwood .
In total, 980 k unique visitors
attended the Blasterjaxx
event in August 2020 , and
1 . 58 million unique visitors
attended the 3 – day Lucas &
Steve event in Dec 2020 ,
reaching audience sizes that
rival those of the largest real –
world concerts ever held .Event Visits in the Game (can be multiple per player) O Boticário , a top Brazilian
cosmetics brand, held a 5 –
week activation with a virtual
store within Avakin Life . In
total, 2 . 3 million unique
players engaged during the
event .
The launch event ran Feb 16 –
22 , 2020 . On Feb 20 th
, Avakin
Life reached the highest
number of downloads for the
entire year of 2020 in Brazil,
which is one of the strongest
markets for Avakin Life .
Source: Apptopia
*Source: Lockwood Publishing0M 1M2M3M4M 5M6M 7MPlayer
Visits

© Newzoo 2021
23The Japanese music game features repeatable “live” virtual concerts

is a mobile music/adventure game
cooperatively developed by ,
, and . The game was published in
September 2020 exclusively in Japan .
• The game offers
and
featuring ’s
popular virtual singers, such as Hatsune Miku and
Kagamine Rin .
• Besides its main music/adventure mode, the
game has a mode where players can
attend in – game music live events of favorite
characters, regularly held at designated times .
• Regular real – time virtual live events provide
players with
• : Players enter either a private
room with their real/in – game friends or a
randomly picked room and can interact with
each other, thereby chatting, sending stamps,
and taking actions till the live event starts .
• : Avatars are customizable via
IAP, and the wide configuration in avatar skins,
accessories, penlights, and actions stimulate
players’ desire to stand out .
• : Players enjoy the animated
virtual live event with others, cheering the
virtual singers by using penlights, actions,
stamps, and items .

© Newzoo 2021
24

© Newzoo 2021 Similarities and differences with
the West
25

© Newzoo 2021
26Milestone events in the history of the metaverse
2012
2013
2014
2017
202120192015
2016
2018is a UCG platform with a PC
editor and a mobile app by Beijing
Code View Tech. In 2019, only the
platform was launched. After an
investment from ,
Reworld competed its Series B
funding of $47 million in May 2021. is a casual sandbox
game with mass UGC by Miniwan
Tech launched in 2015. is
the major shareholder of Miniwan
Tech. It had the most MAUs in
Chinese sandbox games in March
2021.
In March 2021, collaborated
with Shanghai Ruijin Hospital to set
up a joint lab to explore the
application of
via special
funding from miHoYo .launched its blockchain
token “Fuxi Tongbao ” that can be
used across four NetEase MMORPGs. In 2020, the Chinese VR developer
launched its 6DOF VR headset
, which is seen as the
equivalent of Oculus Quest in China.The
was officially available on PC and
Mobile in 2017. NetEase authorized
launch by its five – year exclusive deal
with Mojang in 2016.
In June 2020, led by a state – owned
blockchain research institute and
FEITIAN Technology, 17 firms
together formed a
.Authorities first prevented financial
institutions from trading bitcoin in
2013. Later, in Sep 2017, authorities
stopped all Initial Coin Offerings
(ICOs) and classified them as illegal
fundraising.
In 2019, announced the
strategic partnership with to
operate the
. Roblox China has not yet
officially released; only the platform
launched in 2020.
In July 2020, , the largest
annual offline digital entertainment
conference in China, launched 1.2
million non – tradable NFT tickets for
its online viewers. Later,
used NFT tickets for its 2020 Future
Conference, the first use of
in China.
In May 2021, authorities banned
cryptocurrency business by financial
institutions and payment firms.
Several crypto mining hubs were
shutdown shortly afterwards.

© Newzoo 2021 User content generation is
more difficult in China given
the tough restrictions. Instead,
Tencent can produce
metaverse content through
,
, and ,
leveraging its investments in
popular TV and film IP.
It may also take longer for
high – fidelity immersive
metaverse experiences to
come to China, because local
game companies’ expertise
lies in mobile, rather than in
AAA PC/console
development. China’s
metaverse focus will
supported.
27Decentralized infrastructure is not a requirement for development
At the , Tencent’s vision for the metaverse featured heavily .
Tencent’s vision can be interpreted as “ ” which is an alternate term to describe
the “early” metaverse trends seen today . This includes the blurring of boundaries between real and virtual
worlds through expanded content, social interactions, and increasing offline activities . In fact, Tencent is
placing greater emphasis on offline events than is seen in the West, launching the
that aims to provide players immersive game experiences in offline activities .
China has issued multiple bans against cryptocurrencies : in 2013 , 2017 , and 2021 . This suggests that
Chinese authorities are . However, that’s
not to say that blockchain and NFTs have no place in China’s metaverse longer – term .
There is a huge grey market for games in China, which Tencent fights due to the impact on game
operations . In April 2021 , Tencent sued DD 373 , one of the largest game trading platforms, for $ 6 . 2
million . Nevertheless, it’s difficult to prevent all illegal activity, especially on ecommerce platforms like
Taobao . In contrast with Tencent, after fighting grey markets, NetEase built its own official trading
platform Treasure House ( ), where players trade game assets with real currency while NetEase
takes a commission . Theoretically, NFTs could further facilitate secondary market activity . Plus,
NetEase is no stranger to blockchain, with several blockchain experiments and even its own currency,
which acts as a cross – server asset standard, interoperable across NetEase MMORPGs .
In 2020 , NetEase used tradeable NFT tickets (a first in China) for its .
Meanwhile, Tencent can achieve its metaverse without decentralized infrastructure . Although it is a
member of the DIDA, Tencent can theoretically achieve high
In fact, in 2002 , Tencent launched a used for in – game
purchases . It soon became widely accepted as online “fiat money,” used for several non – game goods
and services, until the government intervened in 2009 to limit its use .In 2020, 17 firms, including
cyber security – leader ,
state – owned
, , and
formed
aiming to build an
DID network to
protect privacy during the
account verification process —
meaning third parties can only
access the data they
requested. Importantly, DIDA
plans to adopt international
standards to create a bridge
from China to international
alliances. Both Tencent and NetEase
have invested in “metaverse”
titles like
, & . Tencent is
working on several sandbox
games like The
Chinese version of was
officially introduced during
the
. But due to China’s
policies, UGC editors are
limited and companies must
closely monitor content.
Roblox China currently
focuses on education
activities and encourages UGC
through competitions, such as
the

© Newzoo 2021 Understanding what the metaverse
means to consumers
28

© Newzoo 2021
29To get a consumer perspective on potential engagement, interest, and use cases for the Metaverse, we
conducted around 5 , 500 surveys spread evenly over four key markets (the U . S . , China, Japan, and the U . K . ) .
We asked current players of video games for their views (the audience that is expected to be first to jump
in), but also those who do not currently play . We learned what consumers want to do when they get
involved, and whether it would impact their likelihood to play in the future .
A significant challenge was to present concepts to consumers in a way that we could be sure they’d
understand in as equal measure as possible . The term ‘metaverse’ itself was replaced by a description related
to using game and game – like worlds for socializing and as a creative platform, and activities and assets were
presented clearly (but also neutrally) in terms of real – life activities and transactions that consumers can
relate to . We also want to ensure that we were not simply recording increased engagement with social –
gaming content during COVID – 19 lockdowns (we cover that story amply elsewhere!), so while we touch on
current metaverse – like activity, much of the content was about future interest and behavior .Custom Consumer Insights from Newzoo
Headline findings
: response to the overall concept is overwhelmingly
positive , and all ideas are good ideas at this point .
: Many are already using gaming as a social platform (that is, joining
game worlds to meet friends and hang out, rather than play) There is also high potential interest in doing
so in the future .
: The response in China and the U . S . is generally more positive than it is in the
U . K . and Japan . There are also some demographic variations — younger consumers tend to be more
positive .
: Most consumers expect that
jumping into the metaverse will increase the amount they play. What is more, a significant proportion of non –
gamers want to get involved, and this group indicated that the metaverse would encourage them to play
more games in the future.
: C onsumers
are most interested in doing things in the metaverse that they often do in real life. The metaverse is less
about forming flash mobs than it is about meeting friends and family to hang out (in a virtual space).

© Newzoo 2021
30Don’t know/ don’t useHeard of, never useUse rarelyOccasionallyOften
Social media
(Facebook,
Instagram, TikTok ,
Twitter) game worlds, but
not necessarily
playing the main
game
It is nearly to do this compared to over 35s.
In terms of market differences, when it comes to either occasional or frequent usage,
than it is for those in the U.K. (27%) or
Japan (23%).(consumers aged 14 – 50)
As would be expected, game – world hangouts do not yet come close to the ubiquitous usage of traditional
social media, although reasonably high numbers say they are using them, nonetheless.
13% of gamers say they often join game – worlds for a social rather than a gaming need. This is distinct from
Multiplayer in that players will often just socialize instead of play the main game together .

© Newzoo 2021
31(consumers age 14 – 50)
No, definitely not No, probably not Not sure Yes, probably Yes, definitelyDo you think you will [socialize in game worlds, including just hanging out in the game world, chatting to people,
sharing or watching content, attending in -game concerts, events, or playing mini -games] at all in the future?
15% 18% 29%
27%
11%
14-17 18-24 25-34 35-44 45-5056%
(Male)
(Female)
– binary

© Newzoo 2021
32(consumers age 14 – 50) Do you think you will [socialize in game worlds, including just hanging out in the game world, chatting to people,
sharing or watching content, attending in -game concerts, events, or playing mini -games] at all in the future?
(consumers age 14 – 50) No, definitely not No, probably not Not sure Yes, probably Yes, definitely
While almost all non – gamers indicate a
likelihood to play games in the future (77%),
the intent rises (to 86%) when they also
show interest in game world hangouts.
This suggests the metaverse can be a
catalyst to encourage even more consumers
to play or return to playing games.
This is supported further in direct
questioning, where the vast majority (70%)
expect in – game – world hang – outs to increase
the amount they play.
If you were to start socializing in game -worlds, how
would it affect how much you play games overall? Play less The samePlay more

© Newzoo 2021
33(consumers age 14 – 50, who are non – rejectors of socializing in game worlds) Please say how interested you might
be in [activity]
Getting together (with friends)
Hosting events (Birthdays/ Christmas
etc.)
Attending a concert/show of artist
Attending party/festival/club
Watching a live sport/esport event
Attending fashion show (real life brands)
cosmetics)
Attending flash-mob/demonstration
Interested Very interested (< 18: 83%/ 35+: 73%)

(Male: 75%/ Female: 69%)
(< 18: 75%/ 35+: 68%)

(< 18: 74%/ 35+: 64%)
(Male: 74%/ Female: 57%)
(Female: 62%/ Male: 55%)

(35+: 61%/ (< 18: 56%)
(Male: 56%/ Female: 44%)
Consumers in Japan are generally less interested in all activities.

© Newzoo 2021
34(consumers age 14 – 50, who are non – rejectors of socializing in game worlds) How good or bad do you think each of the following content and features would be, in terms of your
overall enjoyment? [Mean score out of 7]
*Note: Both gamers and non -gamers are included in consumers
Ability to choose your avatar's physical appearance
Free content funded by advertisers & sponsors
Ability to create content for other players (cosmetics, art, mini – games)
Special credits so you can buy items in one game, and take them into
others
Access to player created content (cosmetics, art, mini – games)
Ability to watch movies, or TV shows whilst in the game world
Ability to buy real – life products whilst in the game world

© Newzoo 2021
35(consumers age 14 – 50, who are non – rejectors of socializing in game worlds)
Interested in metaverse –
– male, 50- female, aged 34
– male, aged 33 – male, aged 14
– female, 40
– female , aged 16- male, aged 21

© Newzoo 2021 Why Non – Fungible Tokens are
part of the metaverse discussion
36

© Newzoo 2021
37In simple terms, a is a unit of data stored on a blockchain that certifies the
uniqueness and ownership of digital assets .
In other words, NFTs are a kind of digital “certificate of authenticity” for unique digital items that are secured /
verified by blockchain tech . Today’s most popular NFTs include (digital) art, collectible cards, fashion, and
virtual land . The surge of interest in NFTs is sowing the seeds for the metaverse foundation and evolution .
Until recently, players , characters, or aliases ; instead,
these assets were technically “licensed” for use to the player . Most items and cosmetics in mainstream games
are limited to one game and have no value or existence outside of that game . As an example, a mount
obtained in cannot be used in another game such as . If there isn’t an official in –
game trading/auction system, and sometimes even despite having one, secondary “grey” unofficial
marketplaces often pop up where players can trade or sell items . This is often done despite violating the
game’s T&C, and gamers put themselves at risk for being scammed (fraud is quite common) or banned .
However, the demand for player – to – player trading is so strong that grey markets thrive despite the risks .
Enter NFTs, which disrupts this system by allowing players to claim full, undisputed ownership of in – game
assets . NFTs create a legal way for digital assets to retain value and be used not just in one game, but in
potentially several games, and even outside of a game . This aligns closely with the metaverse ideal of identity
and ownership that exists games, not just inside individual game silos .
NFTs open the door to legal secondary market activities, which have further downstream implications . True
digital ownership could boost engagement & spending levels within games . If players believe their digital item
investment can retain value outside of the game, it might encourage additional spending .
Furthermore, players may place more value in an NFT versus a normal “Rare” item because it is truly “theirs . ”
In contrast to regular “Rare” items, which any gamer can obtain with enough effort (the scarcity is artificial /
uncapped, determined by players’ luck in loot boxes), NFTs open the door to more unique, one – of – a – kind
items (the scarcity is real / capped, determined by blockchain ownership), and importantly,
. This has powerful implications for esports : imagine “owning” the unique cosmetic previously used
by in a game – winning tournament . Another possibility is that persistent items can
potentially be used (and take different forms)several games, depending on the developer support .
While many games will not implement NFTs overnight, there are several experiments ongoing among a variety
of publishers, and the long – term implications of are exciting to consider for games, the
metaverse, and esports .

© Newzoo 2021
38Understanding the trend
In 2017 , released , a decentralized collectibles game built on Ethereum . Featuring
digital cat NFTs that can be collected, bred, and resold, the game would become an inspiration for other
collectible “games . ” would later go on to create , which created NFT collectibles
using video clips of memorable NBA gameplay moments .
These games, while not having gameplay in the traditional sense, are examples of how NFTs can inspire the
growth of a new category of playing : . This is not a new phenomenon ; for example, CS : GO has
developed a following that primarily loves to trade skins for profit (on secondary markets) Though
and moments don’t have utility today beyond collection, there are other NFTs that can
and do have utility in games .
In principle, NFTs (both pure collectibles and usable items) bring increased monetization opportunities for
developers :
• Attract new high – value users and monetize those who want to engage with the IP not by playing but
through items .
• Increase the , assuming that players will spend more for truly unique and truly
owned items that can retain value longer term, and have proven capped scarcity .
• Charge to bring other developers’ NFTs into a game .
• Collect (via smart contract) on secondary market activities between players .
First, developers need to decide whether they want to develop a structure and
contract for minting and selling NFTs themselves or whether they prefer to use third – party services . Doing the
former can be expensive, because it requires new organizational capabilities that most traditional game studios
do not have . Choosing to work with a third – party full – service platform simplifies the process, but there is less
control over it as well — the developer would need to rely on the service provider for authenticity, which could
potentially be called into question . There are reports of artists who have had their work minted and sold
without their permission because the NFT system currently doesn’t require someone to own the copyright
before minting it . For those that do decide to use a third – party service for minting and selling, the next choice
becomeswhich service and marketplace to use .
The next step is to decide on the type, number, and frequency of NFTs to be minted . As an
example, there will only ever be 90 , 601 plots of virtual land in . Given that a primary NFT stems
from scarcity, a high supply implies lower average value . The easiest way to implement NFTs is to keep them
separate and offer collectibles based on the IP outside of the game, with no in – game utility, much like
CryptoKitties or Top Shot . However, this can be low – engagement and hold lower value for players, in
comparison to NFTs that have utility (such as ones that can be used or worn
within the game) Best practice
would be to build an NFT strategy starting from conception into the fundamental game design, but it does
increase design complexity as developers doing so need to balance both traditional game development and
the management of a token economy .
Developers will need to decide on the price of their NFTs and how they sell – e . g . , via bidding
or fixed price . They can also consider adding a transaction fee to secondary market activities .
Regardless of whether minting NFTs is a one – time or recurring event, introducing tokenomics will surely impact
the player ecosystem . While a game economy flooded with NFTs might make them worthless and
uninteresting to the players, too few might create a feeling of unfairness among players, fostered by the
feeling the game’s token economy is non – inclusive and only available to high – value users .

© Newzoo 2021
39Similarities and differences with other crypto games
and are decentralized applications built on Ethereum . They both offer players the
ability to collect, trade, and breed virtual pets that they can exchange for cryptocurrencies : cats in
CryptoKitties and fantasy creatures called Axies in Axie Infinity . These digital pets are NFTs, each with unique
colors, abilities, and rarities, and there’s even a complex breeding system in both as well . However,
. In a way, Axie Infinity is an evolution of CryptoKitties . While CryptoKitties only
allows players to trade and collect cats, embodying , Axie Infinity also encourages them
for a chance to win Smooth
Love Potions (SLP), the native cryptocurrency of the game . In other words,
Whereas in CryptoKitties
the main attraction is that of collecting and reselling cats, Axie Infinity builds on that and allows players to
utilize their Axie NFTs as both a type of capital that can appreciate and as a vehicle for regularly generating
new income .is a blockchain game model where players earn assets in the form of tokens or other rewards that
can be used in the game or traded in an open market. In exchange for helping to grow the gaming community,
players are rewarded with cryptocurrencies while playing. and are decentralized
games employing the Play – to – Earn model. In , the blockchain economic design is used to reward
players for their contribution to the ecosystem, and players earn AXS tokens through skilled gameplay. While
Axie is a game, it also acts as a social network and job platform, even famously
during the COVID – 19 pandemic.
is a long – standing practice of acquiring in – game currency while playing a massive multiplayer
online game (MMO) such as ( ) . Players can later sell their in – game currency for real –
world money, typically “illegally” in secondary or grey markets . Grey markets for games like WoW have
flourished, with players keen on spending large amounts of real money in exchange for in – game items, despite
the many risks involved .
Games like Axie Infinity present users with a similar concept : players can engage in PvP or PvE battles and
receive loot in the form of SLP if they win . However, there is a vital difference . SLP, as opposed to gold in
WoW,
. Therefore, transacting SLP on 3 rd party exchanges is
.
In short, Play – to – Earn models allow players to easily convert in – game earnings to real money safely . To do that,
users are only required to own a digital wallet in order to store and transfer SLP to crypto exchanges . Play – to –
Earn games like Axie Infinity offer players a while also encouraging them to use part of
their earnings to acquire stronger in – game assets (like Axies ) that can further augment their earnings in the
future . For publishers, Play – to – Earn can help unlock more revenues from gamers in growth markets .

© Newzoo 2021
40z• Due to Ethereum technology limitations, there are a limited number of transactions per second (TPS) that can
be processed. This can lead to network congestion, slow processing of transactions, and high “gas” fees, which
are fees paid to miners for the work involved in securing a transaction. Today’s NFT transaction process
requires a lot of computing energy to process each stage of the lifecycle, and the extra gas fees alone can
sometimes dwarf the cost of the NFT itself. However, this will certainly change in the future as more scalable
blockchain solutions that allow for higher throughput are being developed and improved upon — it’s important
to remember that z z• The rights associated with buying and selling NFTs generally differ across asset types, platforms and games.
Nevertheless, NFTs generally grant buyers that
are still held by the IP owner. It’s possible that some NFTs would be limited to one game to simplify IP
agreements, removing some of the benefits of NFTs in the first place.
• In many cases, NFT owners can use their tokens for personal purposes, without having the right to use them for
any commercial endeavors other than trading. Thus,
based on the original work, distributing copies or reproducing and selling any derivative NFT for which no IP
rights are owned. However, developers need to make these rights explicit to limit the number of potential
infringement issues. They can do so by specifying terms in the smart contracts that both parties must agree to
before a transaction occurs. Trademark registrations should also be extended to cover NFT collections. z• Decentralized ownership is sowing the seeds of a new era of gaming, where players will be able to own,
collect , and trade their items outside of games and across games. users will likely grow to prefer
games in which they can own a part of that universe. Ultimately, real ownership confers .
• In the future, NFT compatibility might be an attractive feature for players searching for new games.
Subsequently, the absence of NFTs might have consequences in terms of player engagement, the height of a
game’s revenue success, and the theoretical maximum audience reach. As a result ,
Doing so relatively early and actively experimenting now might grant game studios an expanded player
base from the get – go and a first – mover advantage over competitors in terms of technological know – how.
• Developers can charge a “commission” fee for bringing an item into a game, much like a corkage fee to bring
your own wine bottle to a restaurant. Initial sales of NFTs currently generate the largest revenues for
developers, though this may change in the future. Given that studios can take a commission on each NFT
transaction on the secondary market, wide – scale adoption would lead to more trades and hence to more
royalties, thus opening a
• NFTs can act as a new user acquisition method. People who play to collect that were not previously part of a
game’s universe are now likely to emerge as a new category of gamers and an important revenue provider.
• By introducing NFTs, developers may increase engagement. Players in games like spend
hundreds of hours to farm gear and mounts they merely license. Having full ownership of in – game assets that
retain value outside of the game can prompt users to dedicate even more time and effort towards their
favorite games. With ownership comes attachment and greater implied value.

© Newzoo 2021
41Today, NFTs and blockchain are massive power consumers. However,
there are “greener” options and more efficient tech is on the way .
z• Most NFTs are created on the Ethereum blockchain, which currently uses the consensus
algorithm . PoW encourages miners to compete in solving complex mathematical puzzles to add new blocks to
the blockchain and to get rewarded with the native cryptocurrency . However, the main issue with PoW is that
solving such puzzles requires a sizable amount of computational power in the form of high – end hardware,
which in turn leads to , not to mention the
electronic waste coming from hardware that becomes outdated .
• For example, the yearly amount of electricity consumed by the Ethereum network is estimated to be
equivalent to the according to the Ethereum
Energy Consumption Index . As a result, everyone creating or transacting NFTs on the Ethereum blockchain
implicitly generated by mining the cryptocurrency . More specifically,
it is the carbon footprint of NFTs, that is, the total emissions generated by the process of creating and trading
them on the secondary market , that is especially harmful . For instance, a Nyan Cat NFT inspired by the famous
GIF was sold for 300 ETH earlier this year . In this case, its carbon footprint included not only the impact of the
transaction itself but also the energy consumption required to mine the 300 ETH . French artist Joanie
Lemercier used a carbon calculation tool from Offsetra to determine that the release of 6 NFTs in 10 seconds
would consume .
Source: Joanie Lemercier 3,548kWh 4,618kWh
4,215kWh
3,800kWh
3,500kWh (target)8,754kWh
01,0002,0003,0004,000 5,0006,000 7,0008,0009,00010,000
2017 2018 2019 2020kWh / yearElectricity consumption at the studio (per year)2017 – 2020 | Studio Joanie Lemercier

© Newzoo 2021
42Today, NFTs and blockchain are massive power consumers. However,
there are “greener” options and more efficient tech is on the way.
z• mechanism, the most notable of which is the
algorithm. PoS elects individuals as the miners of new blocks as a function of the number of
coins they hold, thus eliminating the high – energy consumption that PoW entails: the more coins one user
stakes, the higher the chances of being chosen as the miner of the next block.
• With the advent of Ethereum 2.0, a set of updates to the Ethereum blockchain that will make it more secure,
scalable, and sustainable, . This change is
anticipated to thus greatly
reducing the environmental impact of NFTs built on its blockchain. Ethereum 2.0 will also exponentially
improve the number of supported TPS, from
This can lead to faster transaction times, fewer network congestions, and significantly lower gas fees.
• There are also other more environmentally – friendly alternatives to Ethereum, such as , the Flow
blockchain on which the collection is built, or , which uses a combination of PoS and
Proof of History ( ). PoH is a protocol that provides a fast and accurate ordering of transactions across
time, thus significantly boosting the number of TPS while simultaneously reducing the environmental impact.
• There is an ongoing debate on whether NFTs specifically are the source of increased carbon emissions from
the Ethereum blockchain. Given that they represent a relatively small percentage of total transactions on the
Ethereum network, it can be argued that mining would continue to increase
However, this ceases to be true if high demand for NFTs pushes up the price of Ethereum, thus
prompting miners to acquire more (sophisticated) hardware which in turn leads to more carbon emissions.
* According to Carl Beekhuizen, a researcher at Ethereum Foundation

© Newzoo 2021 Sponsored content from two of
our partners
43"Sponsored insights from two of our partners"

© Newzoo 2021
44Hear from Forte on navigating a tokenized economy
The
world’s largest game publishers already have the
key attributes of scale, and millions of players as
captive audiences, always – connected, buying
virtual assets in self – contained ecosystems within
the publishers’ games .
But the massive scale that makes these publishers
successful can also be a . As
they transition from games – as – a – service to games –
as – a – platform, these key attributes are major
challenges that could potentially slow down the
transition to the new platform – play business model
needed to survive in the next frontier of
One of the first opportunities for game publishers
to unlock is the offering of NFTs, which is a natural
avenue for merging virtual and physical worlds . But
for game publishers — or any large – scale business
— to build entire new systems that enable the
minting and selling of NFTs and other token assets,
the effort needed will be hugely time – consuming
and expensive, both in financial investment as well
as in opportunity costs . Additionally, such efforts
ewewtetwtw could become detrimental distractions from core
business priorities .
Another option in this build – versus – buy tradeoff is
to partner with a third – party platform to unlock
NFT capabilities and other token economies .
Though it comes with its own set of tradeoffs,
partnering with a third – party platform affords the
benefits of accelerating a go – to – market strategy
and preserving the funds and focus needed for a
game publisher’s core business — making games .
Through a seamless UX, maximal liquidity &
demand, and full regulatory compliance, Forte
helps publishers embrace NFTs and create rich,
sustainable token economies . The new metaverse
includes marketplaces where buyers and sellers
own and trade digital assets and currencies . It is
imperative that technology keeps up so that we all
have true property rights . This will create thriving
economies from which everyone in a game's
community benefits .recently worked with one of the world’s largest game
publishers, with tens of millions of players interacting in real – time
globally amongst its titles . Instead of overhauling its tech stack to
open up new economies within its titles, the publisher partnered
with Forte to launch a peer – to – peer marketplace where players
could trade tokenized NFT game items . Forte’s customizable and
compliant end – to – end solution enabled the publisher to easily build
and scale its token economy, enabling the publisher’s players to
list & trade items without leaving the native game environment .
Four weeks after launch, more than 40 % of daily active users
(DAU) were trading tokenized NFTs with other players in game .
The fast adoption of these new marketplace features is a clear
indication audiences are receptive to new economy dynamics, if
the buying experience is organic and seamless .
Josh Williams, Founder & CEO 0%10%20%30%40%
1 2 3 4Unnamed Title, Weeks after Launch
of Tokenized NFTs% DAU Trading

© Newzoo 2021
45Aspects to consider when building a fully – compliant token economy

including wallets, NFT and token asset minting,
institutional grade custody, and fiat and crypto
on – and off – ramps . Disparate systems are
difficult to interoperate, can harm the user
experience, and are internally inefficient to
integrate and manage .
• to mint NFTs
and token assets, and facilitate player – to – player
secondary trading . Full compliance with money
transmittal, securities, tax, and other regulations
in the US and beyond — a critical requirement for
any enterprise . Even the slightest incident of
non – compliance can lead to millions of dollars in
fines, downtime, and brand damage . Serious
infringements can induce existential risk .
• that can
be embedded in any game or application,
allowing users to purchase, hold, manage, use,
and sell token assets and virtual currencies
directly from their trusted brand . Brand
confusion and dilution can cause consumer
dissatisfaction and poor user experience,
resulting in lower engagement and spend . • covering initial
onboarding, token purchase, trading, and selling .
Integrate NFTs and virtual currencies directly
into existing product experiences and checkout
flows . Poor crypto – native onboarding experience
is often the biggest barrier to mainstream
adoption . Most users do not own crypto wallets ;
many first – time users do not want to . Sending
users to external exchanges can create a high –
friction user experience, or risk regulatory
infringement with unregulated exchanges .
• for game
economies by connecting to multiple blockchain
ecosystems . Fiat rails and multi – chain
interoperability with the largest Layer 1
blockchains and exchanges can help game
publishers maximize reach . Choosing a single
chain for minting NFTs & token assets can force
game publishers to rebuild their solutions — and
migrate their assets and users — down the road .
• relating to traffic
& computing needs . Forte has over 8 M Monthly
Active Users across 20 + countries, and over 10 M
wallets created .
Forte is building economic technology for games . Its end – to – end platform
enables the emergence of community economics, a system where the interests
of game developers and players are aligned, leading to healthier, sustainable
game communities . The team is composed of longtime industry members
(Unity, ngmoco , Riot Games, Electronic Arts, Sony, and Rockstar Games,
among others), and is currently working with over 20 acclaimed game
developers from across the industry to reimagine the economics of games .
www . forte . io

© Newzoo 2021
46

© Newzoo 2021 Insights on the metaverse from
the key trailblazers
47

© Newzoo 2021 Nearly a decade ago, we built a user – generated content
(UGC) experience on mobile, called The Sandbox . It
was fun, it was successful, and the original game and its
sequel were downloaded over 40 million times . Players
built millions of pieces of content and hundreds of
thousands of playable pixel – based games and
experiences they could share . Yet, our game was a
closed – economy system where the creators who
contributed to the game’s success received nothing in
return . Platform restrictions and the lack of a
mechanism to compensate them made it impossible .
So, when we saw the first NFTs with CryptoKitties and
CryptoPunks in 2017 , we realized that blockchain is a
key technology to support our vision and provide true
ownership of digital assets . We immediately thought of
combining UGC and NFTs, allowing any creator to
make their own NFTs, use them in games, and monetize
them . It was exciting!
By designing a content ecosystem with authorship and
ownership tied to blockchain, we’re making big steps
toward achieving these goals in our gaming metaverse .
The Sandbox is a unique virtual world where players
can build, own, and monetize their gaming experiences
on LAND they own using NFTs (non – fungible tokens)
$ SAND , the platform’s main utility token . $ SAND
serves as the basis of transactions and interactions,
enabling players to play, own, govern, trade, and earn .
worldadfs
48Sébastien Borget , COO & Co – Founder
We already have a vibrant community of 100 k+
followers on Twitter, 35 k on Discord, and 25 k on
Telegram who are using our creation tools daily and are
engaging with various contests, game jams, and more .
One of the main assets of The Sandbox are its LAND
NFTs, which according to a DappRadar report,
represent $ 10 . 7 million in trading volume over the past
30 days, up 162 % compared to the previous period .
These numbers are driven by the launch of the official
The Sandbox Marketplace, but even more by several
land sales and auctions that attracted many investors .
The Sandbox is now the # 1 virtual world in terms of
volume, traders, and number of sales . Additionally, our
creators made 700 K+ $ SAND ( $ 400 K+ USD) in
the past three weeks since we launched our #NFT
marketplace ahead of the full platform launch .
We envision that within the next 10 years, the
metaverse will have transformed profoundly how we’re
thinking about the way we’ll be working, socializing,
playing, and earning through the economic
opportunities and jobs it is creating . It is already
shaping up to be a place of non – stop fun where users
can choose the experiences they want to engage with ;
and as they will truly own their currency, their data and
digital assets, they will wholly be contributing as part of
this digital economy revolution . Events are shaping up
sfdsfsSébastien Borget , COO & Co – Founder
is a decentralized, community – driven gaming ecosystem where creators can share and monetize
voxel assets and gaming experiences on the Ethereum blockchain.

© Newzoo 2021to provide strong momentum for what we’re planning .
This can be seen in three important milestones :
• UGC gaming is on a roll : The pandemic is boosting
user engagement and Roblox’s $ 70 B IPO show how
this is valued .
• NFT boom : The $ 69 M sale of an NFT [ Beeple ]
demonstrates interest and valuation .
• The crypto rally : BTC moving to $ 60 K and a $ 2 B
valuation of $ SAND, our utility token .
Yes, in The Sandbox , we bundle many IPs including
Ghostbusters , Shrek , The Invincibles , and many others .
I’m a true believer in pop culture . I’ve always wanted to
bridge the gap between the real and digital worlds, and
IPs, brands, artists and celebrities help connect players
with the digital world . And because of our experience in
games with licensed IP, we understand how IPs can be
helpful for monetization and user acquisition .
That understanding has driven our strategy, and The
Sandbox has brought over 65 IPs and artists into our
metaverse, including brands like Atari , RollerCoaster
Tycoon , The Smurfs , and Care Bears . We’ll soon be
announcing celebrities who are buying LAND to have a
presence — DJs, rappers, influencers, etc . We seek to
connect with fans of the IP, and offer something of
unique value for them — the capacity to create their own
experiences, games, stories, and adventures involving
their favorite IP, and monetize these experiences .
If brands take the right approach with the new medium
of NFT, the connection between brands and fans in the
metaverse can be closer than ever before . In
partnerships we’ve signed on the licensed IP side,
brands are offering a real – use case benefit to their fans .
For the first time, players can use authorized NFTs
we’ve made with our partners to create their own
adventures, stories, and experiences on their LANDS . It
also opens the potential to offer custom or more
exclusive events based on which NFTs an individual
user owns . An NFT collectible can thus become a kind
aerara
49of ticket to future engaging experiences, so the NFT
can deliver more value to its owner over time . On the
other hand, we’re now seeing a new trend emerging :
New virtual brands and IPs are being born directly into
the metaverse . Creators can use The Sandbox virtual
world to showcase and interact with their community —
virtual fashion designs and virtual sneakers can become
popular in the metaverse without ever having existed
physically . Our players and creators have limitless
creativity, and this could result in items created in The
Sandbox eventually becoming IPs in the physical world,
completing the circle .
We are a blockchain – native virtual world where anyone
can import and create their NFT . We are building a
completely new way to play and create for gamers,
where they can create, store, and trade value on
multiple levels based on their profile : artist, players,
land owners or SAND owners . We are the first gaming
NFT metaverse using Interoperability , Ownership
( LAND , AVATAR ), Governance ( DAO ), and Play 2 Earn .
For UGC, to make it easy to create visually consistent
content, we chose 3 D voxels and blocks so creators can
make assets out of “digital Legos ” . As you can see from
Minecraft’s success, millions of players are already
comfortable building with digital Legos , and we’ve
made tools to enhance the creative process and
instantly turn your work into an NFT that you can
monetize . All the assets you see in our game have been
created as NFTs by our artist community — the UGC
pipeline is already running strong .
On the NFT side, compared to other blockchain games,
we’re building a gaming – first, native gaming
experience . As a player, you have your own gaming
space where you can play and display your NFTs .Sébastien Borget , COO

© Newzoo 2021We can look back and see where and why the turning
point happened . The Sandbox metaverse is made up of
166 , 464 unique LAND NFTs — digital pieces of real
estate — that players can own to publish their creations,
monetize their games, or rent to other creators . On
April 14 th, 2021 , The Sandbox held a LAND sale to sell
virtual LANDS for 8 . 9 M SAND , which is worth about
$ 5 . 9 M USD . That’s nearly $ 6 M to buy virtual land on a
single day with players and investors wanting to
reserve their space in the metaverse in prime locations
near premium, larger ESTATES (made up of multiple
individual LANDS ) owned by people and entities such
as Bill Lee , Ken Howery , Galaxy Interactive , Tyler and
Cameron Winklevoss , Gemini Frontier Fund , Nifty
Gateway , Chris Ye , and Avenged Sevenfold . By end of
May, The Sandbox had another successful LAND sale
which sold out in 15 seconds! ! On June 7 th, a ( 24 x 24 )
Estate of 576 LANDs in The Sandbox sold for $ 650 , 000
USD . This is an indication of the power of a
decentralized gaming metaverse on the blockchain .
The paradigm shift that got us here is the new,
revelatory proof of authorship (who made an item)
proof of ownership (who owns it), made possible by
NFT and blockchain technology . This made it finally
possible to establish the primitive for the trading of
digital assets and hence kickstart a virtual economy
where assets and services can be valued, held in
custody, traded, and monetized .
With NFTs, anything you buy in games is actually yours .
Each asset is uniquely identifiable, can have a provable
limited number of copies, and can be transferred
between users, without asking or requiring permission
from the developer . The trading and selling of digital
goods isn’t new ; this is something we’ve seen before in
MMO RPGs like World of Warcraft or Animal Crossing .
However, in those cases it had to be done in gray/black
markets due to the restrictions of the centralized
platforms . The Sandbox is an open metaverse, where all
the content, the economy and even the governance of
our virtual world will be in the hands of the players,
creators, and users who contribute to this world .
That’s what players were looking for, and that’s what
we’re giving them . It starts with ownership of LANDS ,
earaera
50which constitute the map of our virtual world . To date,
only 45 % of this map has been sold, so there’s lots of
room to expand, across a multiplicity of interesting
locations that combine brands, IPs, games, artists,
social lounges, and more .
If you look at the monetization of video games over the
past 20 years, you start with buying a game in a box .
Ten years ago, we saw the rise of freemium games . The
third wave, which we are predicting and implementing,
will be play – to – earn . Play – to – earn goes far beyond just
esports and competing . We believe that any profile in
The Sandbox economy can earn through unique
activities . Our ecosystem has a circular economy that
will create new kinds of digital jobs .
We anticipate an explosion of
, such as virtual architects who build the
visual environment of the games and experiences, or
virtual fashion designers . You can have farmers, people
who specialize in collecting one type of resource that
you can buy and exchange . You can have a virtual
coach who will explain how to get better at the game,
beat specific quests, and collect specific kinds of
resources to optimize your time and value .
Perhaps as a player, you will join a guild that will train
you to optimize the ROI of your time and generate
more revenue from your play time, then split the
revenue among the guild members . Content curators
may become a prominent role to facilitate discovery
and save time and effort for users as they adventure
through these virtual worlds .
These and other roles could become meaningful full –
time jobs in the metaverse . This future may be closer
than we realize, as the pandemic has accelerated our
acceptance of spending more time in virtual worlds .
Gen Z has already grown up accustomed to digital only .
Today’s kids already accept and value virtual items
more than physical, as they comprehend that value isn't
only from physical attributes, but from scarcity and
desirability .
It’s entirely possible!Sébastien Borget , COO

© Newzoo 2021
51Price for artist
Beeple’s digital
work Everydays :
the First 5000
Days
, the highest
known price paid
for an NFT

© Newzoo 2021It’s hard to pinpoint the exact moment of inspiration
but the combined influences of everything happening in
gaming, digital fashion, virtual concerts and blockchain
played a key role in helping forge the ideas of the
business . We’ve been close to the gaming industry for
many years through deadmau 5 and our other ventures
and always felt that gaming is going to play a more
important role in how artists, brands and fans connect .
We are trying to create a new category in the
metaverse where music, film, gaming and blockchain
come together . Our aim is to explore how virtual worlds
can bring fans closer to their favorite artists and brands
whilst using blockchain technology to change the
economic models and give fans a way to engage in a
more meaningful way .
The most important trend is that the tools to create
virtual worlds and games are becoming more
accessible . User – generated platforms like Core &
Roblox will continue to grow and will give
musicians/DJs the ability to launch their own virtual
experiences . The success of virtual concerts in games
including Fortnite , Roblox and Grand Theft Auto have
worldadfs
52Inder Phull, Co – Founder & CEO
also shown the power of music in these platforms and
we will see more collaborations taking place .
We will see artists launching their own virtual worlds
and venues on their own and in partnership with other
developers . The rise of platforms like The Sandbox and
Decentraland will also become more prevalent as
virtual venues and artists will experiment with their
physical to digital strategy in these spaces .
The biggest challenge at the moment is the skills gap in
the music industry related to gaming and virtual
concerts . As a result, the ability for artists to launch a
unique virtual event without budget or large teams is
limited . This will change over time as more UGC – style
platforms create ways for artists to launch their own
virtual space and invite fans into it . The
democratization of this is key to it scaling and not
having gatekeepers as the core mechanism for artists
to explore this new medium .
A really interesting next step away from virtual
concerts is playable albums and music releases as
streaming is not delivering revenue for all artists . We
are developing a new format around this idea where
the music is released in an interactive, playable format .
Achieving scale is crucial to this new idea becoming a
normal part of a release strategy . Alongside this, the
live show has always been one of the most important
aer Inder Phull, Co – Founder & CEO
is creating a portal into the metaverse by helping brands and creators launch digital collectibles,
gaming partnerships and virtual worlds.

© Newzoo 2021aspects of an artist's strategy and the ability to reach
millions of fans whilst monetizing through a virtual
event can’t be ignored .
I believe fans will play a more interactive role in these
virtual events . The exact output is still undefined, but it
will transition from passive viewing to more immersion
and interactivity . We will also see physical and virtual
events existing together . The virtual events will be
connected to a physical show, and it is very likely there
will be 1 : 1 replications of physical shows taking place in
CGI environments that can be experienced through VR
and traditional game views .
That is an impossible question . Being in lockdown and
not having any physical events has made us all miss live
shows even more than usual . Some venues have a
certain magic that can’t be disputed . But the
possibilities in virtual venues are endless and can take a
music experience to a new level .
I think the opportunities to create a narrative around a
virtual event are really interesting and new
collaborations that could never really exist in the
physical world now become possible . The virtual event
provides a chance to inspire and interact with fans in a
completely different way and it’s important we don’t
just replicate what happens in physical reality but take
inspiration from gaming, film and theatre to create an
experience that pushes boundaries .
Accessibility . I think console/PC gaming is amazing and
naturally has its place as well as VR however we are still
in a transition period and mobile/web dominate the
bulk of the market . I’d love to see more experiences
developed that are accessible to the general public
without the need for expensive equipment . Web
technology is moving fast and it’s exciting to see how
these tools will change the way fans experience gaming
content through the browser . It’s not just about cloud
gaming but also pure web technology like WebGL,
waera
53WASM and PlayCanvas that have huge potential .
Managing in – bound interest and prioritizing the right
projects with partners that understand the long – term
opportunity as opposed to trying to just capitalize on
something that is trendy .
We’re also scaling quickly and are always aware that
we need to move as fast as the industry . The evolving
metaverse conversation is still not fully understood by
everyone . We spend a lot of time educating and
changing perceptions about what this new world
means for creators and brands .
Naturally, investment conversations also take up a lot
of time and picking the right partners that see the
future requires time to make sure we align on
philosophy, ethos and vision . My biggest challenge
though is finding time to sleep when we’re going
through one of the most exciting moments of the
internet .Inder Phull, Co – Founder & CEO

© Newzoo 2021 The metaverse is the next decade of the internet .
Imagine if game developers designed the internet from
the ground up : that's the best way to think about the
metaverse . It all started as a sci – fi concept, so many
people will frame it from that perspective . But now that
the metaverse is becoming a reality, we feel that
decentralization plays a key role, and as experts in Web
3 . 0 technologies, we refer to it as the open metaverse .
The tools we are creating are empowering game
developers to build a more open metaverse .
Throughout the process, we have broken a lot of new
ground and have even created a lot of the language
and terminology around the open metaverse, but we're
also building tools that give the development
community a chance to create our vision of the
metaverse together .
The "open" in open metaverse draws from the
standards of open – source technology, allowing
developers to give players their own portable digital
identity — one that's secure and compliant with best
practices for data management . We're also giving
developers a chance to create NFT marketplaces, as
well as arwewaraew
54Ryan Gill, Co – Founder & CEO
well as play – to – earn mechanics to empower players .
The pay – to – earn mechanics are getting a lot of traction
in Southeast Asia, where plenty of gamers are making a
decent living via playing titles like Axie Infinity . Simply
put, our company is laser – focused on building tools to
help developers transition to the open metaverse and
Web 3 . 0 way of thinking .
Emergence is our first suite of products . We are
currently in the early stages of an alpha and are getting
feedback from developers in the ecosystem on
our Emergence SDK . The players will get what we call a
"personal stack", an in – game overlay that is part of the
SDK . After the user downloads a dedicated mobile app
and browser extension, they can manage their identity,
and everything is secured on the blockchain . We then
allow users to create as many personas as they like
attached to that single identity — and each persona is a
credential, which could be a game account, a specific
avatar, specific profile, or an account on a website .
Everything is based on the Self Sovereign Identity
standard, which has emerged as sort of the gold
standard for digital identities . It’s already in use across
many different sectors . But it hasn’t yet been adopted
into gaming, which is something our company has set
out to change . The first step there is taking the Self
Sovereign Identity standard and making it compatible
with game engine technology such as Unreal and Unity .Ryan Gill, Co – Founder & CEO
is w orking to build tools to enable persistent, platform – agnostic digital i dentities in the open metaverse.

© Newzoo 2021We coined direct – to – avatar to help people understand
the paradigm shift gaming is undergoing . Many
companies are very familiar with the direct – to –
consumer concept, and direct – to – avatar suggests a
shift in the supply chain .
The games space has pioneered monetizing digital
items like cosmetics, and the business world is applying
these learnings to other sectors . At the same time,
NFTs — essentially a digital supply chain — are disrupting
the business ecosystem . Direct – to – avatar is a full digital
supply chain, in which the end – user is an avatar that
stays digital . Shopify took direct – to – consumer to the
mainstream ; we're following the same path for direct –
to – avatar .
Interoperability, a portable digital identity, and a
digitally scalable supply – and – demand economy are
what the metaverse needs from a technical and
business perspective . All three of these things are the
logical starting point for the metaverse, and Web 3 . 0 's
value proposition delivers almost everything the open
metaverse needs .
Blockchain, decentralized tech, and experimental
phases with cryptocurrency have certainly led to many
opportunities . The problem is : crypto has been so
experimental and complex so far that a lot of people
have written it off . To combat that issue with Web 3 . 0 ,
we're aiming to help game developers understand and
absorb Web 3 . 0 in a way that's specifically tailored to
them, taking the complexity and frustration away .
We're supplying developers with the tools to embrace
the metaverse on their own terms ; after all, the
aearearaera
55changing economics of gaming, the business model,
and interoperability are all challenges the industry has
to figure out together .
You see Tim Sweeney and talking about
standardization a lot ; you see NVIDIA working with the
standard and the Omniverse — these are the companies
that we are talking with to explore a shared vision,
along with . This collaborative way of working is
a far better way to map out the future of the open
metaverse and Web 3 . While much is still unclear, a
group of excited companies is eager to leverage these
innovations . Once these concepts are more proven,
other, more corporate – style companies will follow suit .
I like to reflect on the arc of the games market and how
it's evolved . The industry started with basic single –
player games with a boss at the end of the level, right?
It was very linear and sequential . More recently, we've
moved into open – world games — as well as free – to – play,
and cross – platform games, two things Epic has
succeeded with via Fortnite . Companies like Activision
have taken their IP and applied these models, finding
similar success . I think we're on the advent of the next
evolution, which takes things beyond cross – platform
play with interoperability .
As a developer, it's important to think about the change
in mindset that came after cross – platform play, which
brought about new revenue and business opportunities .
Some of the public disclosures around the Epic – Apple
case have shown the financial gain associated with
embracing cross – play . From this point forward,
companies have to decide how to experiment and
evolve . Many big publishers are already considering
expanding IP to an open – world, cross – platform, free – to –
play model with an endgame economy — these things
represent huge opportunities . And the new era of Web
3 . 0 and the open metaverse mean these opportunities
have never been more exciting . To any company that
wants to get involved, I'd say get inRyan Gill , Co – Founder & CEO

© Newzoo 2021wants to get involved, I'd say get in touch with us,
because we've built tools that will make your life easier
in a space that many find overwhelming .
Developers should be thinking about how they build
the game, what features they prioritize, and how Web 3
can enhance the player experience . If there's one thing
the whole industry can agree on, it's the fact that the
player is at the center of everything . Everyone — from
the most corporate giant publishers to the most
innovative startups — lives and dies by their player base .
What we're offering are the tools and opportunity to
enhance the player experience and show them
something new and seminal .
We're a group of people who have spent a long time
thinking about the future . A famous quote from sci – fi
writer William Gibson comes to mind : "The future is
here . It's just not widely distributed yet . " The factors
that make up our futuristic open – metaverse and Web 3
vision are actually already happening in R&D labs
across the world . We've been at the forefront here for
years, and we like to envision a world we'd like to see
and then work backward, to see how we can make it a
reality .
When we think about the influence the metaverse could
have on our lives, it's very much akin to the early days
of the internet, bringing us back to the transition from
Web 1 . 0 to Web 2 . 0 . And now, before we start this third
act, we're making precise decisions to reach our
globally shared vision — almost like a beacon guiding us .
But there are also many other factors to think of,
particularly the discussion around ethics, which is
always at the front of our minds .
In a time where Valve is talking about brain – computer
interface technology, ethics takes on a whole new level
of importance . A decentralized autonomous
organization (DAO) is our way of putting the power in
awerawera
56the community's hands, allowing everyone to make
decisions collectively as a community . Many of Web 3 . 0
and the open metaverse's pivotal decisions should be
community – driven . At Crucible, we’ve established the
Open Meta Association, which will become a DAO at
the end of the year and enable us to bring to life the
principles we want to embody as a company .
Gaming has already faced challenges with self –
regulation . If you look at the ESRB in the U . S . , there
have been some issues around lootboxes , but these
pale in comparison to some of the issues the industry
will face in the coming decade . Some of the upcoming
metaverse and Web 3 . 0 decisions are far too big and
important to be the remit of industry consortiums
alone .
We believe such decisions should be cross –
disciplinary — a community of people that have an equal
voice and equal say, a truly community – driven group of
decision – makers . This is how we cater to the best
interests of different stakeholders, groups, and
therefore the whole community, not just one part of it .Ryan Gill, Co – Founder & CEO

© Newzoo 2021 Mythical set out on a mission three years ago to bring
blockchain technology and NFT – based economies to
mass market games . Our game Blankos Block Party and
our NFT Engine are the first game and product releases
for us as a company . Both were built with the goal of
bringing players and creators closer to the games they
play by making them key stakeholders in game
economies .
Throughout the games industry, there has been a
demand from players to buy, trade, sell and creatively
invest in their favorite games . But despite investing
billions of dollars into games and content, players own
nothing . It's all content sub – licensed from the publisher
or developer and your investment is fully locked behind
your character at worst or locked into a publisher’s
economy at best .
Players invest an incredible amount of time, effort, love
and creativity into games and their digital creations,
but they don't own any of it, have any way to
participate in the value, and have no ability to sell that
value elsewhere if they wanted to ; at least not legally .
For decades, gray markets have surfaced around every
major game title where players buy and sell in – game
assets, gold, content, accounts etc . but they bring risks
to both players and developers . The demand is clear,
and now we can meet that demand with blockchain
technology and NFT – based game economies . With
NFTs asdasdasdsad
57Rudy Koch, SVP Business Development
NFTs, like those in Blankos Block Party , we’re able to
provide a way for players to participate in game
economies and own the items they acquire . They can
buy a Blanko , then later sell it on the secondary market
and earn real money for it . Our community currently
holds more than 60 , 000 NFTs, making us one of the
biggest players in this space, and we’re only in beta .
One of our goals is to drive mass adoption of NFTs and
blockchain technology in the games industry . We see
this as the biggest evolution in gaming since the free –
to – play model was introduced . Our proprietary engine
is the backbone of these new NFT – based economies
where players can be enterprising and make real
money from the games they play .
Beyond that, NFTs have a wider application by allowing
developers, creators or brands to participate in game
economies in a way they haven’t before . These
stakeholders are able to tap into a small portion of
every sale in perpetuity, whether in primary or
secondary markets . We’re working on several amazing
partnerships that will demonstrate this concept . One
example are vinyl toy artists like John – Pau l Kaiser ,
James Groman and Junko Mizuno , who we worked with
to design some of our first Blankos . With most of their
FRudy Koch, SVP Business Development, Mythical Games
is a decentralized MMO developed by Mythical Games Inc. where players can design their
own games/’parties’ and collect custom characters based on toy figurines.

© Newzoo 2021work, what they make from the initial sale is the extent
of their profit . But by creating NFTs in the form of
Blankos, we’re able to offer them a long – term source of
revenue for the work they’ve contributed . We’re
building creator – friendly economies that reward
creators for their great work, as well as rewarding
players for their investments in our game .
At scale, NFTs allow us to democratize value and
monetization across the community of players,
developers, and creators, allowing everyone to
participate . And we believe this is the future of game
economies .
Our company was created to solve a real problem for
game audiences : As game makers and game players,
we want to be able to own the digital creations that we
spend so much time creating, investing in and playing
with . We’ve already seen the demand for secondary
markets in the form of gray markets around games like
World of Warcraft , Fortnite and Animal Crossing . But
these gray markets aren’t legal or legitimate and can be
rampant with fraud . They operate outside the game
ecosystem, which means developers can’t participate
and have no incentive to support them ; in most cases
gray markets are a big problem for the industry .
Despite all of that, these gray markets are flourishing
and it’s clear that players want to transact in this way .
Our technology gives developers and publishers the
tools to create legitimate secondary markets where
players, creators and developers can participate . As a
result, developers can provide a safe and streamlined
experience for players .
For us, it goes beyond digital item sales . NFTs give us a
lot of room to get creative . As an example, say you
bought an in – game gun used by a pro esports team in a
Call of Duty final ; the gun that took that final shot for
the win . Like a museum piece, that gun is valuable as a
58one – off piece of game history . There are a number of
factors that create value – the player or team that used
it, the historical moment, the rarity of owning 1 of 1 , etc .
his is how we go from simple digital item sales to
creating fun and engaging game economies that
players want to be part of .
Then say at some point you didn’t want the gun
anymore ; you could sell it to another player and make
real money . When that item is sold, the publisher, the
esports team and the original creator of the asset
would also get a small cut . Everyone gets to
participate .
NFTs and blockchain create an irrefutable source of
truth for scarcity, ownership, and the value of in – game
assets .
We’re offering NFTs with utility . The NFTs you collect
don’t just sit in a wallet passively, you can play with
them in the Blankos universe ; they’re your playable
character in – game . You can level them up, compete in
tournaments and build up skills, all of which may make
them more valuable if you decide to sell them later .
Through our proprietary engine and game model, we’re
allowing players to unlock the time and monetary
investments they’ve made into their NFTs by selling
them for real money (fiat or crypto) the Mythical
marketplace .
Unlike cryptocurrency, NFTs can be produced without
mining ; it’s simply a way of recording ownership to the
blockchain . We are building Blankos and our
marketplace on a private blockchain that uses a Proof
of Authority ( PoA ) model that is more efficient and less
reliant on electricity than the Proof of Work ( PoW )
model used to mine cryptocurrencies . This provides a
more scalable and eco – friendly model for the types of
mass – market transactions you’ll see in Blankos and our
marketplace .Rudy Koch, SVP Business Development, Mythical Games

© Newzoo 2021Our technology will enable the architects of the
metaverse to achieve the sheer scale and performance
required to power these simulations .
A simple aspect of scale is concurrent users : our
technology enables simulations to exist past current
limitations of 50 – 150 participants on a single shard to
thousands of concurrent users, which we have proved
on multiple occasions with partners including CCP
Games, Minecraft and XSolla . As an example, when
Fortnite hosted its huge concert with Travis Scott last
year, they declared that there were 12 and a half million
participants . However, these participants weren’t
together in one shared world, they were actually in
sharded versions of the concert capped at 50
participants each, that were not entirely in
synchronization with each other .
Scale can also include characteristics such as
geographic size and fidelity . For instance, the ability to
build virtual worlds that are like – for – like replications of
megacities such as Tokyo or Shanghai with digital twins
of every building and road made up of billions of
interacting entities, or even simulations that span
multiple times larger than the physical world .
Additionally, because Hadean’s technology harnesses
the true power of the cloud and can dynamically scale
resources up and down as required, we are able to
build these virtual worlds to be persistent, so that they
worldadfs
59Craig Beddis , CEO
can live and breath indefinitely . Creating and scaling
simulations with such a high degree of data,
connections, and complexity requires effective
allocation of computational resources, which is a
distributed computing problem that we at Hadean have
been focusing on .
Currently, the inability to efficiently maximize resources
and harness cloud computing has prevented games
reaching their full potential . Instead, developers have
been left searching for ways to incrementally improve
the speed, scalability and reliability of distributed
systems . It has forced us to experience games within a
seemingly immutable set of confines, including finite
artificial intelligence, overly simplified physics and
limited player counts . Therefore, evolving the way
games are designed and built to be cloud – native to
harness the true power of the cloud will be a step in the
right direction .
The potential of cloud – native development was
demonstrated in our partnership with CCP Games in
EVE Aether Wars where we were able to achieve
14 , 000 connected clients across 120 countries with the
game built entirely on the cloud .
Developing truly cloud – native games will also enable
aerae Craig Beddis , CEO
is a distributed computing platform that lets developers rapidly build and scale cloud – native applications.

© Newzoo 2021persistent world building experiences that can grow as
social networks with no specified hardware and
installation requirements, which is what we envision
when we talk about the metaverse .
As with any form of media, where there is a
concentration of arts and culture, we will eventually see
brands looking to take advantage of these audiences .
This could either be through sponsorship placements or
means such as digital collectibles that sports clubs and
franchises are currently dipping their feet in .
At Hadean, we have also observed the demand for
virtual events such as conferences and concerts as well
as the demand for virtual workspaces that have been
accelerated by the pandemic and the need to socialize
virtually . There is also a growing demand in enterprise
use cases such as digital twins and synthetic
environments that model our physical world through
life – like simulations with multiple layers of data, entities
and AI . These shared and interactive simulations are
used for multiple purposes such as decision making in
complex scenarios and training in hazardous
environments . Enterprise versions of the metaverse will
be a key driver in innovation and investment to realize
the broader metaverse vision .
One key challenge, which has been voiced but not
necessarily actioned, is that no one company can build
the metaverse on its own and that it is a collective
effort . The industry needs a common language, a set of
standards, protocols and agreements that will enable us
to answer a number of outstanding questions : How can
avatars and artifacts be interoperable? Who will pay for
server costs? How do we optimize power and compute
resources? There appears to be some working groups
that are looking into such questions, but they need
waera
60greater engagement and must involve the key players
and stakeholders in the industry .
Independent platforms will advance specific features of
the metaverse, with a few of these platforms breaking
into the mainstream . They are likely to include a
combination of elements such as extended reality,
spatial mapping and virtual economies, driven by
network effects and a new generation of influencers .
I am optimistic that we will be even closer to the
metaverse than we are today, with certain elements
gaining mainstream adoption, but the true vision of a
single shared metaverse may still just elude us in five
years .
Current approaches for large scale simulations are
dependent on a bloated and outdated technology stack
that was not designed to harness the true powers of
cloud and edge computing . Large scale persistent
simulations need an architecture that can dynamically
scale without manual provisioning and operations .
In anticipation of this challenge, we redesigned and
built the technology stack for the cloud from the
ground up, treating distributed computing as a first –
class concern . Unlike existing approaches, the Hadean
distributed process model ensures “scale – invariance”
by preserving crucial properties in behavior and
execution as it seamlessly scales resources up or down .
Aether Engine, our spatial simulation library takes
advantage of these unique properties and dynamically
distributes resources, allowing a simulation to grow and
scale dynamically . In conjunction with Muxer , our edge
networking library, vast numbers of connections from a
geographically dispersed user base can join a
simulation . Together these products enable large scale,
persistent virtual worlds that are a core part in realizing
the metaverse . Craig Beddis , CEO

© Newzoo 2021
61Richard Kerris, General Manager
Omniverse & Head of Developer
Relations Richard Kerris, General Manager Omniverse &
Head of Developer Relations
is the first open platform where 3D design teams can work in a shared virtual space and
collaborate with each other in real – time across multiple software suites.
enabling teams to visualize their work in physically –
accurate, photorealistic simulation . By providing teams
with the ability to work simultaneously across their
favorite software suites, designers and developers can
achieve faster time to market, exponential increase in
number of iterations at virtually no opportunity cost,
and new heights of creative innovation .
Beyond Factories and Manufacturing, Omniverse will be
perfect for
and
Each of these industries have highly
complex 3 D production workflows, vast, diverse and
globally – spread teams, and a growing need for ultra
high – fidelity, physically – accurate simulation .
We already have several hundred companies across
these industries who are actively evaluating Omniverse,
with being the furthest along . The BMW Group is
an excellent example of an end – to – end use case for the
Omniverse platform – from collaborative design, to
simulation of operations, and training of AI agents .
Omniverse can be used at any scale – from individual
creators, artists, developers, and designers – to large
enterprises . The platform is free for individuals to use
awearaThe was a joint
project between NVIDIA and BMW Group, where we
showcased how factories will be digitally simulated in
the future . The impact of this is significant
across many areas :
• Simulating logistics for manufacturing setups and
how workers will interact with the various machinery
and parts can save significant time and costs before
committing to it in the physical world .
• Using that same simulated digital twin, the training
and managing of factory floor robots is much more
efficient to do in the digital world before committing
to the physical world . (i . e .. Training hundreds of
simulated robots then download to the physical
ones, etc . )
3 D workflows are now an essential component of every
industry . Enterprises today are facing unique challenges
with the rise in remote workforces and increasingly
complex 3 D production pipelines . Omniverse is a
platform that enables true real time collaboration
across 3 D design tools, users, and their asset libraries –
asdsfa
worldadfs

© Newzoo 2021
62Richard Kerris, General Manager Omniverse
& Head of Developer Relations
and has a new Enterprise license . We currently have
almost 50 , 000 active users of Omniverse Open Beta for
Individuals . Omniverse is a platform and has several
core applications that feature the unique capabilities of
the platform, as well, we are working with several
companies throughout the global community who are
looking to develop their own products and services to
enhance Omniverse for their specific markets .
The from NVIDIA are :
• can be used by technical artists,
designers, and engineers across industries for
physically – accurate, photoreal world building and
scene composition .
• is an advanced visualization
application that can be used by any collaborator –
whether a technical artist, a project manager, or a
client/customer .
We also have additional Applications for Omniverse
beyond the core set :
• – a deep learning – powered
end user application that generates realistic facial
animation from just an audio track
• – an app for content creators
to easily build their own animations and cinematics
using game assets .
Omniverse also has apps for researchers & developers :
• is an app to accelerate 3 D Deep
Learning research workflows and serves as a
companion to the NVIDIA Kaolin library .
• , for building, testing and training
robots
• , for validating and testing self –
driving cars .
For game developers, Omniverse is a powerful platform
that can help optimize game content creation
workflows :
• Using , plug – ins to leading
industry content creation software, developers
EWTEWT
• Developers • among artists and interchange among tools .
• With and
, developers can search through their
large asset libraries intuitively, with natural language
or an image query, to find what they need quickly,
and simply place within a 3 D scene .
• With Universal Scene Description (USD), Developers
can create ground truth assets that can be
accurately translated across many use cases, from
games, to cinematics, to merchandise, or even
marketing materials, etc .
Omniverse gives Game Developers access to our latest
in NVIDIA graphics, simulation and AI technology, such
as or the
There will be many worlds that make up the
Metaverses, some will be proprietary from individual
enterprises or studios, ISVs, or communities and others
will be expansive and open . One of the key goals of
Omniverse is to be the connector of these worlds
through the support of standards and which aim to
connect different virtual worlds together to achieve an
open , shared virtual world where we can collaborate
between humans or AI agents, where we can create,
build , or play , all together .
To build a truly open and extensible Metaverse, we
believe in the need for open standards . Omniverse
adopted
which we feel will be the key to unlocking the open
Metaverse .
USD is a scene description : a set of data structures and
APIs to create, represent and modify all elements of
virtual worlds . USD stemmed from Pixar’s need to
represent film – quality virtual assets, scenes and
animation in a way conducive to effective teamwork
among artists and interchange among tools . Its features
rtjslrtststrtrsese

© Newzoo 2021
63Richard Kerris, General Manager Omniverse
& Head of Developer Relations
for teamwork are exactly what’s needed for the
collaborative and social aspects of the metaverse . We
are seeing exponential proliferation of USD across
industries today including in Architecture and
Engineering, Manufacturing and Product Design, and
Game Development .
Omniverse supports real – time collaboration across local
and/or global teams – which has long been a struggle
across each of the industries we have discussed so far .
Data management along with the size and scope of
projects continues to be complex and challenging .
Omniverse enables a unified approach based on
common standards which results in the most efficient
and effective means to manage these projects for
teams, whether working across the room or across the
globe . .
The digital twin of BMW’s assembly system, powered by Omniverse

© Newzoo 2021 Core makes it easy for just about anyone to build
interconnected worlds, games, and universes, and make
money doing so . That’s why we describe what we’re
doing as building the infrastructure for the multiverse .
We imagine that the multiverse will be created, not by
one company with a single vision – but by millions of
individuals and teams with their own ideas . Core was
built from the ground up to enable everyone to
collaborate in building a connected web of
entertainment, experiences, and worlds .
Manticore’s mission is to give anyone the power to
create, share, and experience worlds instantly without
barriers . Core opens gaming to anyone, not just folks
who consider themselves developers, and therefore
dramatically increases the size of the whole pyramid .
Anyone can be a game creator and Core’s tools make it
easy enough for anyone to build their first in under an
hour . Everything you need is built in, from art tools and
sound assets, to frameworks and a shared collection of
thousands of pieces of community content – all of it
free . No programming knowledge is required, but those
64Patrick Buechner, CMO
who wish can script their own game logic . Core is also
built on top of Unreal , making it by far the most
immersive, flexible, and powerful UGC platform . We
also hear from creators that some of the current UGC
platforms are played out, that if you're not already
established there, it's too late to make your mark, let
alone a living . By contrast, Core is still very much fertile
ground
We envision brands building their own experiences in
Core – to engage with the brand in a fun and immersive
way and as a new avenue to monetize the brand . Today
we have influencers using Core to build games and
immersive social experiences for their fans – and some
are using it as a new revenue stream .
We also see huge potential for shared social
experiences like concerts and festivals and are working
with some artists now to enable these in a way that
other UGC platforms simply can’t .
One of my favorite Core brand – integrations was a
contest we held to build fantasy worlds and games
inspired by Dungeons & Dragons . More than 100 D&D
games were created : everything from action – adventure
and tactics – style games to PvP and MMO RPGs .
fdasfsafsafas Patrick Buechner, CMO
is the developer of a centralized digital playground and community with an integrated game
creation system. In , players can create, share, and earn from their own games.

© Newzoo 2021What has been fascinating is that there isn’t much
difference between creator communities on Core .
Because Core’s creator tools are accessible to anyone
for free with a PC, we have successful creators on every
continent and almost every country .
More than half of the top 10 most – played games are by
creators outside the US . They include a teenager in
Norway , a tank engineer from France , a
rapper/educator from Germany , and a team of indie
developers in Russia . We're also seeing pockets of AAA
developers from Europe , South America , and the US
starting to team up and create polished experiences .
Something these creators all have in common is they
are creating social spaces where players hang out,
fdsafdsafsa
65sometimes for hours . This has held true irrespective of
the language they speak .
Core has just launched into Early Access on the Epic
Games Store and we’re just getting started . We are
always improving the platform for both players and
creators .
A focus for us will be enabling richer games and new
types of experiences . Core creators have already made
tens of thousands of experiences that have been played
millions of times, and they've only scratched the
surface of what they can do . It may be primarily games
today, but over time, we expect creators will build all
kinds of social and interactive experiences, many of
which may not even exist right now .Patrick Buechner, CMO

© Newzoo 2021
66

© Newzoo 2021 Open questions and considerations
67

© Newzoo 2021
68Among the key challenges, these stand out
Today’s gaming and tech ecosystems are largely
split along regional and cultural lines, and the same
is likely to hold true for the early metaverse .
Political objectives may clash with business or
consumer desires, much like they already do in
gaming — e . g . , when India’s government first banned
PUBG Mobile .
Beyond politics, moderation on a global scale in an
open metaverse with boundless UGC content
presents a wealth of challenges, even more
hazardous than those that already exist on an
unmoderated World Wide Web . It may not be
enough to simply have community moderators ;
individuals will need to take a more active role than
they do now in keeping spaces safe . Imagining
what metaverse “deepfakes” could evolve into, with
avatar duplicates impersonating others,
like disinformation,
forms harassment, and identity theft . On a similar note,
privacy and ethics considerations have barely
scratched the surface . We will also need to create
new laws for a myriad of new situations regarding
IP and copyright, such as
The potential for abuse of power in a centralized
metaverse is also which is why several
orgs are working to create open standards .
Lastly, mass concurrency and interoperability are
immature, but new protocols are being developed
and more is yet to come . Hopefully, new standards
can also open doors to a more equal participation,
which is likely to be driven by mobile than anything
else . Mobile devices and app stores are
, and it’s hard to imagine a
true metaverse that doesn’t have access via mobile .Metaverse activity –
tracking has the
potential to become
far more powerful
than web – tracking.
Organizations such
as thus work
towards an open
metaverse, rather
than a closed one
controlled by a few
entities. UGC spaces require
strong safety and
content moderation
processes in place,
supported by
and
Furthermore, IP &
copyright management
will need radical
modernizations to
account for a myriad of
new situations. Governments will
desire to control
virtual worlds, and
regulations may
create new barriers
between worlds.
E.g., in April 2020,
China banned
after the
platform was used to
stage digital protests
about Hong Kong. The metaverse is not
yet accessible or
interoperable at
scale. New standards
and protocols are
needed.
Mass concurrency on
a global scale is still a
challenge, though
one that
and hope to
solve.

© Newzoo 2021The science – fiction dreams of the metaverse envision a world that has solved
all potential and future barriers that now stand before it . Several of the
world’s greatest minds are now tackling some of these challenges, though it’s
unlikely that the metaverse will turn out exactly as or
imagined it (authors of Ready Play One and Snow Crash,
respectively) .
Each time there has been a new introduction of technology to the games
industry, we witness an expansion . Much like how mobile gaming, and now
cloud gaming, has grown alongside PC and console gaming, so too will the
metaverse exist alongside our physical experiences, complementing and
augmenting them rather than replacing them .
However, that isn’t to say the metaverse is without its own risks . For better or
for worse, the digital worlds will inevitably be a reflection of our real one . It’s
up to us to make sure we’re headed towards utopia, rather than dystopia, and
each of us shares responsibility in creating, moderating, and improving our
digital spaces . And, most importantly, the creation of a virtual world should
not be at the cost of the real one .
We might look to Burning Man, perhaps the most advanced (if fleeting)
decentralized society, for how a positive culture might emerge from an open
metaverse . I’m reminded of the time I interviewed the CEO of Burning Man
Project in 2016 about what a Burning Man in VR might be like, and what
implications it could have for virtual societies .
She shared that the Ten Principles, today known as the behavioral rules of
Burning Man, came about as an observation of the culture that evolved over
time . The principles weren’t mandated top – down from the organization ; they
were cultivated bottom – up, simply recording the behaviors that became
normalized .
As early architects and inhabitants of the metaverse, the games industry has a
fundamental role to play in shaping its culture . Together, we can lay a
metaverse foundation that is not just imaginative but also open, inclusive, and
accessible .
69Last thoughts
Candice Mudrick
Head of Market Analysis
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us here!

© Newzoo 2021
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