The metaverse is still experiencing growth, with no final answers on applications. What are the top 10 potential applications for metaverse technologies.

In this article:Hide
  1. Fantasy Sports and Championships
  2. Restricted Digital Spaces
  3. Scarcity and Ownership
  4. Game Streaming at New Level
  5. Metaverse Social Media
  6. Sandbox World for Sale
  7. Decentralization and Web 3.0 
  8. E-Commerce Evolved
  9. Educational Applications
  10. Augmented Reality

Creating a metaverse has gone through many iterations. The idea shifted from forms of augmented reality or VR-powered games into a world where imagery and social media can mix.

The technological realization of a metaverse is just starting to happen, and large players like Meta (formerly Facebook) are playing with the idea. But also, a new crop of startups coming in from the world of cryptocurrency are now seeking an extension of their digital communities. 

While most digital communication and content is still happening in the context of Web 2.0, we have gathered 10 possible use cases for metaverse technologies and digital venues. 

Fantasy Sports and Championships 梦幻运动和锦标赛

A metaverse experience can enrich fantasy football and championships. The potential for point of view differences and experiences can build on existing realistic fantasy sports engines. It would take the talent of game studios to build up this type of metaverse experience. 

But when it comes to the side of blockchain activity, existing projects have shown a significant demand for sports content and sports-themed NFTs and collections. With the trend of gamified sport NFTs, a full metaverse experience may give more meaning to owning those digital player versions.

元宇宙体验可以丰富梦幻足球和锦标赛。 观点差异和体验的潜力可以建立在现有的现实幻想体育引擎之上。 建立这种类型的元宇宙体验需要游戏工作室的才能。

但在区块链活动方面,现有项目已显示出对体育内容和以体育为主题的 NFT 和收藏的巨大需求。 随着游戏化运动 NFT 的趋势,完整的虚拟世界体验可能会给拥有这些数字播放器版本带来更多意义。

Restricted Digital Spaces 受限数字空间

The metaverse can, by its definition, become restrictive. While Web 2.0 has been a tool for wide access and distribution, the metaverse will be a venue of digital scarcity and exclusivity. 

The idea of digital borders and terrains has already helped boost the value in games like The Sandbox and the venues of Decentraland

根据定义,元宇宙可以变得具有限制性。 虽然 Web 2.0 已成为广泛访问和分发的工具,但元宇宙将成为数字稀缺性和排他性的场所。

数字边界和地形的想法已经帮助提升了沙盒等游戏和 Decentraland 场地的价值。

Scarcity and Ownership 稀缺性和所有权

The NFT standard, whether ERC-271 tokens or those based on Binance Smart Chain, has shown that an easily achievable scarcity is possible. This approach has its critics, who fought for free information and unlocked access to all content on Web 2.0. 

But the new metaverse technology may offer significant constraints to points of view or content consumption. This would translate into the potential for establishing strong digital ownership and limitations.

NFT 标准,无论是 ERC-271 代币还是基于币安智能链的代币,都表明可以轻松实现稀缺性。 这种方法有其批评者,他们争取免费信息并解锁对 Web 2.0 上所有内容的访问。

但新的元宇宙技术可能会对观点或内容消费产生重大限制。 这将转化为建立强大的数字所有权和限制的潜力。

Game Streaming at New Level 新水平的游戏流媒体

Game streaming boomed as one of the chief sources of content for Web 2.0, especially video streaming. For the past year, streamers reached an estimated 1.2B viewers. With metaverse experiences, streaming content may take a whole new meaning, especially with the potential for additional points of view. The presence of NFT-protected items or regions can make streaming even more high-stakes.

游戏流媒体作为 Web 2.0 的主要内容来源之一蓬勃发展,尤其是视频流媒体。 在过去的一年里,流媒体的观众估计达到了 1.2B。 借助 Metaverse 体验,流媒体内容可能具有全新的意义,尤其是具有额外观点的潜力。 受 NFT 保护的项目或区域的存在可以使流媒体的风险更高。

Metaverse Social Media 元宇宙社交媒体

It is no wonder Facebook decided to move from the model of social media to potentially launching a metaverse. The mode of communication in a metaverse will enforce a different set of rules, changing the dimensions of social media, interconnection, and content distribution. 

难怪 Facebook 决定从社交媒体模式转向可能推出元宇宙。 虚拟世界中的交流模式将强制执行一套不同的规则,从而改变社交媒体、互连和内容分发的维度。

Sandbox World for Sale 沙盒世界出售

The metaverse can also be a creative venue. There are already examples of paid world-building, where Minecraft is the ground laid out for immense, creative structures. With multiple game-based metaverse fragments, item, building, and terrain creation will rise from a hobby and into a profession. The metaverse, partially or fully an open world, will become a building ground for original digital structures.

元宇宙也可以是一个创意场所。 已经有一些付费世界建设的例子,其中 Minecraft 是为巨大的、创造性的结构奠定的基础。 有了多个基于游戏的元宇宙片段,物品、建筑和地形创作将从一种爱好上升为一种职业。 虚拟世界,部分或完全开放的世界,将成为原始数字结构的基础。

Decentralization and Web 3.0 

Content in Web 2.0 can be aggregated and amplified, sometimes building inadvertent echo chambers and media bubbles. The Metaverse has been tied to the idea of Web 3.0, where content, communities and interactions are decentralized, with a specific niche, and can develop without the need of algorithmic amplification. 

The cryptocurrency space has been the biggest proponent of decentralization. This use case is still to be implemented by technology. But game venues have the potential of creating content and interactions that will not obey the current rules of curated content. For now, it is up to crypto-related startups to generate appealing games and build that possible metaverse use case. 

E-Commerce Evolved

The metaverse can become a spot for trading both digital and physical items. The idea that a real item can be protected and have ownership proven through a digital token has been tested with blockchain already. Physical items have been tagged and traced with blockchain records. The originality of items can also be checked on the blockchain. 

Bringing together proof of origin and a blockchain record can build a new type of e-commerce, where metaverse and physical features mix.

Educational Applications

A media-rich environment like the metaverse can also become an educational hub. The metaverse may be an extension of learning hubs, bringing a limited experience to learning. With distance learning already a more well-accepted practice, the metaverse can become one of the tools to widen the outreach. 

But metaverse reality can also be used in educational institutions, ensuring more engaging media experiences.

Augmented Reality

Augmented reality and crypto-collectibles have been tried as a crossover, with some success in spreading collections that also interact with the environment. NFT collections augmenting reality are already uniting communities with crypto-based ownership, such as the VeVe project. 

Whether all those implementations will take off is still a conjecture. It is also a question of whether the new developments will be grabbed by the leaders on Web 2.0, or will become a toolset for independent builders and a new crop of startups. The metaverse may turn into the next environment where digital assets, fungible and non-fungible, will exist and expand a fully digital economy.