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metaverse map blockchain nft – La Stampa

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metaverse map blockchain nft – La Stampa

Everyone now has their own idea of ​​the metaverse. We talk about it with reference to applications for virtual reality, for augmented reality, but also to games of any kind. All things that existed before the hype grew, following Zuckerberg’s announcement in October 2021.

What does not yet exist is the metaverse understood as next evolution of the interneta network made up not of sites but of persistent three-dimensional digital worlds (which work even when we are not there and where an interaction with the environment has consequences over time), in which to move freely with one’s own identity (interoperability).

If we get there, it will not be before 15/20 years, when the efforts towards standardization and interoperability of systems will be successful (see the work of the Open Metaverse Interoperability Group and on the X3D and MMOX standards).

The guide

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In the meantime, it is good to orient yourself in the existing territory, made up of various platforms that define themselves as metaverses. So I decided to open an Observatory on the Metaverse with the idea of ​​studying the evolution of immersive three-dimensional spaces, collecting the best practices of branded experience and creating culture around these themes.

The metaverse map

The metaverse map

The map of metaverses

The Observatory’s first product is a map of metaverses, understood as digital worlds, aimed at consumers. In the analysis I considered only those already usable, with the following characteristics:

  • three-dimensionality of the environments

  • sharing of spaces at the same time by several people

  • sociality (I excluded pure games, without prevailing elements of sociality)

  • with identity based on freely movable avatars and with the ability to interact with others and with the environment (I excluded those in which the avatar is confined to a single environment)

I have not considered the platforms dedicated specifically to the business world (such as Engage and Virbela) and those that are mainly used to create three-dimensional digital worlds (eg Vircadia and OpenSimulator).

Then I classified the virtual worlds identified according to two dimensions: the access technology (browser / app or device for virtual reality) and the operating technology of the internal economy of the metaverse (blockchain or not). For each quadrant, I ordered the services by year of release (the oldest at the bottom, the most recent at the top).

The new Internet

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40 “virtual” worlds emerged, inhabited, according to my estimates, by about 350 million people. The greatest concentration is in the second quadrant, among the realities closest to the world of games. Let’s see the detail.

Virtual Reality Metaversi (not blockchain)

In the first quadrant I entered the explorable worlds wearing a viewer (autonomous or connected to a PC) and any other haptic devices. These applications they do not use blockchain technology to govern the internal economy. We find:

To understand the status of these applications we have a few points of reference. We know that over 10 million Oculus devices (which is the market leader) have been sold.

In terms of users it seems that the most used app is VR Chat with 4 million users. Rec Room and AltSpace VR (Microsoft) follow with 1 million. Finally Horizon Worlds with 300,000 users.

Metaversi desktop/browser-based (non blockchain)

In the second quadrant we find the worlds accessible through a browser or by downloading an application for desktop or mobile device.

It is the largest group because includes a large variety of solutionseven those of many years ago, such as Active Worlds and Second Life.

Metaversi and Nft: here is the new world

by Amelia Tomasicchio


Inside there are also applications designed for the little ones such as Gaia Online, Woozworld, Avakin Life, Roblox, Minecraft. In addition, there are also games that have a social component such as Fortnite.

The most used environments are Roblox (which claims 54,700,000 daily active users), Fortnite (estimated to have 24 million daily users) and Minecraft (estimated 15 million daily).

Metaversi su blockchain e desktop/browser based

In the third quadrant there are universes created using blockchain technology and accessible via browser or application (desktop or mobile). In these worlds you can buy land and tokenized objects (NFT), using the cryptocurrency issued by the single service. These NFTs have a market value even outside the internal marketplace of the reference metaverse.

These are still little used environments also for the barriers to entry linked to the familiarity that one must have with the crypto world. Decentralandit is estimated to have 300,000 monthly users.

Metaversi on blockchain in Virtual Reality

In the fourth quadrant we find the universes developed on blockchain and accessible only through virtual reality devices.

This is the first attempt to map existing metaverses, but it can be used as a reference point for understanding in which direction the development of these digital worlds will go. In order not to miss the next updates, subscribe to my newsletter and follow the Metaverse Observatory page.

Vincenzo Cosenza is a social media expert and author of the Vincos.it blog

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