METAVERSE.EGAME – HUGE DOMAIN FOR THIS SPACE

by admin@egaminglicense.com in on November 22, 2021

Choose Your Desired Option(s)

BUY NOW

METAVERSE + EGAME = PERFECT DOMAIN & BRAND

Metaverse will be digitalization of life offering unlimited possibilities, says CEO

Metaverse key to gamification, mass blockchain adoption; NFTs, GameFi match made in heaven, says Andrius Miron *Source

Epic Games ‘Metaverse’ Completes $1B Funding with $200M from Sony—Developers to Build a Digital Reality *Source

The global game market will grow from $175.8 billion in 2021 to more than $200 billion in 2024, according to the 2021 Global Games Market Report from Newzoo.

Describing the Metaverse

Depending on who you ask, the Metaverse will be defined differently, given its sheer size and ambition. Below I will be summarizing Matthew Ball’s favored criteria, who has written extensively about the Metaverse on his website. Matthew is also the owner of the Ball Metaverse Index, an index constructed across seven categories that will technically enable the Metaverse. While there is no pure play Metaverse company yet, many enable one or more of the below criteria to varying degrees.

  1. Persistent – The Metaverse will be “always on.” There will be no downtime for updates, no server restarts, and no fixed hours during which it operates. It will allow people to drop in and out at their leisure, without having to save their data. There will probably be a single time zone for the Metaverse that will transcend existing regional time zones.
  2. Synchronous and Live – Everyone will experience everything the Metaverse has to offer at the same time, the same way events in real life occur. One recent parallel within video games has been Fortnite’s concert series, where artists broadcast a visual and auditory experience to millions of people concurrently.
  3. No Real Cap to Concurrent Participants – Like in the “Synchronous” example, Fortnite allowed millions of players to participate in a live concert that took place at a fixed time. The key difference between the Metaverse and modern games however is that servers will be uncapped. For one, Fortnite’s capacity filled within 30 minutes, capping the game at 12 million concurrent users. The second difference is that these players were scattered among game instances, which are capped at 100 players each. In the Metaverse, everything will take place in the same instance, and all 12 million players would be able to see and interact with each other.
  4. Fully Functioning Economy – Both businesses and individuals alike will be able to sell their goods and services within the Metaverse. There will be a decentralized, open-source, peer-to-peer currency allowing transactions to be facilitated seamlessly. There will likely be no concept of fiat money, as currency exchanges would be too cumbersome and fundamentally contrary to the goal of a shared virtual economy. The closest parallel to this is the Steam Community Marketplace, which solely contains virtual goods across a number of titles. However, given the 15% cut that goes to Valve and the game’s publisher, and the relatively limited number of games featured, this marketplace is not “fully functioning.”
  5. Experience Spanning Digital and Physical Worlds – Augmented Reality (AR) and Virtual Reality (VR) will become pivotal components of the new shared, virtual world. Zara’s opened a pop-up store in London in 2018 to complement its AR shopping app, where customers could point their camera at a podium or a mannequin, and the clothing in their cart would come to life via a hologram. This is just the tip of the iceberg, and eventually this type of integration will infuse all physical shopping and entertainment.
  6. Unprecedented Interoperability – Goods will become tradable with other goods using the same platform, regardless of the game or experience they are affiliated with. For example, currently a skin in Apex Legends cannot be traded for a costume within Fortnite, as most games exist within their old ecosystem. Imagine an auction house where all these different goods can be transacted, with the seller receiving the universal currency as described in criterion #2.
  7. Wide Range of User Created Content – Instead of relying on corporations and institutions to create the experiences within the Metaverse, individual users will comprise the bulk of its content. This is an area where video games and platforms have an edge, as they have proven that this model can be facilitated. In Roblox for example, by providing developers with the engine and tools to create their own games, the website garners 150 million monthly active users. This model is extremely scalable, and it allows players to stay abreast of the latest trends and create content their peers would enjoy.

Potential Market Size

While the end state of the Metaverse has been conceptualized, the exact amount of resources and capital it will take to get there is unknown. Bridging the gap between physical and virtual spaces is going to be one of the largest undertakings of the century, and will be a breakthrough comparable to the commercialization of the internet in the 1990s. Technology companies across software, gaming, and components manufacturing will drive the bulk of the Metaverse’s infrastructure, while media and entertainment will populate the experiences located within the world. There will also be a significant commerce component, which should bolster brick and mortar retailers and enhance existing virtual marketplaces.

According to Bloomberg Intelligence, the global Metaverse opportunity could reach $800 billion in 2024 vs about $500 billion in 2020. This represents a CAGR of 13.1% over the 5-year span. However, this only represents the primary market for online game makers, gaming hardware, live entertainment, and social media. While these will all be crucial parts of the ecosystem, which will be driven by interactive experiences, the longer-term Metaverse must include relevant computing, networking, and payments companies as part of its infrastructure. Furthermore, even after a proto-Metaverse is created, development will continue and bespoke companies capitalizing on the evolving opportunity will emerge. While we believe that the development accomplished by the middle of this decade could be in the $800 billion range, incorporating these infrastructure companies and accelerating change more broadly could mean a $2.5 trillion opportunity by 2030, resulting in a 17.5% CAGR between now and the end of the decade.

RECENT SALES:

  • METAVERSE.ORG – SOLD The selling price has not been disclosed but speculated to be a 7 figures $1m to $2M.
  • METAVERSE.IO – $175,000
  • METAVERSE.ONE – $20,000
  • META.SO – $149,000
  • META.BEST – $10,000

OTHER DOMAINS FOR SALE:

  1. META.PREMIUM – $7,000
  2. METAVERSE.DEN – $500,000
  3. META.ECONOMY –  METAVERSE.ECONOMY – $175,000
  4. META + METAVERSE.AUGMENTED – $150,000
  5. METAVERSEDEFINFT.COM – $150,000
  6. NFTMETAVERSEDEFI.COM – $235,000
  7. AR.AUGMENTED – $75,000
  8. VR.AUGMENTED – $75,000
BUY NOW

0 Sale

Share Now!

Release Information

  • Price
    :

    $2,000,000.00

  • Released
    :

    November 22, 2021

  • Last Updated
    :

    January 2, 2022

  • Categories
    :