How we’ll work in the metaverse with futurist Jennifer Vessels, CEO of Next Step
How we’ll work in the metaverse with futurist Jennifer Vessels, CEO of Next Step
Joe Kornik, Editor-in-Chief of VISION by Protiviti, caught up with Jennifer Vessels, a futurist, transformation advisor, CEO of Next Step and founder of Executive Growth Alliance, an innovation eco-system of top companies, to discuss how we’ll work in the metaverse future. Vessels has worked with Adobe, Cisco, Google, Genentech, GE, Novartis and many others where she advises executives on how to leverage the latest digital, technological and societal trends, including Web 3 and the metaverse, to make their companies future-ready.
How we’ll work in the metaverse with futurist Jennifer Vessels, CEO of Next Step - video transcript
Joe Kornik: Welcome to the VISION by Protiviti interview. I’m Joe Kornik, Editor-in-Chief of VISION by Protiviti, a global content resource looking to the future to examine big themes that will impact the C-suite and executive boardrooms worldwide.
Today, we’re exploring the metaverse and its future impact, and I’m excited to be joined by Jennifer Vessels, a futurist, transformation advisor, CEO of Next Step, and founder of the Executive Growth Alliance, an innovation ecosystem of top companies. Jennifer has worked with Adobe, Cisco, Google, Genentech, G.E., Novartis, and many others where she advises executives on how to leverage the latest digital, technological, and societal trends, including Web 3 and the metaverse, to become future-ready. Jennifer, thank you so much for joining me today.
Jennifer Vessels: It’s great to be here. I’m looking over to our discussion.
Joe Kornik: Yes, me too. The idea of future-ready is what VISION is all about, so I’m really excited to talk to you today about the metaverse and how companies can leverage it to become future-ready. I’ve read all sorts of forecasts, and I’m sure you have as well about the metaverse and what it all means to the global economy over the next decade or so. What do you think ultimately will be its impact and when will we see that impact?
Jennifer Vessels: I believe it will have a significant impact in the next one to eight years, in particular, and part of that comes from just looking at the way society is evolving. If we think back 30 years ago at 1992, which seems like a long time ago but really 30 years is not that vast, at that time that was really the beginning of the internet as we know it and what I would call Web 1 that allowed us to communicate with people in minutes as opposed to days or weeks to send communications. That evolved over 10 years to Web 3 or the World Wide Web, which is basically what we’ve been using over the last 20 years that has, I believe, fundamentally changed the way business works. It certainly changed the way each of us as individuals live, shop, access entertainment, travel, experience one another, and we really saw that during the pandemic that the World Wide Web was our lifeline.
Through the last five years, a new infrastructure has evolved, building on what we have today but progressing to Web 3, a new evolution that allows for more immersive experience, not just reading, not just looking, but experiencing. That takes everything that we’ve learned through gaming, takes the AI capabilities that have been developed, takes what we know about human behavior, and brings it into a whole new level, which is what I find is referred to as the metaverse where we can interact through digital tools in a new way. That is built on this Web3 infrastructure, which is a redesign of the internet using cryptography, using very advanced algorithms to allow people securely to be able to digitally connect, interact, transact, and conduct business. That I believe will become more and more prevalent in all organizations over these next one, five, eight years such that when we get to, let’s say, 2030, the metaverse-type of environment will become an integral part, possibly the entire part, of many organizations, industries and the way we work.
Joe Kornik: You described yourself as a future-ready innovator and a futurist and you’re exactly the type of person that we need, that we should be talking to for this particular topic, the exact type of person that we need to offer us some insight as to where this is all going. How will we work in the metaverse? What do you think is possible? What do you see businesses doing to enhance their brand in the metaverse?
Jennifer Vessels: One of the things I am most excited about with the concept of the metaverse is the fact that it will reduce borders. It will allow people anywhere in the world to have access to others anywhere in the world in order to explore, to research, to develop. There is a concept in use today in a lot of advanced corporations of a decentralized autonomous organization or a DAO. Think about IKEA as an organization that is developing future-ready textiles based on sustainable products. They can now not only have people working in Sweden, but easily have people that commit on a shared contract with shared ownership in the Philippines, in Africa, in Poland, in Turkey to develop new capabilities. The concept of the metaverse and Web 3 will allow a more secure way of interacting with people outside of the borders of location or even corporations. These can be new ways of extending the concept of a skunk works, let’s say, allowing for more diverse values.
Now, that also brings up a number of questions around governance that honestly have not been fully explored or any standards developed of, what are taxation requirements? What does ownership mean? There are a lot of these questions that need to be explored but I think will fundamentally change the way we look at how we do business with one another.
The other aspects are just around areas such as, for example, education. Education up until today is still a very traditional way of having either students in K through 12 or adults coming into a corporation, sitting into a room and listening to people talk about what you should do. Through Web 3 and metaverse types of applications, people can experience. On-the-job training can be done from one’s living room before they start the job. They can be experiencing and role-playing and dialoguing and working with a digital twin of the kind of equipment they will use. Children will go to school from wherever they are, experiencing what it was like to be in the world of the dinosaurs, to live through periods of apartheid, so it will fundamentally change our understanding because we will have a different level of experiential education for people coming into the workplace but also in the workplace itself.
The other area that I believe will fundamentally change is the concept of finances. Today, in our capitalistic society, everything is about an exchange for money. As we move into metaverse Web 3, the type of exchanges that we do are more towards tokens, which could be a bitcoin. It could be this concept of an NFT, a non-fungible token that allows you to exchange a representation of something. Maybe there are ways that we can leverage tokens that go back to sustainability. I think over time, maybe 10, 20, 30 years, that our concept of value and how we exchange value for products and services can evolve in whole new ways by getting out of this concept of dollars versus euros and borders and structures. It’s a much more open, embracive and diverse way of exploring and working together.
Joe Kornik: What other industry sectors or disciplines do you think will be most enhanced by the metaverse?
Jennifer Vessels: I think across all sectors, the customer engagement will be broadened significantly because as customers, we will have access to anything, anywhere. The financial sector will shift completely, where banks, as we know it, financial institutions will need to embrace a new role of helping people redefine wealth, helping people redefine their options and transactions. Education, we talked about. Manufacturing will evolve. We’ve just only begun to start a tiny little bit on things like 3D printing, but think about the ability to be able to have anything you want created wherever you want it. Heavy industries such as oil and gas, some of the sea exploration, even farming—concepts where we used to have people go out on the platforms in very dangerous conditions, we can minimize that today by having digital twin so people can be in a safe, secure environment while controlling the fertilizer that’s going into the ground or the type of pumping that’s happening in the subsea station.
It will fundamentally change I think the way we all interact with one another, with business, with finance, and with the planet, but one thing that I do want to point out is, while I talk about these changes with technology doing more and more for us, I believe it’s going to make the concept of people and the value of people even more important because technology is that platform. It is the foundation of the park. The swing sets and the tools on the playground, they are the tools that in order for us to experience and evolve, we as people need to develop our unique skills of communication, of problem-solving, of understanding how to leverage these tools, understanding how to bring people into the environment. I believe there is an increasing role of need for high people skills while we relegate some of the more mundane, some of the more dangerous, some of the more challenging fundamental physical processes to the technology.
Joe Kornik: Right now, business leaders I know are struggling with, as they think about the metaverse, all of them are sort of being confronted with the metaverse and being asked about the metaverse or where their business is going in the metaverse. I’m curious, your thoughts on how business leaders should be investing in people and resources, how they should measure ROI on those investments. Where should they start and what should they be worried about? What are the red flags that they should be looking at along the way?
Jennifer Vessels: The biggest red flag would be to sit on the sidelines and wait and see, which is, I think for a lot of people, the first tendency. The best thing that a leader can do is to indeed lean in and embrace the concepts, not only research and listen to a webcast and interviews but actually start trying something. Get a pair of 3D glasses, whether it’s Quest or Oculus or whatever it is. If you have young people in your life, they’re using those kinds of tools. They’re in gaming. Jump in and play with them, begin to experience. Set up a digital wallet. It doesn’t matter which type of bitcoin or cryptocurrency, but the experience of setting that up, go into a Web 3 application and purchase. For a small amount of money, purchase an NFT, sell it to somebody, just to get the experience, because this is the kind of environment that you need to embrace. It’s immersive. You’re going to learn by trying.
I find in the companies that do lean in and are in a good position to start using and leveraging this technology, the leaders are experiencing and the leaders are also encouraging their team members to take time, to take time each week to try something different. Encouraging lunch-and-learns, web sessions, let’s experience and let’s explain and let’s work together on what we’re learning because this is a whole new world and the only way you can get there is to go through.
Talk to your customers. Talk to your customers about what they want. Are there areas where you could possibly start doing some immersive training with those new hires? The digital natives that are coming into the workplace now, anyone under the age of 35, they’re going to demand access to these kinds of tools, so start with them. And that can be in on-the-job training. It can be in marketing to those folks. Talk to your marketing teams about creating an NFT that could be used in some of the social media outreach, a great way of engaging the younger consumers.
Start small. Start small, try something, explore, experiment. I believe the next one to three years is going to be a very exciting time, a time when we’re all learning and learning together so that in five to 10 years, we really have that opportunity to embrace and use what we’ve learned to move forward in a whole new future-ready society.
Joe Kornik: Jennifer, I have one more question. You’ve been very generous with your time today, so I appreciate that. I think it’s a fun question. You just referenced the one-to-three-year window get us ready for the five-to-10-year window. I’m wondering if you could even go out further than 10 years and take us out a decade or more and tell us something about the metaverse and its overall impact.
Jennifer Vessels: Well, considering the speed of technological growth when we look at things like AI and the ChatGPT and a lot of these technologies, I would say in another 10 to 15 years, let’s say in 2035, 2040, we will look back to these conversations and say, “Wow, we were very, very antiquated.” At that point, I would envision that we will be able to reach anyone, anywhere. Travel will be redefined completely. We will have access to experience the beach even in the midst of massive rainstorms. It will be a special experience to go and be in a physical environment. Our work will be completely redefined. It will not be a nine-to-five. We will work when we feel we need to, when we feel it’s part of our mission, when it’s part of our passion. We will no longer measure ourselves by exactly what’s in our bank account, but by what our impact is on the planet and we will have access on a global basis to the right resources, whether it’s healthcare when we need it, whether it’s education for our children, whether it’s new opportunities or new research capabilities that will be available to us.
Now, there may be some people that choose to stay in only the old physical environment and that’s okay, but for those that really want to embrace, I believe, will be able to have a much freer, much more integrated, much more sustainable in many ways because our work will be giving back to society and creating more value for the world but also involving the planet because that’s becoming more and more apparent that our society and the way we involve one another has to give value not just to us but on a broader scale.
Joe Kornik: Right. Well, it will certainly be a different world and I can only think that will be a better world.
Jennifer Vessels: I certainly look forward to that.
Joe Kornik: Thank you, Jennifer, for joining me today.
Jennifer Vessels: Thank you. It has been wonderful to be here and I’ve thoroughly enjoyed our dialogue, and I look very, very forward to seeing you again somewhere in the physical world or in the metaverse over these next decades.
Joe Kornik: It might be our avatars meeting up for a coffee somewhere in the metaverse [laughter]. Thank you for watching. For Jennifer Vessels, I’m Joe Kornik. We’ll see you next time.
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The Economist’s Dexter Thillien: Key findings, forecasts on the metaverse future
The Economist’s Dexter Thillien: Key findings, forecasts on the metaverse future
Joe Kornik, Editor-in-Chief of VISION by Protiviti, sat down with Dexter Thillien, the Lead Technology and Telecoms Analyst at The Economist Intelligence Unit (EIU) to discuss the metaverse and its impact on global business, including the key findings of research the EIU conducted on the metaverse. The EIU is the research and analysis division of the Economist Group, providing actionable insights and helping to identify opportunities, trends and risks for business leaders in a complex global environment.
The Economist’s Dexter Thillien: Key findings, forecasts on the metaverse future - video transcript
Joe Kornik: Welcome to the VISION by Protiviti Interview. I'm Joe Kornik, Editor-in-Chief of VISION by Protiviti, our global content resource looking to the future to examine the big themes that will impact the C-suite and executive boardrooms worldwide. Today we're exploring the metaverse and I'm excited to be joined by Dexter Thillien, the Lead Technology and Telecoms Analyst at The Economist Intelligence Unit to discuss the metaverse and its impact on global business, including some key findings of research the EIU conducted on the topic. The EIU is the research and analysis division of The Economist Group, providing actionable insights and helping to identify opportunities, trends and risks for business leaders in a complex global environment. Dexter, thank you so much for joining me today.
Dexter Thillien: Great to be here.
Joe Kornik: Dexter, you specialize not just in the metaverse of course, but in sort of a unique space, the intersection between technology, strategy, industry, and geopolitics even. Now, the metaverse means a lot of different things to a lot of different people and we can certainly talk about some of those other definitions or Web 3.0 or XR, AI, 5G, blockchain, but let's start narrow if we could. How do you and how does the EIU define the metaverse and sort of where do you see it fitting into that strategic space going forward?
Dexter Thillien: So we actually have a pretty broad definition of the metaverse. We kind of define it as being an online immersive world leveraging external reality, which can be augmented or virtual reality. You will also be using a lot of different technologies, so we're talking artificial intelligence, we're talking cloud computing, we're talking edge computing, digital twins, the most advanced form of connectivity, so just 5G and fiber, and even crypto-based technology if we start to talk about Web 3.0. So we’re kind of looking into it as a way of the new paradigm in terms of what it is in terms of technology and new ways of doing things to kind of being far more online and new ways of using the internet. So it's kind of a very, very big and it's also something that's going to be used, as you mentioned, not just for consumer, but also for enterprise and obviously, policy makers will look into it as well with greater scrutiny than they might have done in terms of other technology in the past. This is a big paradigm, potentially a very, very big shift, and this is what we're looking into even though it's still a fairly niche technology right now.
Joe Kornik: Right. I know the EIU has recently published some research on the metaverse about its potential impact, investment, usage and how it differs from some of those other technologies, for instance, Web 3.0. What were some of those takeaways and key findings from that research that you could share with us?
Dexter Thillien: Yes. So the metaverse is one of our main key themes for 2023. So we released our “Industry in 2023” white paper, in which we’re the part on telecoms and technology and we’re going to see that [Unintelligible] AI, semiconductors, as well as consolidation in the overall telecom sector.
As I said before, we don't expect it to become a mass market technology in 2023, but we do expect investment to continue to flow. What we highlight for 2023 is kind of the move towards great [Unintelligible]. It has been the metaverse [Unintelligible], so that's going to be a very important development there, potential use cases on the enterprise side, and obviously as well the difference between the metaverse and Web 3.0. While we're seeing the overlap, they’re distinct concepts. Web 3.0 is obviously based on decentralization, and this is ownership around different users, and this can happen outside the metaverse and we've seen it with finance and also de-fi, so decentralized finance; whereas the metaverse can be centralized potentially, so the different types of metaverse is possible. So we're trying to highlight the differences because sometimes they tend to confuse a fair amount of people.
Joe Kornik: I'm just curious, I know that research is a little more near focused. In Vision, we like to look 2030 and beyond or even a decade out, which is difficult to do with something like the metaverse. Do you have a time frame on when you think that the metaverse will be sort of a big game changer for businesses? I mean how far out do you think we need to look for something like that to happen?
Dexter Thillien: I think it’s going to be during the decade it becomes a major technology or major new paradigm. I think for me, it’s important maybe to look back in terms of where we see the metaverse fitting in terms of the evolution of technology and internet. So if you think of the PC era, late 90s-early 2000s, we had dial-up, broadband for kind of a broadband connection, which has created a boom as well as a bust and kind of a lot of different application and companies coming to the fore. So Amazon, Google, and Facebook were created during that first era.
The second era was probably smartphone and mobile connectivity, so in the 2010s, 4G, 5G coming in and led to the creation of kind of apps that we're using everyday—Uber, Instagram. If the metaverse has some of these proponents, say, is becoming kind of that third stage or like kind of third evolution of the internet or technology, so this is a vessel to use of external reality and if it's on par with the previous two, you can see that the impact would be enormous. What we're seeing right now, which I think is very important, that a lot of companies are investing quite a lot because nobody really wants to miss out. Nobody wants to be left behind. Even though it might take a bit of time. It might not happen in 2023 even in 2024-2025 or be towards the latter part of the decade, nobody wants to miss out.
Joe Kornik: Sure. You mentioned those conversations. I'm sure they're happening in in corner offices right now in C-suites and at the board level about steps they should be taking. So what is your advice to business leaders? What should they be doing right now to prepare for that inevitable future?
Dexter Thillien: I think overall, business leaders should be ready to use technology and apply digital transformation solutions. I think we've seen since Covid, so since 2020, it has become a matter of when, not if and I'm very biased because I'm a tech analyst, but when, not if digital transformation will happen and this will occur because eventually every company will become a tech company. I think the metaverse is one of the ways business leaders can transform the company, both internally and externally, but I think it's important not to maybe look at the metaverse as kind of a new shiny technology to be using or try to be kind of ahead of the competition, but to understand why they want to use a metaverse. Just think of outcomes as opposed to technology.
In my view, a successful digital transformation process, you can have the metaverse as part of it. It's about knowing what you want to achieve as a business as opposed to using a specific technology. So if you want to use a metaverse for a specific goal and it’s a critical goal for your business, start looking into it and see how you can apply it to your technology, for your company internally with your employees, so you can apply it externally with your client, but if it's just using the metaverse to put out a press release saying, “Company X is using the metaverse. Look at how advanced we are,” but there's no kind of plan behind it, that's probably going to end up in failure. So knowing what you want to do, the right outcome, and looking at what the metaverse can do, that's the way for me for businesses to think of the technology right now.
Joe Kornik: That's interesting. I think that's one of the big questions around the metaverse is how will it be used? How will it be utilized? Who will be the winners and losers? So when it comes to how businesses will use the metaverse and again, we can look a decade out or more or however long you think before it really becomes a game changer for business, what do you envision?
Dexter Thillien: Yeah. So if we’re seeing the metaverse, as I mentioned, that kind of surge power sway of the internet to do certain [Unintelligible] internet, you can see the implementation is going to be huge. So just an example, maybe you can split it between consumer metaverse, enterprise metaverse, and industrial metaverse. So consumer, or you buy and sell, or you attract new clients, especially younger demographic which are probably going to be using kind of virtual reality or that type of reality a bit more, social interaction, any types of event and entertainment you can think of. Gaming is obviously a big one. In terms of enterprise, about collaboration, training, and education within the company—very, very important. In terms of industrial, kind of maybe operational improvement and kind of development. So maybe a few examples, just the things we’re seeing. In terms of education, we're seeing kind of a fair amount of different schools or different universities looking at augmented reality/virtual reality as a new way to teach different topics.
That kind of leads into training. We think kind of using virtual reality for ongoing training development. So in healthcare, we learn to do specific surgery using a virtual reality handset. You can relate to travel. It can relate to defense, manufacturing, anything you can think of. Digital twins, which is a kind of a virtual replica of the digital asset, again, multiple applications in many, many sectors. We're seeing increasingly metaverse real estate happening, so this is obviously to highlight new product and services to a new range of different users, so the younger demographic targeting there, and a couple of companies specific example of what company have been saying looking in terms of the metaverse.
So Accor, which is a big hotel chain headquartered in France, they're looking at the metaverse as a way to being able to visit the hotel before you go, visit a specific room, look at what’s around the hotel and all the different amenities, so kind of a new ways of doing things with much more virtual, much more immersive as opposed to reading them on the screen or seeing them in the video. You also have Disney. So Disney has a big streaming service with hundreds of millions of users. It also has parks, which also has tens of even maybe hundreds of millions of visitors coming, kind of the metaverse can be the bridge between the two so people that can’t really visit the park physically, they might be able to visit the park virtually at least for certain amenities there.
So there's a lot of different ways and because it's a very, very new, I'm sure I'm going to miss a lot of them and again, if you go back maybe 10 years in terms of what we're doing with smartphone now, what we thought we would be doing with smartphone 10 years ago and not for other things that we couldn't even think of could happen. If it does become that mass market technology, that kind of new paradigm in terms of the internet, there's going to be an awful lot across the board—internal, external, consumer, enterprise, industrial. A lot of new ways of doing things going forward, so it could be a very, very big change for other companies and companies will need to know what to do and we need to implement those changes as well.
Joe Kornik: Sure and the possibilities seem endless and I'm going to ask you about that in just one minute. That's going to be my last question, but my second to the last question is about skepticism because there is quite a bit of skepticism about the metaverse out there. So I was curious to get your opinion on that. Is it warranted? What are some of the potential pitfalls of the metaverse and are there things we should be worried about or things that we should be pumping the brakes on a little bit about the metaverse in terms of whether it's cyber or some other potential pitfalls?
Dexter Thillien: Yes. I think it's right to be skeptical. I prefer to call it realistic. In terms of potential issues of any technology because nothing is ever perfect and always positive. I think for the metaverse I probably can highlight four different ones, which I think are worth looking at. The first one is hype. So very often in the tech world we tend to over hype the technology saying it’s going to change the world and sometimes it never actually does or sometimes it actually takes a bit longer than expected. There’s a famous quote which says that, “We tend to overestimate the effect of technology in the short run and underestimate it in the long run.” So for instance, if you look at blockchain, I've been hearing about blockchain for the past 10 years. Ten years ago it was going to be that huge new thing that everybody was going to use. It hasn’t really happened. There's some very interesting use cases happening, but it hasn’t become that mass market technology so maybe the metaverse has some very, very nice use cases for certain areas, but doesn't become that kind of mass market technology, that mass market paradigm we're expecting right now.
The second would be kind of a lack of standards in interoperability. So if you want to be an early adopter and if you use a standard that's going to become very obsolete very quickly, that's an issue because you're investing into something that basically stops existing very, very quickly. And you can also have potentially your creation of multiple metaverses according to the modern uptake, if you have systems which are way too different, not standardized, not working with each other.
That kind of leads to a third point, which is regulation. Regulation because technology is not geopolitical and strategic, so if you talk of geopolitics, lack of standards. If you have different standards between different countries, that’s kind of an issue, but also strategic, policymakers, politician regulators are scrutinizing the tech sector even more. So issues relating to ethics, to the competitive landscape, to content will in my view be looked at much more closely than they were in the past. So that's something to look into as we develop the technology.
And I think probably a fourth one, you mentioned cyber security, its always going to be an issue with any kind of technology going forward, but I think—and the final one I want to add—is sustainability. Climate change is the issue of today and if you're talking about the mass market metaverse, it's likely to be using far more data and far more energy, and that could potentially lead to a backlash if the use cases aren't made in terms of the positivity or if the use case is a bit frivolous. People would say, “Why are we spending so much energy and so much data to do that when climate change is an issue?” So for me those are the things to kind of look into and to make sure as we develop the metaverse that those issues are being resolved and solved after.
Joe Kornik: So, Dexter, last question for me like I mentioned is about a future world. So if you could take me to 2035 let's say—and there's been a lot of projections and forecasts about what the metaverse could be, its economic impact or the type of jobs or whatnot—I'm just curious to see your overall thoughts. If you could take us to 2035 and tell us what kind of world will we be living in in terms of the metaverse and its impact on our daily lives and specifically our businesses going forward.
Dexter Thillien: So I think if the metaverse becomes from what we expect it to be, we’re more likely to be living far more virtually than we are right now. That doesn't mean 24/7. I don't think we're going to the world where we're going to have a headset any time we’re awake during the day. I think that’s going to be probably a bit weird and probably going to come far later. I think again, it's important maybe to look at the past and try to understand what the future might look like. So I mentioned those three stages earlier and I want to focus mainly on the second one in terms of the mobile revolution in 2010. So we got the first iPhone in 2007. The first 4G network became available around 2010. It was still not very clear where it was going, but this has become ubiquitous and I think if you look at the iPhone, which I think for me it's always something I look into in terms of development of technology or far technology or important technology can be—the iPhone with a revenue of about $20 billion between 2007 and 2009, so doing quite well, but not super high. $30 billion in 2010 starting with 4G, $60 billion in 2011, $85 billion in 2012, and now we're talking about $200 billion in 2022. So this is probably the best case scenario for the metaverse.
There's a drive towards that goal, but this is kind of the best case scenario so we’re kind of going into world the same way that the iPhone or smartphone has become ubiquitous, the metaverse and having augmented glasses or headset that you're using at home or at work to do meetings to do training or to learn or even to watch content. Instead of watching Netflix on the screen, you're watching Netflix on the headset. This is kind of the best-case scenario in terms of where the metaverse, so living in a far more virtual world, far more opportunities to do things, far more kind of 3D as opposed to 2D. So this is where we're going. If you look at the iPhone, which is kind of the best case scenario, again, we've seen the growth going from $20 billion in the first three years to $200 billion a year in just over 15 years, which is not that big of a period of time. So this could potentially happen with the metaverse if everything falls into place.
Joe Kornik: Thanks, Dexter. So a game changer or niche product?
Dexter Thillien: For me, I think it's probably more likely to be a game changer than a niche product because everybody is looking into it. Everybody's looking to invest into it. There's clearly demand in terms of—the first version of the metaverse is happening in terms of gaming which are very successful especially with younger demographic and it’s going to be the one driving it in 10–15 years’ time. The people who are teenagers now are going to be the consumers of tomorrow, within that timeline and they're going to be doing - living in terms of the virtual world that maybe people from my generation which [Unintelligible] smartphone. So I do think we’re probably more likely to become a game changer because a lot of investment, lot of potential demand, and companies are going to want to try to either retain their strength and retain their position in the market or some new ones are going to try to become the new big companies or the new big tech companies from the 2020s and 2030s. So I would say game changer.
Joe Kornik: Thanks for those insights, Dexter, and of course the insights from the Economist Intelligence Unit. Always great to hear your thoughts on the metaverse. Thank you for watching the VISION by Protiviti interview. For Dexter Thillien, I'm Joe Kornik. We'll see you next time.
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Metaverse 2030: Defining the ‘next internet’ and finding ways for businesses to thrive in it
Metaverse 2030: Defining the ‘next internet’ and finding ways for businesses to thrive in it
Metaverse 2030: Defining the ‘next internet’ and finding ways for businesses to thrive in it
A leading metaverse proponent describes the internet’s next evolutionary phase by clarifying what it isn’t. The metaverse is not immersive virtual reality (VR), a VR headset, a new video game or “an all-encompassing clear vision of the future,” according to Matthew Ball, author of The Metaverse: And How It Will Revolutionize Everything. Instead, he defines it in a variety of ways—too many to list here. Among them is one of the simplest: the metaverse is the 3D internet, which will impact us in ways we can’t yet fully understand. Here is Ball’s interview with VISION by Protiviti.
Board members and C-suite executives should perform a cognitive evaluation of their own as they evaluate what the metaverse means to their company. The best evaluations are not only about the metaverse; they also hinge on the organization’s ability to monitor emerging technologies (and combinations of technologies—which the metaverse assuredly is), evaluate their potential threats and opportunities, and conduct use cases for identifying risks. Whether we refer to this capability as R&D, planning and strategy, an innovation capability or something else, its successful execution boils down to fundamental risk management.
That’s not to downplay what the metaverse might become or its staggeringly lucrative potential. The dollar value of metaverse-related business opportunities is routinely quantified in trillions, and some jaw-dropping use cases have appeared across a diverse collection of industries, including manufacturing, sports and entertainment, healthcare, the military, retail and fashion. “The market opportunity is huge and the amount of investment capital going into this particular space is very, very significant,” Nokia executive Raghav Sahgal asserts in MIT Technology Review.
Leveraging this opportunity requires a playbook. Business leaders know that their organizations require a resilience capability to thrive in the “permacrisis” era. Companies also need a repeatable way to monitor and respond to a steady stream of marketplace-changing technological disruptions—AI, quantum computing and the next big things—that also might “revolutionize everything.”
Many technology companies already have this type of capability, and some have placed big bets on the metaverse while developing new offerings related to interoperability, 3D modelling, hardware, networking, payment rails and other metaverse building blocks. Companies in other industries will use the metaverse to generate efficiencies and value via new products, services and businesses. As such, most boards and C-suites should get a feel for what the metaverse is; its needs, benefits and challenges; and how it might evolve.
The next internet
When proponents and writers take cracks at explaining the metaverse, they often refer to enabling, interrelated technologies. The three co-authors of Navigating the Metaverse: A Guide to Limitless Possibilities in a Web 3.0 World, define 20 terms and technologies, including 5G, artificial intelligence (AI), virtual reality (VR), non-fungible tokens (NFTs), augmented reality (AR), decentralized applications (dApps), crypto wallets, decentralized finance (DeFi), play-to-earn games, and smart contracts. One of the book’s co-authors, tech futurist/metaverse strategist Cathy Hackl, calls the metaverse as “a convergence of our physical and digital selves,” while noting that the metaverse hasn’t yet been fully realized—a process most experts expect to take five to 10 years.
In their metaverse coverage, writers and reporters frequently mention Second Life as a failed metaverse precursor and credit sci-fi/speculative fiction writer Neal Stephenson with coining the term in his prescient 1992 novel, Snow Crash. Today, Stephenson is cofounder and chairman of Lamina1, a layer 1 blockchain optimized for the open metaverse. The term frequently sparks confusion and adverse reactions. John Riccitiello, the boss of a real-time gaming development platform Unity, told Fast Company that “metaverse” is “one of the most misused and abused, hyperinflated terms I’ve seen in a long time.” He prefers “the next version of the internet,” one that will be significantly more three-dimensional, interactive, social and real-time than it is today.
Hackl’s “Web 3” framing will help those less familiar with the metaverse: Web 1 connected information and produced the internet, Hackl tells CoinDesk, while Web 2 connected people via social media. “Web 3 connects people, places, and things—or people, spaces and assets,” Hackl adds. “And those people, spaces and assets can sometimes be in a fully virtual environment…”
Meanwhile, Ball considers the metaverse as a fourth computing wave, following mainframe computing, personal computing and internet/mobile computing. He also has developed a definition while stressing that we cannot predict what the metaverse will look like in 2032 any more accurately than we could have predicted how the 2022 internet would look and work in the 1980s when the internet protocol suite was being adopted. Ball describes the metaverse as “a massively scaled and interoperable network of real-time rendered 3D virtual worlds and environments which can be experienced synchronously and persistently by an effectively unlimited number of users with an individual sense of presence, and with continuity of data, such as identity, history, entitlements, objects, communications, and payments.”
Ownership is a key concept in the metaverse—or whatever you prefer to call it—which is why Hackl and her co-authors discuss DeFi, crypto and smart contracts prior to offering definitions. “What’s most striking about the metaverse (and its cousin, Web3) is the emphasis on ownership,” writes Harvard Business Review senior editor Thomas Stackpole. “Users can have a stake in almost anything; they can vote on decisions about the communities they belong to and the apps they use, make and sell NFTs, and even get paid for playing games in decentralized apps that run on peer-to-peer networks rather than on servers. User ownership is a real revolution because it creates a new economy … In this vision, users can monetize their digital assets, selling, renting, or even borrowing against them.”
"User ownership is a real revolution because it creates a new economy… In this vision, users can monetize their digital assets, selling, renting, or even borrowing against them.”
- Thomas Stackpole, Harvard Business Review
Building blocks and challenges
Ball’s definition above is helpful because it references most of the enablers that must be in place for the metaverse to fulfill its promise. These include:
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Interoperability: The immersive, 3D virtual worlds that some video games offer today need to be connected in the metaverse. This requires data, digital identities (that remain intact and protected across different metaverse worlds), payment standards and 3D objects to move freely across different metaverse worlds and realms. Think of APIs (a software interface allowing computer programs to communicate) but on a massive, multidimensional scale. “In an interoperable metaverse, your identity and ability to engage in commerce are as seamless as in the real world,” notes Tech Target’s George Lawton while parsing the interoperability challenge. “Consumers are able to bring their wallets and smart objects across virtual worlds, just as they bring their credit cards and backpacks across stores today. That said, interoperability in an open metaverse will be a little more nuanced than in the real world and technically more challenging, as all the systems and standards to make it happen are not yet in place.”
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Governance: Technical interoperability requires agreement among companies and the humans who work inside those organizations. Microsoft and Meta demonstrated that spirit of cooperation last fall when it was announced that the Windows operating system along with Microsoft’s Xbox games and business applications would be available in Meta’s virtual worlds. Another encouraging sign: the member roster of the Metaverse Standards Forum (MSF) continues to expand. While not a standards organization, the MSF’s mission is to “encourage and enable the timely development of open interoperability standards essential to an open and inclusive Metaverse.” How this and related efforts play out will be important to monitor.
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Hardware: Lighter, more powerful VR and AR (as well as VR/AR) headsets are being developed and hitting the market, but more hardware is needed, including numerous sensing and haptics devices and technologies (e.g., time of flight camera and flexible strain sensors). New displays, wearables, flexible batteries, transparent antennas, and optical metamaterials represent other metaverse “hardware hurdles.”
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Computing power and networks: A fully realized metaverse requires orders of magnitude more computing power than what is current available. Networks also need to be much faster, with less latency, so that experiences are not impeded. “One of the biggest challenges, in fact, is networking infrastructure and, arguably, the internet protocol suite itself,” Ball emphasizes. “This is actually the most important element when it comes to democratized access,” he says. He points out that reliable broadband access is available to a sliver of populations in the Middle East and parts of Asia. U.S. broadband access also needs to be expanded, especially in rural areas.
[The metaverse] requires data, digital identities, payment standards and 3D objects to move freely across different metaverse worlds and realms. Think of application programming interfaces but on a massive, multidimensional scale.
AI, IoT, blockchain and edge computing also will play a role in driving the next version of the internet. In addition to monitoring progress on building blocks, leadership teams should recognize that some noteworthy metaverse risks also require attention:
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Data security and privacy: New markets for digital assets expand the attack surface for cybersecurity crimes. The metaverse is not unique on this count. The same risk has arisen due to the massive installation of IoT sensors. New metaverse threats—like invisible-avatar eavesdropping and the cloning of voice and facial features via avatars—will join traditional cyberattack methods such as phishing, malware and ransomware.
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Global alignment: While the current metaverse requires interoperability, satisfying this need will be difficult given that different global regions and countries take substantially different approaches to managing and regulating internet activity. Countries that can agree to interoperability might enable the metaverse to mature faster from usage and economic standpoints.
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Customers of tomorrow: As consumer-facing companies vie to attract “customers of tomorrow” in the metaverse, attention will intensify concerning practices related to engaging with and selling to children in virtual worlds.
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Mitigating the current internet’s worst features: “There are many problems with the internet today,” Ball says, before ticking off a list that includes myths and disinformation, radicalization, toxicity, abuse, harassment, user rights, data rights, data security and data literacy. “[A}nd most of them will become harder in the metaverse. Why? Because more of society is going to move online. And that means more societal challenges will move online. And each of the aforementioned areas will become at least more important if not also technically harder. But I also think it provides us with a reset opportunity,” he says. HBR’s Stackpole concludes that the metaverse will reflect the desires of its user base, “be they entrepreneurship, escape or convenience. Dystopia is one risk. Another is disappointment: we dream of the metaverse but end up with a mall.”
"More of society is going to move online. And that means more societal challenges will move online. And each of the aforementioned areas will become at least more important if not also technically harder. But I also think it provides us with a reset opportunity.”
- Matthew Ball
Citi, Goldman Sachs, McKinsey and Morgan Stanley have all weighed in with estimations of the metaverse’s 2030 market size. Deutsche Bank calculates the overall average of these projections at $8 trillion.
Source: Deutsche Bank
Trillions of opportunities
Even if the metaverse generates only a slim fraction of its projected economic value, it will be worth investing in. Projections vary wildly—in large part due to the unknown ways the metaverse will mature during the next five to 10 years—yet they tend to be massive.
Citi ($8-13 trillion), Goldman Sachs ($6.9-9.3 trillion), McKinsey ($5 trillion) and Morgan Stanley ($8.3 trillion) have all weighed in with estimations of the metaverse’s 2030 market size. Deutsche Bank calculates the overall average of these projections at $8 trillion.
Potential metaverse-related value-generation opportunities exist across most industries and are too numerous to detail. Successful use cases now exist in healthcare (augmented reality surgeries), manufacturing (digital twins, virtual/mixed reality uses on the factory floor), travel (virtual tourism), military (training, battle simulations), and transportation (real-time simulations to improve passenger movement in airports). From a cross-industry perspective, recruiting, onboarding and training activities might also be performed far more effectively and efficiently via the metaverse’s immersive 3D experiences. Digital financial services expert David G.W. Birch is bullish on the financial services industry’s opportunities in the metaverse, which he views as a “nexus for safer commercial interaction and the location of better, cheaper and faster financial services.”
MIT Technology Review organizes opportunities into consumer, enterprise (i.e., designed to drive business value) and industrial (i.e., designed to drive operational value, but with related opportunities for new revenue and new businesses) groupings. From a manufacturing sector perspective, the metaverse has the potential to take digital twinning, a range of current simulations and—more broadly—Industry 4.0 (4IR) capabilities to new levels. A Nokia executive tells the Technology Review that the industrial metaverse can reach “a much larger scale with increasing complexity by creating digital twins of entire systems such as factories, airports, cargo terminals, or cities—not just digital twins of individual machines or devices that we have seen so far.”
B2C and B2B e-commerce improvements and breakthroughs mark another big area of potential benefits. By 2030, Deutsche Bank projects that global retail e-commerce value from the metaverse will reach $2 trillion annually, which the bank estimates will be approximately 20% of total retail e-commerce value. “The metaverse will bring the e-commerce experience to a new level by making it more personal, more real, and more immersive,” according to a Deutsche Bank report on the metaverse’s role in driving an e-commerce revolution.
Since the metaverse is composed of multiple, overlapping technology systems, the next internet’s unexpected evolutionary progress, detours and dead ends will produce related advances and breakthroughs of value to businesses. For example, advances in microfluidics-enabled 3D printing designed to make virtual designs and products tangible could lead to medical and healthcare advances in wearable sweat sensors that use similar technology to measure levels of hormones and chemicals in human sweat.“The metaverse is coming,” Ball asserts. “There’s no turning around... Most forecasts believe that the metaverse by the end of the decade will be between $6 trillion and $13 trillion.” That’s why digital finance guru Birch argues that every business should have a metaverse strategy. They should also have the mechanisms in place for creating it, regardless of where the metaverse’s hypothesis and ambition takes it.
Mind on the metaverse
Once business leaders have a grasp of the moon-shot nature of the metaverse—and its challenges and building blocks—they can turn their attention to monitoring its development and thinking about their company’s place in it. Here are four keys to keep in mind on the metaverse:
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Don’t buy the hype or the backlash: Recent articles feature plenty of metaverse backlash. “The metaverse was promised as the next big evolution of the internet,” begins a Fast Company article labelling 2022 as the year “we sobered up” about the metaverse, “but that vision hasn’t come very close to realization.” In Fortune’s 2023 forecast, one venture capitalist predicts that a major tech company would shutter all of its metaverse investments “due to continuous drop in revenue and investor pressure.” The metaverse’s early hype can certainly seem overwrought at times. Sober assessments and thinking are welcome; they help pave the way to more practical business applications and use cases, whose results and learnings quietly fuel additional tinkering, iterations and progress that occurs behind the scenes.
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Consider AI’s journey: “More profound than fire or electricity.” That’s how a CEO of a tech company once described AI. The Economist reminded readers of this analogy in July 2022 while reporting that “managers in real companies are finding AI hard to implement, and that enthusiasm for it is cooling.” The article cited a survey of European AI startups by a VC fund which determined that 40% of those start-ups were not using any AI at all. Seventeen months later, the Economist published a lengthy rundown on AI “permeating the business world.” The two articles also offer an object lesson: this stuff takes time. Advanced technology experiments, failures, learnings and breakthroughs steadily amass behind the scenes. Last year, investors channeled approximately $1.4 billion into generative AI companies, which is nearly as much as the total they invested from 2016-2021, according to Pitchbook.
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Look closely at gaming: Metaverse proponents routinely cite certain video games—primarily Roblox, Fortnite and Minecraft—as pioneering influences on the metaverse. These games feature “immersive experiences” in 3D worlds in which avatars representing players interact in virtual communities. More recent examples of metaverse-type games include Decentraland, Sandbox and Axie Infinity, among others. The immersive experiences these games deliver include a blend of virtual reality, live-streaming, cryptocurrencies, and social media as players move across an ecosystem of competing products. While non-gamers (i.e., which still describes most humans older than 35) often have difficulty understanding the allure of parallel, immersive worlds, the rapidly growing industry is well worth monitoring. The Ringer’s Justin Charity asks: “How do you improve on Fortnite? By deleting the weapons and turning the whole thing into a crypto mixer for busy professionals? Are we sure?” We are not sure. However, it’s a safe bet that 3D modelling; VR; faster, less laggy networks; computing power leaps; user-generated content; in-world commerce; virtual payment rails and other gaming-driven advancements will all have potentially valuable business applications.
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Recognize the generational divide: Seventy-six percent of Wall Street Journal readers are older than 30; 34% are older than 50. That’s helpful to keep in mind when reading through the overpoweringly negative comments in reaction to the publication’s feature on pre-teen gamers wanting virtual currency (Robux) in lieu of a cash allowance to buy virtual goods in Roblox. “As adults struggle to find uses for the metaverse, kids are already immersed in the technology, as they earn and spend virtual currency while playing games and socializing on Roblox,” the Journal reports. The hundreds of negative comments the article triggered address the ethics of brands selling to children, data privacy and security, online anxiety, childhood obesity and poor parenting. A large portion of critics questioned the fundamental notion of a virtual world: ProudGrandpa57 asks: “Do virtual coats keep one warm in the winter?” Business leaders setting metaverse strategies would be wise to consider the engrained skepticism held by “proud grandpas” everywhere, as well as tens of millions of other digital non-natives.
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China’s all-in approach to the metaverse could spell trouble for U.S. tech supremacy
China’s all-in approach to the metaverse could spell trouble for U.S. tech supremacy
China’s all-in approach to the metaverse could spell trouble for U.S. tech supremacy
In late 2021, Facebook rebranded its corporate identity to “Meta” to illustrate its commitment to the promise of a “metaverse,” which, as Meta describes it, “is a new phase of interconnected virtual experiences using technologies such as virtual and augmented reality.”
Meta then spent billions of dollars and assigned thousands of employees to fulfill the metaverse dream. But since Mark Zuckerberg announced his big bet on the metaverse, the company’s stock price has dropped more than 70%. Its metaverse struggles are characterized by skepticism, confusion and frustration, and much of the metaverse narrative, in the U.S. at least, has been colored by Meta’s ebbs and flows.
Half a world away, China is poised, and perhaps more determined than ever, to make the metaverse central to its future economy. Ironically, Meta’s vision sounds like the metaverse blueprint that China is following. In November 2022, a year after Meta’s name change, the Chinese Ministry of Industry and Information Technology (MIIT), together with four other government agencies, published a 12-page Action Plan to develop the virtual reality (VR) sector and integrate VR with industrial applications like manufacturing, health care and smart cities.
“Powerhouse of the digital economy”
While other countries have announced aspects of a digital strategy, I think it’s safe to say that China’s is the world’s first national, and most comprehensive, metaverse industrial policy. According to the 14th Five-Year Plan for National Economic and Social Development of the People's Republic of China and the Long-Range Goals for 2035, VR is one of the “key industries of the digital economy” designated by China, which will help the country become a “powerhouse in manufacturing, cyberspace, culture and the digital economy.”
The Action Plan is titled The Virtual Reality and Industry Application Integration Development Action Plan (2022-2026). In it, China wants to expand the VR industry output to 350 billion yuan (U.S. $48 billion) by 2026—six times the level of 2021—showing it aims to become a world leader in the emerging metaverse economy, far beyond VR devices and content for entertainment alone.
In line with this government promotion, Chinese companies are investing heavily in the field. Major Chinese internet companies like Tencent, Baidu and Alibaba have announced plans to begin developing metaverse technologies. The state-owned telecom firms are also directing funds into the metaverse.
For example, in March 2022, Alibaba led a $60 million investment round into Nreal, a Chinese manufacturer of augmented reality (AR) glasses. China Mobile has a subsidiary dedicated to creating digital VR and AR content. Most notably, TikTok’s parent company, ByteDance, acquired VR headset maker Pico for $1.5 billion in 2021, a move similar to Facebook’s acquisition of Oculus in 2014.
Chinese companies are investing heavily in the field. Major Chinese internet companies like Tencent, Baidu and Alibaba have announced plans to begin developing metaverse technologies. The state-owned telecom firms are also directing funds into the metaverse.
Three differences
As China appears to be gunning for an edge in the burgeoning metaverse, three interesting—and significant—differences between the U.S. and China markets are emerging.
- Market-driven versus government-driven. Whereas the U.S. metaverse is mostly market-driven innovation by private companies, China set up a specific industry policy, under which both state-owned enterprises (such as telecom companies) and private companies (such as internet platforms) participate. China's ambition might have been spurred by the historic loss in 2017 of China’s No. 1-ranked player, the world champion in the Chinese game Go, to the AI-enabled computer program AlphaGo, designed by Google’s DeepMind Technologies.
Perhaps it was a coincidence of timing, but soon after the AI machine’s straight 3-0 win over the best human Go player on the planet, China’s central government released A Next Generation Artificial Intelligence Development Plan in July 2017. The Chinese government announced a sweeping vision for AI excellence, calling for Chinese AI to be the world’s undisputed leader (“occupy the commanding heights”) by 2030. China believes that national industry policy and sovereign capital are important catalysts for innovation. - Democratized versus regulated. The Chinese metaverse is focused on tech—hence “token-less,” which is very different from the blockchain, crypto-based metaverse version prevalent in the U.S. market. Unlike many other countries, China takes a bifurcated approach to blockchains. The Chinese government has actively promoted the digital technology of the blockchain and used it for its sovereign digital currency, called e-CNY, while strictly prohibiting crypto mining and trading at the same time. The technology is used widely across a range of industries in China, such as banking, financial services, public services, health care, logistics and smart manufacturing. But at the same time, no crypto transaction is legal under Chinese regulations.
For example, when the metaverse concept first appeared in China, virtual real estate was a hot commodity, driving front-page news articles and trending topics on social media. However, in 2022, China’s crypto asset regulation extended into similar digital assets, such as NFTs (nonfungible tokens) and virtual assets. Today, NFTs can only be kept as “digital collectibles,” subject to strict restrictions and regulations on trading and transactions.
In essence, “democratizing" technologies like NFT and blockchain are being strictly controlled in China, which set its focus on tech innovation while restricting speculation on related financial features, illustrated by its bifurcated approach to blockchain and crypto/NFTs. - Centralized versus decentralized. The Chinese metaverse is more centralized than the U.S. version, which is expected to be more decentralized by Web3 enthusiasts. In the U.S., “metaverse” is often used interchangeably with “Web3,” and Web3 advocates suggest the blockchain and cryptocurrencies will play a key role in the future, decentralized internet. China’s top-down approach is evidenced by the fact that the MIIT has approved the establishment of a national-level VR manufacturing and innovation center in Nanchang City to boost the development of metaverse-related industries. Altogether, the Chinese version of the metaverse will operate on centralized digital infrastructure and data regulations.
As far as “digital collectibles,” China launched a state-backed secondary trading platform for digital assets on New Year’s Day, 2023. And China’s first-of-its-kind regulation of altered images, or “deepfakes,” became effective in January 2023. The law governs “deep synthesis technologies” through the required registration of algorithms.
in 2022, China’s crypto asset regulation extended into similar digital assets, such as NFTs (nonfungible tokens) and virtual assets.
Threat to U.S. supremacy?
Is China’s metaverse push a serious challenge to U.S. tech supremacy? In a word, yes. Even though China’s VR content production and operating systems lag far behind its global peers, massive investment is on the way as Chinese capital is pouring into the sector. According to the MIIT, financing for the VR industry across China saw a 100% year-on-year increase in 2021. But it will take time. China's largest VR company, Pico, holds a mere 4.5% of the global market share, a fraction of Meta‘s 90%, according to a 2022 report by IDC.
However, an immersive user-interface experience is one of the key pieces to the metaverse from a technology perspective, for which hardware is the driving force. Therefore, the sophisticated “made in China” manufacturing system is a distinct competitive advantage over the U.S. and other innovation hubs worldwide.
Surely, the metaverse competition between the U.S. and China will intensify in the coming years, but China has several key advantages that could tip the scales in its favor. These include its national, top-down, government-led approach, which includes a laser focus on being the global leader in emerging technologies, specifically in VR and AI, by the decade’s end, and its “token-less” metaverse ecosystem with unique Chinese characteristics, which will have profound implications for how the global metaverse shapes up—or how many metaverses the world will have.
The race is on. Although slowed by COVID, many still think China will overtake the U.S. as the planet’s largest economy over the next decade. If it does, China will have a budding digital economy—and the metaverse—to thank.
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According to the MIIT, financing for the VR industry across China saw a 100% year-on-year increase in 2021.
Game on! Tech visionary says gaming offers lessons for attracting active users in the metaverse
Game on! Tech visionary says gaming offers lessons for attracting active users in the metaverse
Game on! Tech visionary says gaming offers lessons for attracting active users in the metaverse
Edgar Perez is a business and technology visionary, speaker and author who helps executives better position their organizations for success through an approach that links disruptive technologies with business strategy. He is a Council Member of the Gerson Lehrman Group and Guidepoint Global Advisors, and fellow with the Ponemon Institute in Traverse City, Mich. Previously, Perez has held executive positions at Citigroup and IBM. Joe Kornik, VISION by Protiviti’s Editor-in-Chief, caught up with Perez to talk about the impact of a metaverse future. He says game makers have been able to attract large, active users and business leaders would be wise to monitor the sector to explore current trends, such as user-generated content becoming a bigger part of the overall immersive experience.
Kornik: I want start with a level-setting about the metaverse and its overall potential. I know you’ve called it the next evolution of the internet. Explain that in a bit more detail if you could.
Perez: Indeed, the metaverse will be the biggest opportunity for modern business since the creation of the internet. It’s the next evolution of digital platforms and the successor to yesterday’s desktop and today’s mobile internet. Now, the metaverse will not fundamentally replace the internet, but instead will build upon and iteratively transform it. The best analogy is the mobile internet, a “quasi-successor state” to the internet; even though the mobile internet did not change the underlying architecture of the internet, it led to changes in how users access the internet—where, when and why—as well as the devices they use. With the rise of digital commerce, the metaverse will unlock new opportunities for buyers and sellers to connect in a new way. You could imagine online shops becoming more immersive, with the option to buy physical or digital products. Today, people can attend online events; these can evolve into mixed-reality experiences where some people could join in person and others would buy a ticket for the virtual experience.
Kornik: It sounds like you’re bullish on its potential. From a global economic perspective, how big of a game changer will the metaverse be and when can we really expect its arrival?
Perez: The metaverse is a new iteration of the internet, one where people gather to communicate, collaborate and share with virtual presence through a personal avatar on any device. The metaverse will be an interoperable platform for immersive co-experiences, where a potentially unlimited number of people can come together within millions of 3D experiences to learn, work, play, create and socialize. This, in turn, will foster a rich community built on shared experiences, an engaging community where people form real connections. We are already seeing some glimmers of this future, but we know that the primary way people will experience the metaverse in the short-term will still be through 2D apps. The real metaverse, which will bridge the physical and digital realms using real-time 3D software, will probably take decades to become a reality.
Kornik: So, the big payoff is still far off, but several companies are already in the metaverse. What companies are already using it effectively and what lessons can be learned from these early adopters?
Perez: Certainly, gaming companies such as Roblox, Microsoft and Epic Games appear to be early leaders in the race for metaverse leadership. Game makers have been able to attract large, active users; these companies could seek to add additional social features and make user-generated content a larger part of their experiences. Business leaders would be wise to monitor these developments, establish internal teams that can understand the technology and its implications, and decide whether it makes sense to develop their own metaverses or partner with established platforms to test the waters.
Business leaders would be wise to monitor these developments, establish internal teams that can understand the technology and its implications, and decide whether it makes sense to develop their own metaverses or partner with established platforms to test the waters.
Kornik: For which industries do you see the most potential for success in the metaverse?
Perez: It’s difficult to predict which industries will have the most success in the metaverse. Aside from the gaming sector, I think areas like education could be impacted. The metaverse could be used for online learning and training, allowing students to interact with virtual environments and simulations in a more immersive way. Retail is another. Virtual shopping allows people to browse and purchase products from virtual stores and receive them in either the virtual or physical world. The metaverse will also revolutionize design and manufacturing processes all over the world using digital twin technology, a virtual representation of an object or system. By creating a virtual model that is an exact counterpart of a physical construct, companies can analyze and test different scenarios to understand not only how a product performs, but how it will perform in the future under different conditions. The continuous collection and processing of data provides an objective, data-driven design that can be used to accelerate digital transformation across a range of sectors.
Kornik: You mentioned retail and spending in the metaverse. I’ve heard you say bitcoin is dead, so what are your thoughts about crypto and other currencies that could drive commerce in the metaverse?
Perez: For years I have been predicting bitcoin’s collapse due to a number of reasons, including its lack of fundamental value, insufficient regulatory scrutiny, and consequent worsening of market sentiment. Now, usage of bitcoin, or any cryptocurrency for that matter, is immaterial to the success of the metaverse. While cryptocurrencies could be used to facilitate transactions within the metaverse, such as the purchase of virtual goods or services, and to verify the identity of users within the metaverse, helping to prevent fraud and ensure the integrity of transactions, there are a number of different approaches that can be employed as well. Many current metaverse operators employ their own virtual currencies, making them responsible for issuing and controlling the supply of such currencies. Ultimately, Central Bank Digital Currencies (CBDCs) could become dominant; think of digital versions of current fiat currencies in circulation today, such as the dollar, the euro or the renminbi. Many countries around the world have already deployed their digital currencies in the metaverse.
Kornik: How do you think we overcome some of the skepticism that’s out there around security and privacy and the metaverse?
Perez: It wasn’t long ago when users were balking at the prospect of entering their credit card information for online shopping; as of today, companies have established a number of mechanisms to protect our information from falling into the wrong hands. Certainly, the array of technologies that enable the metaverse, like VR, AR, 5G, and AI, all raise issues of privacy and data security. In immersive worlds, these new technologies will siphon up data at an increasingly granular level—a person’s gait, eye movements, emotions and more—putting far greater strain on existing safeguards. Along the same lines as the internet today, governments will need to pass new laws, or update guidance on existing statutes, once a metaverse-shaped data economy comes into focus.
Ultimately, Central Bank Digital Currencies could become dominant; think of digital versions of current fiat currencies in circulation today, such as the dollar, the euro or the renminbi. Many countries around the world have already deployed their digital currencies in the metaverse.
Kornik: Let’s talk about governments and regulation. Beijing has already said it plans to regulate “digital humans” in the metaverse. What do you see for the metaverse in terms of regulation and restrictions, and how could that impact business globally?
Perez: Like almost all user-facing applications in China, metaverse users are likely to be required to tie their digital personas to their real identity via the so-called real-name verification process. This is paving the way for China to build another digital landscape that will be different from the rest of the world in the ongoing global metaverse race. Conceptually, the metaverse will not be tied to any one platform in particular; experiences, possessions, identities and contacts will move unchanged across platforms in an extremely seamless way. That is a challenge most companies recognize today as an imperative; while that is certainly manageable when the jurisdictions involved follow common principles, the difficulties grow exponentially if jurisdictions diverge in their regulatory approaches, opening the door to a metaverse decoupling even before the concept is fully baked.
Kornik: How could business leaders prepare for a metaverse future? What advice would you offer them?
Perez: Once upon a time, the only way to stay up to date was reading newspapers, watching television or listening to the radio. The reality today is that people are spending more time online, giving rise to a new ecosystem of virtual living that encompasses digital possessions, relationships and social spaces. Therefore, brands will need to be a part of the digital third spaces that are pulling people’s time and attention, because people aren’t just working in digital spaces; they’re also socializing, shopping and discovering products there. To help bring the metaverse into their business models, companies have a key pathway: perfecting their end-users’ experience. They will want to focus on how their consumers expand their lives into virtual worlds and find the partners that can help them reach the audiences of the future. As the metaverse develops, collaboration between companies will not only be essential, but the quickest point of entry.
Customers will lead companies into the metaverse, says Coupa VP for Africa and the Middle East
Customers will lead companies into the metaverse, says Coupa VP for Africa and the Middle East
Julie Tregurtha, Area Vice President for Coupa for Africa and the Middle East, joins the VISION by Protiviti podcast where she speaks with Joe Kornik, Editor-in-Chief of VISION by Protiviti, about the metaverse and its implications for the future of businesses. Tregurtha, a resident of South Africa and leader in the IT industry for more than three decades, heads up a team responsible for the promotion of Coupa, a software company based in San Mateo, California.
Customers will lead companies into the metaverse, says Coupa VP for Africa and the Middle East - podcast transcript
Joe Kornik: Welcome to the VISION by Protiviti podcast. I’m Joe Kornik, Editor-in-Chief of VISION by Protiviti, our global content resource looking to the future and examining big themes that will impact the C-suite and executive boardrooms worldwide.
Today, we’re exploring the metaverse and its implications for business, and I’m very excited to welcome longtime technology expert, Julie Tregurtha, to the program. Julie is Area Vice President for Coupa for Africa and the Middle East, where she heads up a team responsible for the promotion of Coupa, a software company based in San Mateo, California. She has been a leader in the IT industry for more than three decades and resides in South Africa. Julie, thank you so much for joining me today.
Julie Tregurtha: Thanks, Joe. It’s lovely to be here, talking to you today from Johannesburg, South Africa, and I’m really excited about this conversation we’re going to have.
Joe Kornik: Right. Julie, you’ve been a leader in the IT industry there in South Africa for over three decades now, so there’s a lot about technology that I’m curious to drill down and ask you about, specifically about the metaverse. There are many implications to the metaverse, right, and there are technologies that will enable it. We’ve heard a lot about them—Web 3.0, XR, AI, 5G, blockchain, etcetera. The list goes on and on. Which ones are you most excited about as we start to move into the metaverse, and why?
Julie Tregurtha: Joe, I think you’re right. There’s a lot of different aspects to the metaverse from a technology perspective and, actually, all of these pieces have to come together because it’s not going to be underpinned by one thing. It’s going to be underpinned by so many different pieces and elements. It’s hard to pick one that I think is, for me, most exciting but I think the one that maybe we just relate to the most is the XR piece, extended reality—everything from what we understand as reality today through the spectrum of augmented reality and virtual reality, and I think along with that, the devices and the hardware and the capabilities that you’re going to have through different XR technologies that are really going to open up this new world of the metaverse to us as consumers. Maybe that’s the piece that I found most intriguing for me to get excited about.
5G network, it has just got to be there and it has got to work, but it’s not something that you’re necessarily going to touch and feel. It’s more an enabler, so perhaps that’s why I feel that the XR piece is the most interesting. Having said that, all of these aspects have to come together, work together and, obviously, reach the right technology level that they need to be at in order for the metaverse to really become something that’s real.
Joe Kornik: Right, and that’s interesting because XR, certainly, there has been a lot of advances over the last several years. There has been some—I think as those devices get smaller and more user-friendly, we’ll probably see a lot more adoption. I think we tend to think of them from a gaming standpoint, but I’m more curious about how you think businesses will use the metaverse and particularly maybe they’ll be using XR, I’m not even sure, but what are some of the ways that you think strategic business leaders will be leveraging the metaverse?
Julie Tregurtha: I think it’s really exciting. We’re right at the beginning of that journey. If you have a look at the metaverse up to now, it has certainly occupied a bigger role in the consumer space. Companies that are starting to experiment and invest in this are very much consumer-related businesses—FMCG, retailers, big brands. Those are the first movers, but it’s definitely, in my opinion, not going to end there, and I think that irrespective of the industry that an organization plays in, I don’t think they can ignore what impact this is going to have on their market, their customers—whatever those customers look like and how they behave and interact with those customers—but they’re going to have to consider this. I think that there’s so much opportunity. I think there will be so many use cases across different industries that will emerge. They’re not necessarily known yet. They’re not necessarily documented. Nobody has necessarily put those out there yet, but I think as we move more and more into the space that the use cases will come out that we maybe don’t even think about today.
The one that I think as well pops into my head because it’s cross-industry is training. If you are trying to train using this type of technology internally to train users, train your employees in something, and it could be anything, whether it’s putting together the components of a product that you created or if it’s in a healthcare industry and you want to practice how to do a heart transplant, it doesn’t matter. I think there’s going to be a lot of cases where the metaverse can be used for training, education, learning more of how the world operates in a particular business.
Joe Kornik: I have to say when I talk to business leaders, there is a lot of—maybe not a lot— but there’s a fair amount of skepticism out there about the metaverse and its overall impact, and I’m just curious your thoughts on that. Is that warranted? I’m just curious when you think about if you’re talking to business leaders that are a little bit more skeptical about the metaverse, what do you say to maybe ease their minds?
Julie Tregurtha: My view is I don’t think it’s warranted. I don’t think it’s warranted, and I say that because I’m fairly comfortable that this is going to be a wave that is going to come. It is definitely going to come and it’s definitely going to impact and affect everyone in terms of the way that we operate in our world. Yes, it’s complex. It’s very undefined. You look for a definition of the metaverse today and you come up with so many different things. It’s vague. It’s confusing. There are very few people that really, that even ask me to understand this whole world. It is actually quite overwhelming.
I think that’s where the skepticism is coming from. It’s more based on a lack of understanding and a fear perhaps than based on any justified view that this is just really going to remain something that is going to be out there but it’s not going to affect me. I think that it is coming, and I think if you have a look at some of the big organizations that we know have a massive impact on all of us—Apple, Meta, previously Facebook—these organizations are investing, Microsoft, they’re all investing a huge amount of money in this wave.
It is maybe still regarded as hacked. There are views that it’s a metaverse bubble. It’s not going remain out there as just a peripheral thing. I really do believe that the—maybe we don’t know what the full impact is going to be today but it is absolutely going to be part of our future world.
Joe Kornik: That leads me to my next question. I was going to throw around some of those global economic impact forecasts, right, for the metaverse for, let’s say, 2030 and beyond. They’re all over the map, everything from a little under a $1 trillion to all the way up to $15 trillion, depending on which particular study you look at. Would you categorize on the scale of the metaverse being sort of a nice complementary niche platform for some companies to take advantage of versus all the way to a revolutionary game changer for global business by 2030 and beyond, where would you fall on that spectrum?
Julie Tregurtha: I believe it’s going to be a revolutionary game changer. My caveat is, in your question, by 2030, I think that is the piece that I wouldn’t necessarily hang my hat on. I do believe it’s going to be a revolutionary game changer, but I think it might take a slightly longer timeframe to get there to that point than 2030. For many, many years, the way that we discovered and purchased and consumed goods and services was through physical interaction. It was visiting a store, picking up a product, touching and feeling it, attending an event, or booking a service, and that was the way we did things. Then the internet came around and e-commerce platforms started to pop up and rival the offline world.
Then what happened was we got hit by COVID. COVID really changed everything and if you look at—and I’m mentioning this because I think it comes back and touches this, why a revolutionary game changer. If you look at what happened with COVID and how it changed so many different elements of our lives, physical stores closed and the only way that you could really purchase anything was on an e-commerce platform and it became the sole portal to purchase and to get goods delivered. Social engagement was restricted to telecommunications and social media networks, and obviously, COVID also changed the way that we work. Companies had to switch over to Zoom and Teams overnight from being office-based, face-to-face, and onsite.
Other industries, the entire entertainment industry came to a massive, just at complete standstill. And even manufacturing industry, factories were closed and plants shut down because they laid off workers. You think about the changes that we’ve gone through and how those things managed to create a drastic shift in the way that we do things. Now, the world has semi-returned to normal and yet I’ll bet you that most people are still engaging with the e-commerce portal to do their shopping. They’re still working on Teams and people are not back in the office full-time. The adoption of this technology was kind of all forced, forced because of circumstances. We had to find a way to keep our lives and our world running, even though we were all locked up into our homes. I think the metaverse really points to the next kind of generation of that, the next creation of an alternative solution to the way that we operate to really enhance how these technologies have impacted our lives by taking them to the next level.
Joe Kornik: Right, and you’ve mentioned several sectors and you’ve mentioned some service lines like supply chains and from a sector base, we’ve heard manufacturing, we’ve heard healthcare. We’ve heard some potential success stories. Do you have any thoughts on what sectors you think have the potential to be the most disrupted or transformed by the metaverse?
Julie Tregurtha: Joe, I think that it’s going to fit all industries. I think any industry that thinks they’re free from being affected by the metaverse is going to be naive in their thinking. I do think that the B2C type of industries are going to land up looking at this first because, again, it’s “Where does their target audience hang out?” If you have a look today at where people are hanging out, it’s quite extraordinary already how many people are visiting some of these metaverse worlds and how many hours are being spent, perhaps not by my generation but certainly some of the Gen Z and even the Gen Alpha, the next generation. In fact, it’s quite scary I think how much time is being spent there.
I think that the B2C, the organized, there are industries like FMCGs, the big brands, the retailers, if they want mindshare, brand awareness, they want to find subliminal ways of reaching their target audience, it’s already happening. They’re already doing this. Samsung has bought land in Decentraland. J.P. Morgan has opened a virtual bank, and there are other examples. I think there are definitely industries that are going to go there first and go there early.
I think the entertainment industry is going to be looking at this in a big way. Fascinating that Justin Bieber did a metaverse concert in 2021 and attracted 10.7 million viewers. I think it’s definitely the entertainment industry and events industry which was so badly hurt by COVID, so I think for them, it’s not only a way maybe to recover but also a very interesting way to reach a much larger audience than what they were traditionally if they were trying to do just a Madison Square Garden concert.
I think there is then the opportunity in the corporate space and I think if you have a look—I mentioned J.P. Morgan, so FSI, financial, banking, insurance—those organizations are often quite forefront of adopting technology. They’re often quite pioneering. They’ve got the pockets, deep pockets to look at how to invest and how to better service their customers. Maybe it is more around trying to create a far better service-oriented environment for an experience for their customers.
I think the other one which is really interesting, I mentioned healthcare from a training perspective, but there’s talk about Philips as an example, creating their own corporate metaverse, which really becomes a destination for patients to go and get access to virtual healthcare, and I think that’s really interesting. That is really exciting.
Joe Kornik: Right, and Julie, thanks so much for all this great information. I have just one more question for you. I just want to wrap up by asking you to look out into the future 10 years, 15 years, 20 years, as far as you want in terms of when you think the metaverse will really be making a major impact on all of our lives. Paint me a picture of what’s possible. What am I missing, like what aren’t we thinking of?
Julie Tregurtha: I think the view 10, 15 years out is a scary one and it becomes a controversial one because you have this potential vision where people sit in their homes, in their lounges, with their virtual reality headset on. They go to the office, their virtual office, and they sit in a boardroom and have meeting with a team but they actually don’t leave their lounge. When they want to buy something, they go to the virtual mall and they go and try on clothes and check out the new latest coffee machine and experience the latest set of golf clubs and then pick which one they want to buy. They don’t even have to go on holiday because they can go and choose to walk the Great Wall of China or go up the Eiffel Tower or go look at the Niagara Falls and they don’t even leave their lounge. If you want to really be extreme and, as I said, controversial, that is a view of the future. I think the movie Ready Player One encapsulated some of that, where really we all live in a virtual reality. We all live in an alternate universe and we actually almost want to leave our reality because maybe it’s not that great.
I think that is a—do I see that happening? Not for me, because I wouldn’t want that and I think for me, it’s really important to still embrace reality and have physical contact with people and things. But I think that is a scary view out there because I think the possibility could exist that you maybe never have to leave your lounge, and that is a scary possibility and that starts introducing so many other very, very tricky conversations, psychological and mental and physiological impacts of the metaverse on the human race.
I’m hoping that it maybe doesn’t get to that extreme. I’m hoping that it really becomes—as smart phones didn’t stop us talking to each other face-to-face, it was revolutionary and that it created and connected the world and not only telephonically but from a social media perspective, but it didn’t necessarily replace our face-to-face contact. I’m hoping that maybe the metaverse—it’s going to alter our world but hopefully enhances it—doesn’t replace some of those really cool things which are essential to being human. That’s what we’ve got to hold on to.
Joe Kornik: Absolutely. Thanks so much for joining me today. I really appreciate it.
Julie Tregurtha: Pleasure, Joe. Thank you for having me and thanks for the opportunity to have the conversation.
Joe Kornik: Absolutely. Yes, this was fun.
Thank you for listening as well. Please rate and subscribe wherever you listen to podcasts, and be sure to check out all the great metaverse content we currently have online at vision.protiviti.com. I’m Joe Kornik. We’ll see you next time.
Julie Tregurtha is Area Vice President for Coupa for Africa and the Middle East where she heads up a team responsible for the promotion of Coupa, a software company based in San Mateo, California. She has been a leader in the IT industry for more than three decades. Her focus on enterprise software and how it can solve critical business problems has led her to become one of few women leaders in a traditionally male-dominated industry. Tregurtha resides in South Africa.
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Mekong Club CEO: Building a ‘metaverse for good’ requires an ethical foundation—NGOs can help
Mekong Club CEO: Building a ‘metaverse for good’ requires an ethical foundation—NGOs can help
Mekong Club CEO: Building a ‘metaverse for good’ requires an ethical foundation—NGOs can help
Nina Jane Patel, Bloomberg's technology columnist, recently entered the metaverse environment Horizon Venues, a newly launched virtual-reality social platform, to have a look for herself. She found the virtual, extended, augmented and mixed reality, along with other Web 3.0 tools, engaging but also a little too real. She unfortunately experienced some “creepy” encounters that included groping, being surrounded by male avatars who offered sexually suggestive gestures and worse. In the end, she found the whole experience “shocking” and said she was “sad that the current state of VR has been heavily driven by proponents of VR as fiction—violence, sexual fantasies, and to be quite frank—hate.”
Another female gamer, Jordan Belamire, was initially “smitten” with her first virtual-reality experience. “Virtual reality had won me over, lock, stock and barrel.” But the excitement was short-lived. Within three minutes of joining QuiVr, a multiplayer virtual-reality game, she was harassed and violated and wrote an open letter describing her experience. “The public virtual chasing and groping happened a full week ago, and I’m still thinking about it. What’s worse is that it felt real,” she says. Belamire asks: As VR becomes increasingly real, how do we decide what crosses the line from an annoyance to an actual assault? “Eventually we’re going to need rules to tame the Wild, Wild West of VR multiplayer games.”
The experiences of these two women offer a glimpse into how an existing problem of online sexual predation and violence could get a boost from an exciting new technology that is still uncharted territory. As CEO of the Mekong Club, an expert in human trafficking and a former United Nations representative, I often hear about human trafficking cases that start with online encounters on the internet. And I have no doubt that predators will be able to do this—and worse—in the metaverse.
Just like on the internet, people in these new worlds could pose as love interests, new friends or even legitimate job recruiters. After establishing a false sense of trust, these traffickers could lure their unsuspecting victims into modern slavery, prostitution or forced labour—either in the real world or online. The more time people spend interacting in the virtual environment, the worse the problem could become.
The sinister potential of the metaverse is not lost on some of the companies that are building it. Meta (Facebook), for instance, has created a “safe zone,” which offers a protective bubble that users can activate when they feel uncomfortable or threatened. Within this space, no one can interact with them, and setting personal boundaries would help ensure "behavioural norms," Meta says. Another option being discussed includes a button or alarm that immediately alerts an administrator within a virtual world that abuse is taking place. But for this to be effective, immediate action and consequences must follow. One such consequence could involve a lifetime ban from the metaverse, although how such a ban would be enforced is unclear.
Jordan Belamire asks: As VR becomes increasingly real, how do we decide what crosses the line from an annoyance to an actual assault?
Considering how realistic and sophisticated virtual reality can be and will become, the stakes couldn’t be higher for metaverse participants—both developers and users. As with all technological advancements, safety and ethical concerns should be top of mind as both the public and private sectors explore their roles in this brave, new world.
Building an ethical foundation
As the metaverse grows, with more companies joining in to build online environments, nongovernment organizations (NGOs) and academics who specialize in morals, ethics and human rights need to be involved in this process. The Mekong Club, which works with the private sector to fight the issue of human trafficking, has already reached out to Meta, Microsoft and other companies to offer our advice and guidance on how to include human-rights values in the metaverse mix. Our goal is to acquire a seat at the table early, as this new phenomenon unfolds, to help develop safety and privacy standards and to work with the designers and developers to prevent the seeping of real-world problems—racism, discrimination, bullying, sexism, exploitation and more—into virtual-world environments.
One way of preventing vulnerable individuals from being targeted by traffickers with false promises of work or from being groomed into exploitative situations is education. Metaverse providers might encourage or even require new metaverse participants to learn about such risks with a required e-learning orientation. As part of this initiation process, the content might also offer warnings to users, outlining the penalties or punishments that will occur for those who partake in unlawful activities. The Mekong Club is hopeful that it will be able to participate in the development of this process.
For the metaverse to be a safe environment, online police and security guards might be needed to circulate and detect human-rights violations and confront the abusers in real time. Whatever processes and procedures are put in place, they should be monitored and evaluated on a regular basis and updated and expanded as these virtual worlds unfold. Of course, who oversees or regulates all this is not clearly defined and remains one of the many metaverse mysteries needing to be solved. Beijing, for its part, has already announced it plans to regulate “digital humans” in the metaverse, looking to set standards for virtual influencers and gaming avatars. Will other governments follow?
The Mekong Club, which works with the private sector to fight the issue of human trafficking, has already reached out to Meta, Microsoft and other companies to offer our advice and guidance on how to include human-rights values in the metaverse mix.
Helping build a metaverse for good
In addition to helping metaverse designers identify human-rights risks and acting as advocates for safety standards, NGOs can play other positive roles in the metaverse. Here are some other ways the Mekong Club is exploring the metaverse to bring about positive change:
- VR film tours: Research says the best way to learn is to experience a situation first-hand. Virtual reality represents “a three-dimensional, simulated environment that is generated by computer technology,” and it focuses on “an experiential interface rather than observational.” The benefit of learning from VR is that it offers the viewer an opportunity to experience the emotional outcome of a sensitive issue without being in any danger. This allows the person to internalise on both an intellectual and emotional level. The Mekong Club has used VR tours in the past to sensitise people to sex trafficking and forced labour. We are in the process of acquiring more content related to this technology.
- Metaverse workshops and events: We are looking into how we can use the metaverse to offer workshops and talks to raise much-needed awareness on the topic of modern slavery within the metaverse itself. Online billboards and advertising will promote these talks, in which an online avatar delivers the content.
- Virtual office: We are also exploring the idea of having a metaverse office that would allow us to reach people in these worlds. The exact makeup and approach are presently under consideration.
The metaverse offers infinite possibilities, many of them positive and exciting. But for the metaverse to thrive, people must feel safe. NGOs like ours, along with academics and behavioural scientists, have a responsibility to take a leadership role in making sure these new virtual worlds are safe and ethical and that they live by the mantra of “metaverse for good.”
The 'learning metaverse’: Cambridge dean envisions a meeting place for business and higher ed
The 'learning metaverse’: Cambridge dean envisions a meeting place for business and higher ed
The 'learning metaverse’: Cambridge dean envisions a meeting place for business and higher ed
“If we teach today as we taught yesterday, we rob our children of tomorrow.” So said John Dewey, the U.S. philosopher and education reformer, in 1916. Over the past half-century, education has undergone a series of transformations with the incorporation of new technology, from computers and smart boards to digital libraries and learning platforms. The metaverse may well bring about the next big breakthrough by removing physical constraints from the process of learning. While the deployment of the technology—and the technology itself—is in its early stages, the metaverse promises to improve, perhaps even revolutionize, higher education by making it more immersive, engaging, interactive and interconnected. And the opportunity applies to corporate talent development as well.
Layers of virtual learning
Imagine taking learners’ avatars on a virtual walking tour of an archaeological site, a battlefield, a nuclear reactor or a meeting of a corporate board of directors. We already have the tools to create a learning immersion that text, multimedia content or the internet cannot provide. Now imagine that the avatars can experiment with a variety of “What if?” questions in real time. What if ashes were found next to a skeleton? What if Alexander the Great had never invaded Persia? What if the control rods had not been withdrawn from the reactor core at Chernobyl? What if the board approves a smaller dividend than the market expects? Chatbots will provide preliminary answers to those questions and suggest other content, or even other virtual spaces, in which to explore them further. To the extent that the metaverse can offer alternative scenarios in real time, learners can improve their critical thinking skills, challenging aspects of inherited wisdom as they study science, the humanities or business. This is the initial approach that many universities around the world have taken, often embedded in existing face-to-face classes.
The immersive potential of the metaverse derives from the creation of a dynamic, 3D parallel universe by means of a mix of virtual reality (VR), enhanced reality (ER) and artificial intelligence (AI). Professors know the importance of re-creating the context in which the subject, topic or phenomenon at hand takes place. Traditionally, we would have learners run experiments in the lab, visit an archive, watch a video, listen to a guest speaker or participate in a field trip. The potential of the metaverse lies in creating a new system of learning in which immersion is a central feature. Moreover, the metaverse is on demand and cost-effective. At a time when many universities are reeling from rising costs and reduced enrollments due to demographic change and geopolitical tensions, the metaverse offers new options that also have the advantage of resonating with students.
The second critical step in a metaverse-based learning journey consists of providing tools that enable and motivate learners to engage with the subject and take part in problem-solving. A virtual visit to a slum, for instance, could lead to a planning exercise to build a sewage system. Or learners could work on curating an exhibition of digital art in a virtual gallery they can create themselves. In business school or inside a company, participants can learn about environmental, social and governance matters (ESG) and calibrate in real time the extent to which specific projects would reduce the carbon footprint.
The benefits of immersion and problem-solving can be multiplied many times over through social interaction, the third phase of metaverse learning. Early metaverse technology was developed to enable gamers to join and leave groups of players, regardless of physical location. The always-on character of the metaverse lends itself to spontaneous interactions among learners, whereby they can even create their own virtual study rooms, organize events, and invite speakers or experts. The gamification of learning started a few decades ago with computer-based simulations, which the metaverse and AI can take to new heights. Here lies a key opportunity for universities in general and business schools in particular. Students and employers are attaching more importance to social skills. In the past, these would be developed through teamwork and other face-to-face activities. But in the future, the key will be to develop virtual social skills, especially if shopping and entertainment grow in the metaverse as expected.
To the extent that the metaverse can offer alternative scenarios in real time, learners can improve their critical thinking skills, challenging aspects of inherited wisdom as they study science, the humanities or business.
Finally, the metaverse has the potential of becoming a constellation of interconnected virtual worlds—although at the present time, it is little more than a fragmented collection of platforms, sites, and apps—enabling both teachers and learners to reach out into other virtual communities to exchange knowledge, ideas and perspectives. This feature of the metaverse will prove to be very attractive to business schools as they launch more learning activities and degree programs in collaboration with other business schools and with companies, without having to navigate the constraints of the physical world.
How companies can benefit
It goes without saying that the learning potential of the metaverse applies not just to universities and business schools but also to companies. Large corporations will, in due course, see the benefits of creating a learning metaverse for their employees, offering them 24/7 opportunities for professional development, collective problem-solving and creative thinking. Smaller companies might find it more appealing to participate in an interconnected learning metaverse with other companies and organizations, something that large corporations may also find useful with respect to their suppliers.
Companies that have long sought to locate near sources of research and innovation may now take advantage of such interactions in an unconstrained metaverse. If engineers and scientists can mingle in a metaverse specifically designed to facilitate the sharing of ideas and boost creativity, we might see a fundamental reconfiguration of the geography of technological activity. At the present time, startups and established companies flock to locations believed to be cradles of innovation—and for good reason. Proximity is essential not just to the process of discovery and innovation but to securing the resources needed to grow a business. The metaverse could well lead to a more distributed global innovation architecture.
Each successive layer of immersive, engaging, interactive and interconnected virtual learning will also help companies approach the search-and-hiring process more efficiently. Instead of analog or virtual job interviews, candidates could be evaluated in a purpose-built metaverse where they would be able to demonstrate their skills at framing and solving problems, working in teams or getting things done. This type of recruiting process would also help job seekers figure out if the company and its ways are a good fit for them.
And years before people apply for jobs, the metaverse would enable companies to create virtual spaces in which students from elementary school through university might learn about subjects relevant to the company’s industry or operations. Schools or universities would need to decide which of these spaces would be interconnected with their own metaverse. Thus, the metaverse could provide a new way of bridging the often-significant gap between the skills taught at school and those required by companies.
Proximity is essential not just to the process of discovery and innovation but to securing the resources needed to grow a business. The metaverse could well lead to a more distributed global innovation architecture.
It's time to start experimenting
The metaverse can help address many shortcomings of education as we know it. It can enrich the educational experience by making it more immersive, engaging, interactive and interconnected. It can remove distance and locality as constraints, enabling learners to delve into otherwise inaccessible possibilities. It can help develop better leadership and teamwork skills by facilitating collaboration on problem-solving in real time. And it can align educational institutions and employers and even encourage the exchange of ideas after people begin working for different organizations.While the opportunities are great, the uncertainties concerning the technical standards, interconnectivity and governance of the learning metaverse call for a phased approach in which a long-term vision informs experimentation and the development of the necessary skills for future expansion. As the imponderables recede, we will begin to see who thrives in this new era of learning. Unleashing the potential of the learning metaverse will require much trial and error, learning by doing, and adaptation on the part of the different parts of the ecosystem, from content providers, schools and universities to policymakers, funders and employers. The key takeaway is that the metaverse is not just a new tool to shape the future of learning; it will create an entirely new way of learning.
UN Executive Secretary: We need the private sector to help solve planet’s biggest challenges
UN Executive Secretary: We need the private sector to help solve planet’s biggest challenges
UN Executive Secretary: We need the private sector to help solve planet’s biggest challenges
The challenges facing the planet are immense and growing. The United Nations has led the global effort to raise awareness and affect action with its Sustainable Development Goals, a call for action by all countries—poor, rich and middle-income—to promote prosperity while protecting the planet. VISION by Protiviti caught up with Ibrahim Thiaw, Under-Secretary-General and Executive Secretary of the United Nations Convention to Combat Desertification, during COP27 in Egypt—officially the 27th gathering of the Conference of the Parties to the United Nations Framework Convention on Climate Change (UNFCCC)—to discuss the biggest threats the planet faces, their economic impact and specifically what the global business community can do to help solve these challenges. Baris Karapinar, leader of the ESG and Sustainability practice for Protiviti Switzerland, conducted the interview.
Karapinar: Can you talk about the United Nations and its 2030 Agenda for Sustainable Development, the 17 goals adopted by all United Nations Member States back in 2015? The United Nations Convention to Combat Deforestation (UNCCD) is the Custodian Agency for Sustainable Development Goal (SDG) 15, “Life on Land.” How would you say we’re progressing on those goals?
Thiaw: The international community agreed in 2015 to prioritize and work together on 17 goals in order to steer the world on the path towards sustainable development by 2030. Goal 15 concerns life on land. UNCCD is actually custodian of a specific target: Achieving land degradation neutrality. This target measures the progress being made to have as much healthy land by 2030 as we did in 2015. Progress is measured in terms of changes in three areas—degradation does not take place on new land (avoid degradation); the loss of productive land slows down (reduce degradation); and degraded land is made healthy (restore degraded land). The expected result from 2015 going forward is to maintain—and hopefully increase—the amount of healthy and productive land available to present and future generations. The disastrous impacts of extreme events such as floods, droughts and wildfires on land make achieving these targets ever more challenging.
Karapinar: Of all the challenges and threats facing the planet and humankind today, which are the direst and in need of the most immediate action?
Thiaw: Arguably, three top the list: Climate change, biodiversity loss and the loss of productive land. Water scarcity, drought, climate change, land degradation and biodiversity loss are key drivers of current and future global crises. Already, up to 40% of all land has been degraded. The loss of soils and the accompanying land degradation are a threat to the livelihoods and security of over 3 billion people. Half of the world’s GDP depends on terrestrial ecosystems staying healthy and productive. The global economy will lose a whopping $23 trillion (US) by 2050 through land and soil loss alone if we continue with business as usual. Repurposing $4.6 trillion of our investments to protect our productive base and secure the production of healthy food could guarantee our prosperity while protecting our planet. Humanity is at a crossroads. We must act on all these interlinked crises concurrently.
Karapinar: The UNCCD does a lot of policy work on drought. The “mega” drought that has enveloped southwestern North America for the past 20+ years has made the region the driest since at least the year 800, according to a new UCLA-led study. How worried should we be about the impacts of drought on our societies, economies and businesses?
Thiaw: Droughts have always been a part of nature and the human experience but are now much worse. The impacts we are witnessing around the world—in Africa, Europe, China, Australia and the United States—remind us that no country or region is immune. Droughts are up 29% since 2000. That means, instead of a major drought occurring every 10 years, we have one every six years, on average. What’s more, droughts are lasting longer and are more severe. By 2050, drought may affect over three-quarters of the world’s population. Between 5 and 6 billion people may be living in areas where severe water shortages occur at least one month each year. Drought is a hazard, made worse by climate change, but many of its disastrous impacts can be contained by anticipating and preparing for them, which will allow us to respond adequately and recover when they strike. We will need to move from a reactive response to a more proactive approach to drought, including stress testing and drilling to prepare ourselves.
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The global economy will lose a whopping $23 trillion by 2050 through land and soil loss alone if we continue with business as usual.
Karapinar: What are the best steps forward regarding those challenges you mentioned? Specifically, building drought resistance, food security, and land restoration, among others?
Thiaw: Climate change bears much of the responsibility for these impacts—from water scarcity to food insecurity and the unprecedented loss of livelihoods and biodiversity. But so does how we manage our land and water resources. Healthy land is a holistic solution to the global environmental crises we face today. Managed sustainably, land can deliver powerful climate mitigation and adaptation solutions. World leaders recognize the urgent need to shift drought management approaches from the current emergency response to building long-term resilience.
And at the start of COP27, at the initiative of President Macky Sall of Senegal and Prime Minister Pedro Sanchez of Spain, 30 countries and 20 international organizations as well as the private sector supported the creation of the International Drought Resilience Alliance to rally political momentum among leaders across all sectors to make drought resilience a priority in national development. Stakeholders involved in the alliance will collaborate by sharing knowledge, innovation, technology and resources to build resilience. They will also work to bring in disengaged stakeholders, especially the private sector, to network and share knowledge with other initiatives and platforms for synergy.
Karapinar: The UN has taken a leadership role, of course, but I think all would agree this has to be a very cooperative and collaborative effort between public and private entities. Where do you see the global business community when it comes to sustainable business? Are they doing enough?
Thiaw: Land degradation and droughts of the kind we see now pose a systemic risk for business growth and long-term survival. They put the productive capacities of all businesses at risk. Adding climate change and the loss of biodiversity on top of this makes for a toxic mix for the productive systems and values chains that are the lifelines of business. And yet, the potential for business engagement in driving sustainability couldn’t be better because consumers, particularly the youth, who make up more than half of the global population, are hungry for change because their future is at stake. Business can drive this consumption towards sustainability through targeted investment. Investing in regenerative land use, for example, is an opportunity to invest in the future—to future-proof productive systems and supply chains. In a nutshell, the world has a choice. Either we continue with the current nature-destructive path and lose up to half of the global GDP by 2050, or we take a sustainable land management approach, which gives us the chance to generate 50% more wealth by mid-century.
Either we continue with the current nature-destructive path and lose up to half of the global GDP by 2050, or we take a sustainable land management approach, which gives us the chance to generate 50% more wealth by mid-century.
Karapinar: Finally, if I ask you to take a longer view—say 2050—what do you see? Are there different long-term threats—and opportunities—over the horizon? Are you optimistic that we’ll make the type of progress needed to ensure a viable, healthy, equitable and sustainable future?
Thiaw: By 2050, the world population will hit 9 billion, with the middle class having grown by hundreds of millions. Hundreds of cities over a million people will have been built. The demand for resources, including food, feed and fiber will increase steadily. According to some estimates, food production in developing countries will need to almost double compared to their production just 15 years ago. By contrast, global crop yields are estimated to decrease by 10% by 2050 due to land degradation and climate change. Some regions may suffer up to a 50% reduction. As a result, world food prices are expected to increase by an estimated 30%, plus the additional costs as fossil fuel reserves diminish and the costs of logistics, agricultural input and equipment increase.
So, the equation is complex: Responding to a growing demand while reducing global carbon emissions in an overall context where natural resources are shrinking will be a daunting task. However, from a global business perspective, this could be turned into an opportunity. The world needs to manage simultaneous transitions, mainly energy and land use. Both require large investments: shifting to regenerative agriculture; working with nature, not against it. Investing in clean energy, including in farms. Setting up new cooling systems for food. Investing a whole new ecosystem of startups for new food systems.
Plus, we have the potential to restore five billion hectares of degraded land by 2050—equivalent to 35% of the Earth’s land area. This could help prevent about one-third of projected biodiversity loss and avoid releasing an additional 83 gigatons of carbon emissions into the atmosphere, equal to more than seven years of total current global emissions. What’s more, the economic returns of restoring land and reducing degradation, greenhouse gas emissions and biodiversity loss are estimated at US$125 to $140 trillion every year. That’s about 1.5 times the global GDP of $93 trillion in 2021. The possibilities for business to drive change are unlimited. The choice is ours.
The economic returns of restoring land and reducing degradation, greenhouse gas emissions and biodiversity loss are estimated at US$125 to $140 trillion every year. That’s about 1.5 times the global GDP of $93 trillion in 2021.
Baris Karapinar leads the ESG & Sustainability practice of Protiviti Switzerland. He offers 20 years of academic and policy consultancy experience in sustainable development. He has worked for several UN agencies, including the UN Development Programme, UN Industrial Development Organization, and the Climate Finance unit of the UN Environment Programme. He served in the advisory panel of the UNCCD Land Neutrality Fund. He was a Lead-Author of the Intergovernmental Panel on Climate Change (IPCC), an internationally accepted authority on climate change. IPCC was awarded a Nobel Peace Prize in 2007.
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