Introduction 
	    The Metaverse has been hard for investors to
	        avoid in the last 12 months. It has been variously described as everything from
	        the evolution of virtual reality (VR) to
	        the next iteration of the internet. 
	    That is one way to think about it, that of a
	        coming technological overhaul which will move users from read-only static
	        webpages (Web1) to interactive read + write and social networks (Web2) to read +
	        write + own (Web3). 
	    The Metaverse is one specific evolution of
	        Web3. When 'complete', it will involve a series of decentralised interconnected
	        and increasingly realistic 3D virtual worlds, each with their own functional
	        online economy.
	    A January 2022 report by Gartner suggests that by 2026, 25% of people globally will
	        spend at least one hour per day in the Metaverse for work, shopping, education,
	        social media and entertainment.
	    
	    
	        
	        
	    
	    The term 'Metaverse' was coined 30 years ago
	        by Neal Stephenson in his 1992 novel Snow Crash. The author foretold a
	        future where users connected to a VR space using the internet and interacted
	        with objects and other human beings through augmented reality (AR). Players
	        were represented by avatars, with computer programs ('software agents') acting
	        on their behalf.
	    It was prophetic, but like most predictions,
	        only partially correct. We can consider the software agents of this fiction
	        like the blockchain-based smart contracts of today: automated pieces of code
	        that carry out specific pre-defined actions in law, finance or to ascribe
	        rights to digital property (NFTs). 
	    VR and AR are not new technologies but their
	        usage is growing and their influence is starting to bleed into everyday life.
	        Facebook's October 2021 name-change to Meta, and its $10bn commitment to developing the Metaverse,
	        was just the crest of a wave. In February 2022 Nigel Bolton, co-head of
	        equities at $10 trillion asset manager Blackrock, predicted "game changer" products including AR glasses and 5G technology
	        would fuel huge Metaverse growth in 2022, not only for tech firms but also
	        consumer, advertising and leisure stocks. 
	    The world's most recognised investment banks
	        have already scoped out the total addressable market. Morgan Stanley sees
	        Metaverse-related businesses combined creating an $8.3 trillion
	            opportunity in the United States alone.
	        Goldman Sachs sees an ultimate valuation of more than $12 trillion globally.
	    The pace of change may be even more rapid
	        than that. Given that digital asset markets have grown from a $10 billion
	        industry to one worth $2 trillion in less than 6 years, such predictions should not be quickly dismissed. 
	    Key features 
	    The key verticals involved in the Metaverse
	        include cutting-edge technologies in online gaming, virtual reality, 3D
	        graphics engines, high-speed wireless communications, video streaming and more,
	        but ultimately Metaverse development is likely to affect almost every industry
	        in the future and stretch far beyond its first major application in gaming. 
	    Morgan Stanley senior internet analyst Brian
	        Nowak writes:
	    
	        While the market is still debating how long the metaverse
	            will take to develop and what it will feature, we think the metaverse is most
	            likely going to be a next-generation social media, streaming, gaming and
	            shopping platform. In some ways we already live in a metaverse, as shown
	            by the 11 billion days per year spent by daily active users in the US consuming
	            digital media...that time could move to the metaverse.
	    
	    Other predictions from Morgan Stanley are
	        that the Metaverse market could extend as far as enterprise applications for
	        real estate, automotive and education sectors, alongside consumer verticals in
	        video streaming, music and gaming.
	    
	        
	        
	            Source: https://www.morganstanley.com/ideas/global-stock-trends-2022
	        
	    
	    As digital asset exchange Coinbase
	        (NASDAQ:COIN) noted in its own investigation: the hypothetical tech stack of the Metaverse will include
	        persistent, synchronous and mass-scale virtual worlds upon which user will have
	        the ability to socialise, work, transact and create.
	    
	        
	        
	            Source: https://blog.coinbase.com/how-coinbase-thinks-about-the-metaverse-16d8070f4841
	        
	    
	    
	        VR/AR/MR
	    
	    One of the cornerstones of the Metaverse is
	        VR (virtual reality) and its associated technologies AR (augmented reality) and
	        MR (mixed reality). The terminology has not yet been rigorously defined, but
	        the key concepts are that VR immerses people in 3D virtual environments, while
	        AR/XR/MR takes computer-generated images and overlays them on our view of the
	        world.
	    Nintendo (TYO:7974)
	        produced the first globally successful mass-market mobile gaming application of
	        AR/XR with 2016's Pokemon Go. Using GPS-enabled mobile phones, players located,
	        captured, and battled with virtual creatures. So immersive was the experience
	        that huge crowds of players formed in the locations where these digital
	        monsters appeared, for example in Taipei where thousands of
	            gamers descended on a particular street where
	        a 'rare' Pokemon was located. This cultural phenomenon peaked at 233 million
	        players in 2016 and while users now sit around 150 million, the game still
	        generated its highest ever
	            revenue of $1.2bn in 2020.
	    Microsoft
	        (NASDAQ:MSFT) moved into enterprise MR with its Hololens project in 2015. More
	        recently its January 2022 all-cash $68.7bn deal to buy gaming company Activision Blizzard was to "accelerate
	        the growth in Microsoft's gaming business and [to] provide building blocks for
	        the metaverse."
	    Apple
	        (NASDAQ:AAPL) is reportedly seeking to launch an enterprise-focused mixed-reality headset as soon as the end
	        of Q2 2022, featuring dual 8K displays and more than a dozen motion-tracking
	        sensors. 
	    Meta Platforms (NASDAQ:FB) is undoubtedly the market leader in retail VR. By April 2021, its Oculus Quest 2 VR headset passed the
	        milestone of selling more total units than all other Oculus headsets combined.
	        Speaking to Bloomberg, the VP of Reality Labs Andrew Bosworth said the sales were
	    
	    
	        a tremendous indicator that we are now at that point where we have broken through
	            from the early adopter crowd to an increasingly mainstream crowd.
	        
	    
	    As the New York Times reported in January 2022: 
	    
	         Of the more than 3,000 open jobs listed on
	            Meta's website, more than 24% are for roles in augmented or virtual reality.
	            One job listed for a 'gameplay engineering manager' for Horizon, the company's
	            free virtual reality game, said the candidate's responsibilities would include
	            imagining new ways to experience concerts and conventions.
	        
	    
	    With the mapping ability of Google Earth
	        extending from the deserts of the Kalahari to the mountains of Bali, VR users
	        today can visit almost every location on the planet in 3D from the comfort of
	        their sofa. Both this, and the freedom of movement constraints imposed by the
	        Covid pandemic have opened the door to a very large potential market
	        opportunity. 
	    Why sell just 3,000 physical seats to a live
	        concert or sporting event when the same 3D audio and visual experience can be
	        ported to VR and sold to 300,000? Or 3 million? 
	    On the enterprise side of the AR market,
	        leaders are likely to include companies such as PTC Inc (NASDAQ:PTC),
	        which focuses on industrial
	            workforces collaborating remotely.
	    
	        Roblox, Snap, Meta to lead
	    
	    Meta, along with Roblox (NYSE:RBLX) and
	        Snap (NYSE:SNAP) will be the early winners of the retail Metaverse
	        economy, according to Goldman Sachs.
	    
	    Snap is at the forefront (and an emerging
	        industry leader) with respect to the rise of augmented reality, as management
	        has prioritized investments in the development and adoption of AR
	        technologies/use cases, their late-2021 report reads.
	    Snap has 200,000 Lens creators and developers
	        with use cases spanning taking spatial measurements, new forms of storytelling
	        for entertainment and shopping (for example trying on shoes in AR and
	        purchasing directly).
	    Epic Games' Fortnite and Roblox lead social
	        gaming metrics, with users spending on average more than an hour and a half on
	        each multiplayer open-world game in 2020, "signalling the value the younger
	        generation place on social elements and virtual worlds within gaming".
	    
	        
	        
	    
	    As one of the world's most popular gaming
	        platforms, Roblox also benefits from its large creator economy with over 50
	        million daily active users and 200 million monthly active users, Goldman notes.
	        Roblox monetises its user base through the sale of its virtual currency, Robux,
	        which can be used to enhance game experiences, customise a players avatar, or
	        acquire development resources. The platform includes content developed by
	        individuals alongside film and TV studios like Warner Bros and Netflix, game
	        studios and external music artists.
	    
	        NFTs: Cross-platform digital scarcity
	    
	    Non-fungible tokens (NFTs) are undoubtedly one
	        of the first mainstream mass-market applications of blockchain technology, and
	        the picture has shifted from profile pictures of apes and cats into digital
	        artwork and beyond. ETC Group research shows NFT sales growth jumped 15,000% between 2020 and 2021.
	    So while traditionally-minded businesses from Samsung (KRX:005930) to PWC's Hong Kong arm are each buying up NFT land and opening stores in
	        metaverse-focused blockchain projects, it is no wonder that
	        Gucci, Burberry (LSE:BRBY), Gap (NYSE:GPS), Nike (NYSE:NKE) — with its December
	        2021 buyout of NFT fashion and collectibles startup RTFKT — and any major
	        multinational fashion brand investors care to name have spotted an opportunity
	        in creating and selling exclusive digital goods. 
	    This growing trend proves that digital
	        scarcity programmatically controlled by code, as with Bitcoin and NFTs, are
	        just as desirable as physical scarcity, whether by price or by the availability
	        of raw materials. To dismiss the opportunity out of hand is to dismiss a
	        fundamental part of human nature: people want to own things that others can't.
	    Some exclusive digital products have even
	        sold for higher prices than their physical counterparts. In June 2021 a Gucci
	        'Queen Bee Dionysus' bag listed on the Roblox marketplace reached $4,115, 21% more than the cost of a physical bag at $3,400. 
	    
	        Regulation
	    
	    Potential regulation of the metaverse is at
	        an early stage but could encompass everything from personal digital identity to
	        payments and video streaming to property rights. 
	    Meta has already rowed back its attempts to
	        control the digital currency of the metaverse after hitting regulatory
	        barriers. Its 2019-introduced Libra project, later renamed to Diem, was shelved
	        in February 2022 and its assets sold to Silvergate Bank. 
		And as Osborne Clarke partner Felix Hilgert cites:
	    
	        Where a metaverse includes live content and
	            streaming...providers may fall within the purview of media regulation with which
	            game companies and social networks have not traditionally been concerned.
	        
	    
	    Core regulation in this field includes the EU Audiovisual Media Services
	        Directive (AVMSD), and online streams may require licences depending on which
	        country's participants view them.
		On 8 February 2022 the European Union head of
	        antitrust, Margrethe Vestager, said that officials in the EU should learn more
	        about the metaverse before seeking to impose regulations. As quoted by Reuters, the European Commissioner for Competition explained that the
	        metaverse was here already, adding:
	    
	        Of course we start analysing what will be
	            the role for a regulator, what is the role for our legislature. That move has
	            in turn triggered concerns about possible dominance [of Meta Platforms].
	            Everything we do must be fact-based...we need to understand it before we can
	            decide what actions would be appropriate.
	    
	    
	        Outlook
	    
	    It may seem today that the dominance of the
	        internet was a foregone conclusion. After all, everything from our phones to
	        our watches and even new washing machines are smart, WiFi-enabled, and
	        interconnected. But at least five years after the TCP/IP protocol that allowed
	        computers on the same network to share data was created, it remained a niche
	        invention popular only with researchers and academics.
	    By the same token, what consists of investing
	        in the 'metaverse' may change quite radically over the next decade.
	        Cutting-edge and misunderstood technologies may become mainstream,
	        billion-dollar industries, just as with cryptographically-secure
	        blockchain-powered NFTs.
	    And while fictional visions of the Metaverse may take decades to become reality, the elements that power such a future are already here: where working, shopping and social media shifts from behind a phone or laptop screen into a VR/MR space, where users actually own their customisable digital identity through NFTs, can port them from one currently siloed part of the net to another, and pay for goods using digital assets.
	    The conclusion? The smart money believes that
	        a multi-trillion dollar investment opportunity is ahead. 
	    
	                                                            
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