Advertising in the Metaverse: Research Agenda

IF 10.2 Q1 Social Sciences
Jooyoung Kim
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The prediction was not simply fantasy but based on the emerging technologies that were already being developed. The Metaverse Roadmap team in 2007 identified the four main scenarios of the metaversal world: augmented reality, lifelogging, virtual worlds, and mirror worlds. In less than 15 years, leading tech companies now see the opportunities to mix those scenarios and create a world beyond the real world: the metaverse. As it is just now beginning to be realized, no one can clearly foretell what the metaverse, considered as Web 3.0 (Cook et al. 2020), will be like in the future. But it is believed to be true that the metaverse is very near or is already here (in its primitive form) to stay with us and evolve in ways we may not be able to see now. Many leading tech firms are jumping on the metaverse trend. Nvidia Omniverse, Facebook Horizon, Microsoft’s enterprise metaverse, to name a few, are leading the wave. Consumer brands such as Gucci and Coca-Cola are selling their nonfungible tokens (NFTs) in metaverse platforms, such as Decentraland. We are already witnessing the formation of the metaverse ecosystem where multiple players, small and large, help one another create a second world simulating the real world (Caulfield 2021). According to Newzoo’s 2021 Global Games Market Report, the players in the metaverse ecosystem include metaverse gateways that provide platforms and content (e.g., Roblox, Zepeto, Fortnite, Sandbox, and Decentraland), feature providers (e.g., avatar tech [e.g., Tafi], social media, user interface and immersion [e.g., Oculus], and economy [e.g., Coinbase]), and infrastructure (e.g., cloud, artificial intelligence, ad tech, and connectivity). These players can be subsegmented based on who creates the content and whether the experience is centralized (e.g., Fortnite) or decentralized (e.g., Decentraland). 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引用次数: 188

Abstract

Metaverse is a term that has been gaining traction in the tech world since 2020. The term metaverse, a threedimensional virtual world inhabited by avatars of real people—and coined by Neal Stephenson in his novel Snow Crash (1992)—became one of the hottest tech terms in 2021. In fact, a Google Trends search shows the term has been actively searched since early 2021, starting around the time when Roblox went public on March 10, then when Nvidia CEO Jensen Huang said in April that the company’s next step was to create a metaverse (Shapiro 2021), and when Facebook CEO Mark Zuckerberg announced his decision to rebrand the company with a new name, Meta, on October 28. Zuckerberg also stated the change would come with a new logo (an infinity sign) and even a new stock ticker, MVRS (Kelly 2021). Some critics say that the metaverse is a vague concept or simply “the feel-good place of the exciting future” created by tech giants without enough applications of it that are useful to users (WORT 89.9FM Madison 2021), or that it is simply a fantasy world created by the powers that be to control our lives and drive us to the “black hole of consumption” (Bogost 2021). Many others, however, believe the metaverse is not a buzzword but an evolution that is already under way (Lee 2021). In fact, the metaverse is not a new concept that tech companies are just now beginning to actively consider. The Metaverse Roadmap, published in 2007 (Smart, Cascio, and Paffendorf 2007), predicted that the Internet in the 10 years that followed would see “an all-encompassing digital playground where people will be immersed in an always-on flood of digital information, whether wandering through physical spaces or diving into virtual worlds” (Terdiman 2007). The prediction was not simply fantasy but based on the emerging technologies that were already being developed. The Metaverse Roadmap team in 2007 identified the four main scenarios of the metaversal world: augmented reality, lifelogging, virtual worlds, and mirror worlds. In less than 15 years, leading tech companies now see the opportunities to mix those scenarios and create a world beyond the real world: the metaverse. As it is just now beginning to be realized, no one can clearly foretell what the metaverse, considered as Web 3.0 (Cook et al. 2020), will be like in the future. But it is believed to be true that the metaverse is very near or is already here (in its primitive form) to stay with us and evolve in ways we may not be able to see now. Many leading tech firms are jumping on the metaverse trend. Nvidia Omniverse, Facebook Horizon, Microsoft’s enterprise metaverse, to name a few, are leading the wave. Consumer brands such as Gucci and Coca-Cola are selling their nonfungible tokens (NFTs) in metaverse platforms, such as Decentraland. We are already witnessing the formation of the metaverse ecosystem where multiple players, small and large, help one another create a second world simulating the real world (Caulfield 2021). According to Newzoo’s 2021 Global Games Market Report, the players in the metaverse ecosystem include metaverse gateways that provide platforms and content (e.g., Roblox, Zepeto, Fortnite, Sandbox, and Decentraland), feature providers (e.g., avatar tech [e.g., Tafi], social media, user interface and immersion [e.g., Oculus], and economy [e.g., Coinbase]), and infrastructure (e.g., cloud, artificial intelligence, ad tech, and connectivity). These players can be subsegmented based on who creates the content and whether the experience is centralized (e.g., Fortnite) or decentralized (e.g., Decentraland). As the Internet cannot be owned by one company, the metaverse cannot be owned by one corporation or just a few tech giants (Brown 2021). Though many consider the metaverse as the next web, that is Web 3.0 or the Spatial Web (Cook et al. 2020), which might fundamentally change the way we interact with the digital world (Austin 2021), there is no clear consensus yet on how the metaverse should be defined or described because of its complexity (Smart, Cascio, and Paffendorf 2007). Some define it as (1) “a fully realized digital world that exists beyond the analog one in which we live” (Herrman and Browning 2021), a reimagined version of the OASIS in Ready Player One (Cline 2011); (2) “a massive virtual world where millions of people—or their avatars—will interact in real time”
虚拟世界中的广告:研究议程
自2020年以来,“元宇宙”这个术语在科技界越来越受欢迎。“虚拟世界”一词是尼尔·斯蒂芬森在他的小说《雪崩》(1992)中创造的,它是一个由真人化身居住的三维虚拟世界,成为2021年最热门的科技术语之一。事实上,谷歌Trends的搜索结果显示,自2021年初以来,这个词一直是活跃的搜索词,从3月10日Roblox上市开始,然后是英伟达首席执行官黄仁勋在4月份表示该公司的下一步是创建一个虚拟世界(Shapiro 2021),以及Facebook首席执行官马克·扎克伯格在10月28日宣布他决定用一个新名字Meta来重新命名公司。扎克伯格还表示,这一变化将带来一个新的标志(一个无穷大的标志),甚至是一个新的股票行情,MVRS (Kelly 2021)。一些评论家认为,虚拟世界是一个模糊的概念,或者只是科技巨头创造的“令人兴奋的未来的感觉良好的地方”,没有足够的对用户有用的应用程序(WORT 89.9FM Madison 2021),或者它只是一个幻想世界,由控制我们的生活并将我们推向“消费黑洞”(Bogost 2021)的权力创造。然而,其他许多人认为,超宇宙不是一个流行语,而是一种已经在进行的进化(Lee 2021)。事实上,虚拟世界并不是科技公司刚刚开始积极考虑的新概念。2007年出版的《虚拟世界路线图》(Smart, Cascio, and Paffendorf 2007)预测,在接下来的10年里,互联网将出现“一个无所不有的数字游乐场,人们将沉浸在永远在线的数字信息洪流中,无论是在物理空间中漫游,还是潜入虚拟世界”(Terdiman 2007)。这一预测并非单纯的幻想,而是基于已经开发出来的新兴技术。2007年,Metaverse Roadmap团队确定了Metaverse世界的四个主要场景:增强现实、生活日志、虚拟世界和镜像世界。在不到15年的时间里,领先的科技公司现在看到了将这些场景混合在一起的机会,并创造了一个超越现实世界的世界:虚拟世界。正如人们刚刚开始意识到的那样,没有人能清楚地预测未来被认为是Web 3.0 (Cook et al. 2020)的元宇宙会是什么样子。但人们相信,超宇宙离我们很近,或者已经在这里(以其原始形式),并以我们现在可能无法看到的方式进化。许多领先的科技公司都在追赶这一趋势。英伟达(Nvidia)的Omniverse、Facebook的Horizon、微软(Microsoft)的企业元宇宙(enterprise metaverse)等都在引领这一浪潮。古驰(Gucci)和可口可乐(Coca-Cola)等消费品牌正在Decentraland等虚拟世界平台上销售他们的不可替代代币(nft)。我们已经见证了虚拟世界生态系统的形成,在这个生态系统中,大大小小的多个玩家互相帮助,创造了模拟现实世界的第二个世界(Caulfield 2021)。根据Newzoo的《2021年全球游戏市场报告》,虚拟世界生态系统中的参与者包括提供平台和内容的虚拟世界网关(如Roblox、Zepeto、Fortnite、Sandbox和Decentraland)、功能提供商(如虚拟角色技术[如Tafi]、社交媒体、用户界面和沉浸感[如Oculus]、经济[如Coinbase])和基础设施(如云、人工智能、广告技术和连接)。这些玩家可以根据内容的创造者以及游戏体验是集中式的(如《堡垒之夜》)还是分散式的(如《Decentraland》)进行细分。正如互联网不可能由一家公司拥有一样,虚拟世界也不可能由一家公司或几家科技巨头拥有(Brown 2021)。虽然许多人认为元宇宙是下一个网络,即web 3.0或空间网络(Cook et al. 2020),它可能从根本上改变我们与数字世界的互动方式(Austin 2021),但由于其复杂性,对于如何定义或描述元宇宙还没有明确的共识(Smart, Cascio, and Paffendorf 2007)。有人将其定义为:(1)“一个完全实现的数字世界,它超越了我们所生活的模拟世界”(Herrman and Browning 2021),是《头号玩家》(Ready Player one)中OASIS的重新想象版本(Cline 2011);(2)“一个巨大的虚拟世界,数百万人或他们的化身将实时互动。”
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Interactive Advertising
Journal of Interactive Advertising Social Sciences-Communication
CiteScore
7.40
自引率
0.00%
发文量
22
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