03/05/2022
The Corporate Hitchhiker’s Guide to the by Boston Consulting Group (BCG):
https://www.bcg.com/publications/2022/a-corporate-guide-to-enter-the-metaverse-explained
Highlights from the Guide:
>> The metaverse is about the convergence of several developments, all of which involve step changes in technological capability:
>Metaverse worlds—m-worlds—are gathering hundreds of millions of active users thanks to the powerful computing capacity and mass-market availability of mobile phones, tablets, and PCs, as well as improvements in cloud services and connectivity (such as fiber and 5G).
>A mass market for augmented, virtual, and mixed-reality (AR, VR, and MR) headsets is growing fast, with devices such as Meta Quest 2 affordably priced and easy to set up and use.
>Virtual assets powered by an innovative Web3 technology stack are rising in popularity as objects to acquire and exchange.
For consumers, there are plenty of motivations for entering the metaverse that extend well beyond gaming. These offer consumer-facing companies the opportunity to provide:
>>New ways to shop, such as virtual storefronts, with virtual try-ons for both virtual and physical products
>>Physical-virtual experiences or exclusive access to a brand’s events or concerts
>>New ways to participate in m-worlds, such as co-creating assets and experiences, exchanging goods, or earning money
>>New ways to interact with others, in communities built around particular interests or areas of exclusivity, for instance, or through experiences associated with the three previous examples
How can Corporates Start:
>>Companies can start by familiarising their organisations with the potential impact of the metaverse.
>>A useful vehicle is an assessment of how the business may be positively or negatively affected by the convergence of the three trends described
>the rise of m-worlds;
> improvements in AR, VR, and MR; and
>the expanding use of assets enabled by . >>Companies can then choose areas of focus on the metaverse flywheel and potential use cases for their own efforts.
>>Finally, they can decide whether to
(1) become part of building this new infrastructure;
(2) monetize content and virtual assets;
(3) create B2B or B2C content, or even inward-facing experiences such as customer showrooms, virtual conferences, and remote collaboration solutions; or
(4) attract relevant audiences, both existing customers and prospects of interest (such as Gen Z consumers).