Why go to the metaverse without waiting?

Discussing today’s metaverses is a lot like discussing the precise definition of the Internet in the 1990s.

Introduction

A few numbers as a first introduction.

In terms of financial projections, Bloomberg recently estimated the size of the metaverse market at $800 billion.

In terms of combined audience, Fortnite + Roblox + Minecraft represent over 300 million monthly users, which is comparable to what the Internet was in March 2000.

In terms of strategic projection, Yves Guillemot, CEO of Ubisoft, sums up the situation well: the metaverse is the 5th industrial revolution.

Definition

Metaverses are persistent digital virtual worlds.

These are indeed worlds of their own where people are represented by avatars, buildings, roads and paths, forests, rivers, beaches; they are virtual because they are real only in their digital version that we immerse ourselves in through an avatar, and persistent because they continue to function and evolve when we leave them: this is why they stand out from other video games, even online.

These virtual worlds are based on the new Web 3.0, with the motto that everyone has equal access to the means of production, to the economic models, to the services offered, thanks to the verifiable ownership of unique digital assets (tamper-resistant tokens, property deeds, or “NFT “) exchanged through enhanced protocols (block chain and cryptography) and reimbursed by virtual currencies (cryptocurrencies).

Central to these metavers, their immersive dimension as VR stimulates the deep parts of our brains to lead to interconnected immersive open worlds equipped with the five senses.

Tomorrow you can do almost anything in a metaverse: see a concert, take an online trip, visit a museum, play with your friends, access virtual sports coaches, shop in all the stores you want, get his insurance, settle his claims, and listen to his broker.

Their monetization potential is great: monetize social and professional interactions on social VR platforms, monetize parts of the World Wide Web in the form of NFTs, and monetize cultural events by making them accessible to the public. around the world, where the size of a concert hall in real life is limited.

Pure speculation aside, land sales in 2021 on real estate reached nearly $4 million on Decentraland or on Sandbox, or on vehicles, like this superyacht made by Republic Realm studios, sold for 149 ETH, or nearly $650,000, on the OpenSea. -auction site. “Navigable” on the game The Sandbox, we are witnessing a big change, for example the artist Krista Kim sold the first digital house thanks to NFT technology for $ 500,000.

Such as ROBLOX, and its 30 million daily users (an increase of 80% in one year), the vast majority of whom are under the age of 12, which represents just one of the major METAVERS (On can also quote SANDBOX, CRYPTOVOWELL, DECENTRALAND) it is easy to imagine that these digital flows, these spaces, these virtual properties, must be guaranteed quickly.

The METAVERS tomorrow will be the market where we take care of the real (home and his company and his person in health life dead) and his virtual (land, vehicles, avatars): going beyond the internet, metaverse will replace it and therefore will be the be the place where tomorrow’s multichannel digital customer experience will take place.

The insurance entry point will move at a speed that we can hardly perceive, from the Batignolles agency to the metaverse without going through the internet that has given up arms to be absorbed in the ultimate experience: meta-insurance or meta-insurance .

Talking about “the metaverse” is a bit like discussing the precise definition of the Internet in the 1990s. The beginnings of a new form of communication were emerging, but no one could really know what it would look like.

I start from a simple observation: we face a revolution that is already underway, one that will change our use, and insurance is a use that will become meta faster than we think.

You can judge it.

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