Metaverse: between business opportunities and regulatory issues
Presented as the new era of the Internet, the metaverse is a major opportunity for Touch players but still has to meet many societal, economic and legal challenges. The vision of Nicolas Parpex, director of the Cultural and Creative Industries (ICC) division at Bpifrance.
We are still in the " experimental phase ," explains the head of content at the American firm Meta. A contraction of " meta" and "universe ," it refers to a universe that extends beyond reality. In fact, " it's a plurality of immersive and permanent digital environments or worlds that can be approached from several perspectives ," explains Nicolas Parpex, director of the ICC division and head of the Touch Plan at Bpifrance's innovation department. On the one hand, the metaverse refers to an entire ecosystem composed of multiple environments or platforms. Fortnite, Minecraft, The Sandbox, and Decentraland are just a few examples. On the other hand, the metaverse is accessible through third-party technologies and tools: from cloud hosting to virtual reality headsets and augmented reality glasses. This multifaceted nature is all the more appealing because a number of companies, brands, and consumers have already embraced it.
Universes with multiple uses
“ The metaverse should be seen as an accelerator that will foster the hybridization of experiences and content ,” says the director of the ICC division. “ At Bpifrance, we will need to coordinate this colossal ecosystem, while also financing and supporting the companies that revolve around the metaverse .” A multitude of uses are emerging with a common denominator: the notion of co-presence, that is, a collective experience between several users represented by customizable avatars. Metaverses will be used for entertainment, games, and socializing, as well as for creating, buying, selling, and even working. The Meta Group, for example, created the Horizon Workrooms metaverse to allow its remote employees to meet in virtual reality.
The metaverse represents an unmissable opportunity for cultural and creative industries . " Cinema , which already produces visual experiences, has enormous potential ," notes the director of the ICC cluster. The video game sector, for its part, already has a head start: the creation of digital universes and their monetization are part of its DNA. For fashion and the creative and design industries, the opportunity lies in the creation of digital experiences and the sale of unique digital assets. Some designers like Balenciaga and Jacquemus are already envisioning collections in NFT format. For Nicolas Parpex, the challenge for companies in the Touch sector is clear: " You have to experiment, take risks, be bold with the content and the experience aspect. The gaming sector is more advanced in this area because it knows how to manage digital platforms as persistent virtual universes, monetize within this universe, and create experiences. That's a significant head start, but it's crucial not to lose it."
France has a role to play in developing a metaverse ecosystem. But this involves regulatory and legal issues, as well as economic challenges in virtual worlds where transactions are constantly evolving. " We need to equip people with the necessary hardware, develop the appropriate infrastructure, create suitable content and experiences, define business models, and also establish a regulatory framework. All of these are obstacles that need to be overcome," emphasizes Nicolas Parpex. Even though many players have taken up these issues, such as Meta, Microsoft, and Roblox, addressing these different challenges will take time. Meta, one of the pioneering players, speaks of a 10- to 15-year roadmap.
To find out more, register for the Bpifrance and La French Touch event in the Metaverse on Wednesday, June 22nd at 17pm!
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