A Cross-Industry Public Foresight Project: Co-Authors Contributing Authors
A Cross-Industry Public Foresight Project: Co-Authors Contributing Authors
A Cross-Industry Public Foresight Project: Co-Authors Contributing Authors
Lead Reviewers
Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment
Alexander Macris, Themis Group Rueben Steiger, Millions of Us
Futuring and
Innovation Center
Graphic Design: FizBit.com
accelerating.org metaverseroadmap.org
MVR Summit Attendees
Distinguished industry leaders, technologists, analysts, and creatives
who provided their insights in various 3D web domains.
Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI
Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International
Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for
Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support,
Office of Information Technology
Wagner James Au Blogger, New World Notes; Author, The Making of
Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director
of Special Projects, Sony CEA R&D
Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford
University Bob Moore Sociologist, Palo Alto Research Center (PARC),
PlayOn project
Betsy Book Director of Product Management, Makena
Technologies/There; Editor, Virtual Worlds Review Randal Moss Manager of Futuring and Innovation Based
Strategies, American Cancer Society
Corey Bridges Co-founder, Executive Producer and Marketing
Director, Multiverse Jerry Paffendorf Research Director, Acceleration Studies
Foundation; Futurist in Residence, Electric Sheep
Jamais Cascio Founder, Open the Future; Former Editor,
Worldchanging Company
Edward Castronova Author, Synthetic Worlds, 2005; Director of Grad Marty Poulin Co-founder and CTO, Yoick; Former Director
Studies, Dept of Telecom, U. of Indiana of Online Technology for Disney’s Interactive
Studios
Helen Cheng Assistant Product Manager, Seriosity
John Smart President, Acceleration Studies Foundation
Giff Constable VP of Business Development, Electric Sheep
Company David Smith Architect, Open Croquet; CTO, 3DSolve
Esther Dyson Editor, Release 1.0 and Editor at Large, CNET Rueben Steiger CEO, Millions of Us
Networks John Swords Host, SecondCast
Doug Englebart Pioneer of human-computer interaction at SRI; Daniel Terdiman Writer, CNET
Director, Bootstrap Institute
Barry Tolnas Web Development, American Cancer Society
Randy Farmer Community Strategic Analyst, Yahoo!, Inc.
Sibley Verbeck Founder and CEO, Electric Sheep Company
Guy Garnett Director, Cultural Computing Program, University
of Illinois at Urbana-Champaign Mark Wallace Journalist; Blogger, 3pointD and Second Life
Herald; Co-Author, Only a Game, 2006
Eric Gruber Freelance Producer, MTV Networks
Payton White Manager of Distributed Network Technology, US
Will Harvey Founder and CEO, IMVU R&D, Sony Computer Entertainment
Daniel James CEO, Three Rings Ian Wilkes Director of Operations, Linden Lab/Second Life
Joaquin Keller Lead Designer, Solipsis; Senior Researcher, France Nick Yee Founder, Daedalus Project; Ph.D. Student,
Telecom R&D Department of Communication, Stanford
Raph Koster MMORPG Designer; Former CCO, Sony Online University
Entertainment Ethan Zuckerman Fellow, Berkman Center for Internet & Society,
Mike Liebhold Senior Researcher, Institute for the Future Harvard University
Metaverse Roadmap
Pathways to the 3D Web A Cross-Industry Public Foresight Project
What happens when video games meet Web 2.0? When virtual worlds meet
geospatial maps of the planet? When simulations get real and life and business go
virtual? When you use a virtual Earth to navigate the physical Earth, and your
avatar becomes your online agent? What happens is the metaverse.
Introduction In its inaugural version, the MVR
focuses on defining and exploring
periodically seeking the guidance of
experts at sponsored MVR summits,
Over the past year the this major new social space. In and engaging in extended interaction
Acceleration Studies Foundation future versions we expect to add with online communities through the
(ASF) and its supporting industry-developed timelines for use of blogs, wikis, podcasts, and
foresight partners have explored Metaverse technology other media channels.
the virtual and 3D future of the development. Our inaugural MVR
World Wide Web in a first-of- budget was roughly $100K, paid We invite you to contribute your
its-kind cross-industry public for by our generous financial unique insights to future Metaverse
foresight project, the Metaverse sponsors. With the resources Roadmap summits, conversations,
Roadmap (MVR). We use the provided we endeavored be as and updates through feedback,
term Metaverse in a way that multinational and inclusive as volunteer effort, and financial
includes and builds upon Neal possible. With greater support. In these early days of the
Stephenson’s coinage in the recognition, more visibility and Metaverse, financial sponsorship is
cyberpunk science fiction novel, more sponsorship support, we particularly helpful to improving the
Snow Crash, which envisioned a look forward to bringing an even quality of future roadmaps. Email us
future broadly reshaped by broader range of expertise to the at roadmap@accelerating.org .
virtual and 3D technologies. next version of the roadmap.
Metaverse Roadmap
Pathways to the 3D Web 3 A Cross-Industry Public Foresight Project
Metaverse Definition web technologies, and the standard
way in which we think of life online.
(efficiencies of ICT, nanotechnologies,
and process automation based on these
The Metaverse is a complex Like the Web, the Metaverse technologies), it is most reasonable to
concept. In recent years, the term wouldn't be the entirety of the expect the great majority of these
has grown beyond Stephenson’s Internet—but like the Web, it would technology trends to continue
1992 vision of an immersive 3D be seen by many as the most accelerating over the time horizon of this
virtual world, to include aspects of important part. roadmap.
the physical world objects, actors, Moore’s Law is just one of a
interfaces, and networks that The emergence of a robust large family of accelerating
construct and interact with virtual Metaverse will shape the
technology capacity
and performance
environments. We have collected development of many growth curves.
several definitions in the Glossary technological realms that
(Sec. 20) of the MVR Inputs. Here presently appear non-
is one that seems as good a starting Internet-related. In
point as any: The Metaverse is the manufacturing, 3D
convergence of 1) virtually- environments offer ideal
enhanced physical reality and 2) design spaces for rapid-
physically persistent virtual space. prototyping and customized
It is a fusion of both, while and decentralized
allowing users to experience it as production. In logistics and
either. transportation, spatially-
aware tags and real-time
There is no single, unified entity world modeling will bring
called the Metaverse—rather, there new efficiencies, insights,
are multiple mutually-reinforcing and markets. In artificial
ways in which virtualization and
3D web tools and objects are being
intelligence, virtual worlds offer low- MVR Survey
risk, transparent platforms for the A twenty-two question survey of key
embedded everywhere in our development and testing of uncertainties in the Metaverse future
environment and becoming autonomous machine behaviors, was developed and administered to our
persistent features of our lives. many of which may be also used in 50 summit experts (30 responded) and
These technologies will emerge the physical world. These are just a also briefly posted for public input at the
contingent upon potential benefits, sampling of coming developments MVR website (115 to 136 responded).
investments, and customer interest, based on early stage Metaverse Some valuable insights emerged, and a
and will be subject to drawbacks technologies. number of responses are included in the
and unintended consequences.
discussion below. Please see the
In sum, for the best view of the Appendix for the full response set.
In time, many of the Internet changes ahead, we suggest thinking
activities we now associate with the of the Metaverse not as virtual space MVR Survey Question 22. In 2016, how many
2D Web will migrate to the 3D but as the junction or nexus of our hours per week will a typical member of the U.S.
spaces of the Metaverse. This does population ages 13-30 use interactive, internet-
physical and virtual worlds. accessing, 3D visual environments for EACH of
not mean all or even most of our the following activities?
web pages will become 3D, or even
that we'll typically read web Enabling Trends
content in 3D spaces. It means that The back story of the Metaverse is
as new tools develop, we’ll be able that its emergence is being enabled
to intelligently mesh 2D and 3D to by a number of exponential
gain the unique advantages of each, technology capacity and performance
in the appropriate context. growth trends. Together, these
rapidly expanding digital capacities
Although the "Web" technically and abilities are creating the “soil” in
refers to a particular set of which our 3D web computing
protocols and online applications, ecosystem is emerging.
the term has become shorthand for
online life. It's possible that See the Constants (Sec. 3) of the
"Metaverse" will come to have this MVR Inputs for a sampling of their In 2016 the Metaverse may be primarily a social
same duality: referring to both a breadth and impact. Due to the and communication space, but experts suggest
it will have many other uses as well.
particular set of virtualizing and 3D special physics of the nanocosm
Metaverse Roadmap
Pathways to the 3D Web 4 A Cross-Industry Public Foresight Project
Metaverse Scenarios context, this means technologies
that layer new control systems and
development in various contexts, is yet
to be seen.
The complexity of the Metaverse information onto our perception of
suggests great uncertainty about the physical environment. Combining the two critical
how and when its forces and uncertainties gives four key
features will manifest in society. • Simulation refers to technologies components of the Metaverse future:
In such conditions, foresight that model reality (or parallel
professionals frequently use a
scenario approach, creating a set
realities), offering wholly new
environments; in the Metaverse
Virtual Worlds
of partly-unique and partly- context, this means technologies Mirror Worlds
overlapping stories of future
conditions. Scenarios aren't a
that provide simulated worlds as
the locus for interaction.
Augmented Reality
method of finding probable
futures; instead, they're tools for
Lifelogging
• Intimate technologies are focused
exploring possible futures, and inwardly, on the identity and
looking for less-obvious actions of the individual or object; These four scenarios emphasize
implications. Nevertheless, we do in the Metaverse context, this different functions, types, or sets of
venture a few predictions in the means technologies where the user Metaverse technologies. All four are
following pages. (or semi-intelligent object) has already well into early emergence, yet
agency in the environment, either the conditions under which each will
For those seeking additional through the use of an avatar/digital fully develop, in particular contexts,
opinions on probable Metaverse profile or through direct appearance are far from clear.
futures, we refer you to Cycles as an actor in the system.
(Sec. 7), Trends (Sec. 8), and the
There are of course other types and
many Predictions (Sec. 9), • External technologies are focused functions of technology likely to
recorded in the MVR Inputs. outwardly, towards the world at influence Metaverse development
Prediction analysis, another large; in the Metaverse context, this which are not explicitly covered in our
foresight practice, has repeatedly means technologies that provide scenarios.
shown that even the best long- information about and control of
range technology forecasts the world around the user. Several of these minimally mentioned
typically have only a 50% success
or neglected topics are likely to
rate (Megamistakes,
be major near-term influences,
Schnaars, 1989). Assuming
such as Internet Television
we have met that standard,
(ITV) and Videoconferencing.
which half of our MVR
Others, such as the
predictions are correct we
Conversational Interface (CI)
leave to you, and the
to the web may become key
future, to determine.
drivers only in the longer-term
speculation horizon of the
To construct our scenario
set we selected two key roadmap (2016 to 2025).
continua that are likely to
influence the ways in For more on such important
which the Metaverse factors, and several mini-
unfolds: the spectrum of scenarios relating to them, see
technologies and Positive Scenarios (Sec. 10),
applications ranging from Negative Scenarios (Sec. 11)
augmentation to and Wildcard Scenarios (Sec.
simulation; and the 12) in the MVR Inputs.
spectrum ranging from
intimate (identity-focused) to Recognizing the complexity of the
These continua are "critical Metaverse space, we nevertheless
external (world-focused). uncertainties"—critical because consider the following four major
they are fundamental aspects of the scenarios an excellent starting point
• Augmentation refers to coming Metaverse, and
technologies that add new for understanding our virtual and 3D
uncertainties because how they will digital future.
capabilities to existing real emerge, their relative and absolute
systems; in the Metaverse
Metaverse Roadmap
Pathways to the 3D Web 5 A Cross-Industry Public Foresight Project
Virtual Worlds (Intimate/Simulation) Electronic virtual worlds (first text based, later graphical)
have existed since our first personal computers (e.g., MUD,
Virtual worlds increasingly augment the economic and Adventureland, and CBBS 1978). See History (Sec. 1) in the
social life of physical world communities. The MVR Inputs. They are digital versions of narratives set in
sharpness of many virtual and physical world “other realities” since the beginning of civilization. In the
distinctions will be eroded going forward. In both earliest years, the quality of textual narratives, story, and
spaces, issues of identity, trust and reputation, social emotional appeal drove adoption. Later, visual aspects
roles, rules, and interaction remain at the forefront. became a leading differentiator. As graphical technology
improved, it crossed a usability threshold, then broadband
Issues and Technologies connectivity increased, and now software advances are
Discussion of the Metaverse usually begins with giving new creative powers to the user. These developments
massively multi-user virtual worlds (VWs), a fast- have allowed social and economic potential to become major
growing space that is already mixing physical and virtual new differentiators. Many of today’s “2.5D” VW’s such as
social, economic, and to a limited extent, political Playdo and Habbo Hotel attract millions of youth users.
systems via both asynchronous single-user and realtime Their less-than-3D graphics can be overlooked due to their
multi-user modes. Of all our scenarios, Metaverse social benefits, simplicity, and speed of operation on today’s
computers.
Roadmap participants talked most about virtual worlds.
At the same time, VWs evoked the greatest uncertainty
and disagreement. There is a useful distinction between VW-based multiplayer
games, such as Everquest or World of Warcraft, and VW-
based social environments, such as Second Life and Sony's
A key component of the VW scenario is one’s avatar (or
in multiplayer games, character), the user’s Home. Multiplayer games are goal-oriented, with social
interaction used as a tool for task completion; such worlds
personification in the VW. As in the physical world,
are set in an internally-consistent fictional or fantasy-based
capabilities accessible in digital space are contingent on
realm. In most, entertainment is a primary goal. In so-called
the limitations of the avatar. But in comparison to one’s
physical persona, growth in the social, economic, and “serious games,” training and education are primary goals.
functional capabilities of one’s avatar can be far more
rapid, and learning experiences can be greatly
accelerated. By contrast with the general 3D web, MVR
participants expected only a limited non-entertainment
adoption (and by inference, social utility and intelligence)
of avatars and VWs over the near-term, ten-year roadmap
horizon.
Avatar image from Perfect World China website. Social VWs, by contrast, exhibit fewer overt goals and value
structures, and offer more open-ended user freedoms,
creation of objects, economic and social interaction, and
interpersonal networks. In a few social VWs, such as the
Metaverse Roadmap
Pathways to the 3D Web 6 A Cross-Industry Public Foresight Project
rapidly growing world of Second Life, the user retains multiplayer VWs, object creation is constrained by the
some ownership rights to the objects, land, and other setting and game rules. In mirror worlds, creation is
assets acquired in the world. The emergence of broader constrained by the need to reflect reality. Only in social VWs
individual rights inside VWs, a move beyond historically is the creation process truly open-ended, and many are
restrictive EULAs (End-User License Agreements) was becoming open-source as well. At present, Second Life (SL)
discussed by MVR participants as a new convergence offers the most powerful object-creation toolset in a virtual
between virtual and physical space. While inspiring, the world. With some effort, SL objects can be converted to
vision (John Perry Barlow, 1996) of an emerging professional 3D programs (Maya, 3DS Max, Solidworks,
independent cyberspace, with its own political and etc.) for animation, blueprint roughs, and even computer-
economic rules and jurisdictions, like any sovereign aided design and production of simple physical-world
nation, was not echoed by MVR participants, who talked objects. SL’s next generation of server upgrades will also
of increasing physical world regulation over virtual space support spatial audio streams of its inhabitants, which will
in the foreseeable future. provide an attractive and useful new dimension to the VW.
These are promising developments, though many challenges
In practice, the game vs. social world distinction is often remain.
blurred, as goal-directed games always emerge inside
social VWs, and as social experiences broaden inside the
more popular game worlds. The distinction may be
further eroded by interoperability, as VW “syndication”
emerges in coming years. Having more user freedom to
move avatars, interfaces, and assets between worlds—
subject to the need to maintain story integrity in game-
based worlds—was a common desire of MVR
participants. But to move beyond today’s “Walled
Gardens,” not only new standards and syndicates, but
better systems for user identity, trust, and reputation will
A panel discussion inside Second Life. Avatars can watch video,
be needed, to ensure player accountability to the unique
hear audio of the speakers, and text chat with each other
rules of each world. privately during the event.
MVR Survey Question 2. In 2016, the most popular global How many social VWs will themselves be open source in
3D worlds (by user base) will allow the importing of user trust
the longer term future, and how many will flourish with a
and reputation rating systems from a variety of other online
environments. limited use of open source on top of proprietary platforms
Summit Survey N=30, Mean=3.87 was another topic of debate. Most MVR participants
Website Survey N=134, Mean=3.94 expected significant growth in open source VWs, but with
the majority of commerce staying in proprietary worlds.
In a more limited version of the scenario, VWs become On the social side, perhaps the most obvious persistent trend
popular for a few social and professional interactions, and will be identity experimentation, self-revelation and role play
as an interface in certain social contexts, but end up filling in VWs, and the creative variation of social norms around
a circumscribed role similar to that of present-day gender, ethnicity, social class, etiquette, and group values and
televisions, home game consoles, or personal computers. goals. We see this in today’s pioneering social VWs like
Much of what people do today in the physical world Second Life, and social networks like MySpace. As the virtual
continues with little input from virtual worlds. This worlds scenario unfolds, we can expect an explosion in the
limited scenario came primarily from non-technologists, number of people engaged in such activities, and the ensuing
who thought cultural conservatism and economic barriers social change to bring both positive and disruptive effects.
would be major roadblocks to the stronger vision. The
Metaverse Roadmap
Pathways to the 3D Web 8 A Cross-Industry Public Foresight Project
Mirror Worlds (External/Simulation) around cities to add ground-level images to the building
models in our urban mirror worlds.
Mirror worlds are informationally-enhanced virtual
models or “reflections” of the physical world. Their
construction involves sophisticated virtual mapping,
modeling, and annotation tools, geospatial and other
sensors, and location-aware and other lifelogging
(history recording) technologies.
Metaverse Roadmap
Pathways to the 3D Web 15 A Cross-Industry Public Foresight Project
for a particular time and place can call up similar of artificial general intelligence, lifelogging becomes one
recordings from others at the scene, giving an of several valuable pathways to a greater integration of
individual access to multiple perspectives on an event. human and machine “minds.”
Potential applications of such capacity are legion: more We should conclude our final scenario with a major
accuracy in law enforcement, better education, observation: the technologies in three of our four
training, counseling, self and social awareness, conflict scenarios, mirror worlds, augmented reality, and
resolution, etc. It is also a powerful example of lifelogging, will all strongly increase public
sousveillance ("watching from below") to balance the transparency—and with user consent, private transparency
surveillance (“watching from above”) ability of the as well—in coming years.
modern state.
Today, the How far might we take this transparency trend? Will we
WITNESS project's come to regard the present, an era where people can go out
online portal offers in public without biometrics or electronic signatures that
global human rights uniquely identify them to the network as a “Wild West” of
activists a place to crime and lawlessness?
send images and Witness.org: Lifelogging circa 2007
video documenting The far future is hard to visualize, but we can imagine
abuses by powerful actors; lifelogging technologies many socially attractive near- and longer-term
would make that possible for everyone. transparency steps along the way. How likely is it, for
example, that once they are sufficiently inexpensive and
Systems advanced enough to recognize objects, miniaturized, we will see laws mandating networks and
symbols and individual faces, visual AI tasks that lifelogs (eg., GPS-on-a-chip, feeding into a gun’s “flight
many experts expect to be accurate enough for general recorder”) to be installed on all our new small arms,
use in ten to twenty years, will offer powerful new weapons, explosives, and other mass lethal technologies
abilities not just to society but also to individuals. At a (Inputs 8Aj)? Would those democratic societies that
minimum, the software would be able to call up earlier pioneer such networked and localizable weapons (NLWs)
interactions for quick review, or at the very least a find they turn offensive technologies into defensive social
name and context. If systems can be readily networked, assets?
the lifelogging gear could call up references from
trusted friends and relatives, giving any one person
access to the collective social memory of her personal
network.
Metaverse Roadmap
Pathways to the 3D Web 16 A Cross-Industry Public Foresight Project
How These Combine vice-versa, because the tools for one
are enablers for the other.
The Metaverse contains elements of
all four scenarios. At the same time, A link between the lifelogging and
their technologies broadly overlap, the virtual worlds scenarios is the
as in the use of a mirror world map emergence of a consistent digital
inside a virtual world, or a heads-up identity allowing for seamless
display AR system or object or user interaction between in-person and
lifelog inside a mirror or virtual virtual representations of other
world. There are also more general people. This requires the
ways the scenarios overlap. development of an infrastructure
Google Map of
World of Warcraft that is open across multiple
One link between the virtual platforms, secure against spoofing,
worlds and mirror worlds and able to recognize that you are
A link between the mirror worlds
scenarios is the refinement of digital you, regardless of how or where
and augmented reality scenarios is
models of environments, and the you're connecting. Advanced
the proliferation of sensors,
sense of immersion that results from identity, trust and reputation may be
networked devices, and intelligent
good models. At present, virtual slowest to emerge in virtual space,
materials. Both scenarios are
worlds for games, education, or where part of the allure is to
heavily dependent upon the
socializing have rudimentary recreate oneself outside of one’s
deployment of a
multitude of systems social history. But the growing
able to monitor and public transparency that will
influence properties of accompany advances in the other
the physical world—the three scenarios is likely to impact
primary difference is virtual worlds as well, though
the interface used to perhaps to a lesser degree.
access this data. The
two scenarios overlap
yet have their unique
strengths, with mirror
worlds effective as
tools of large-system
monitoring and control,
and augmented reality
systems effective as
mediators of personal
interaction and point
control.
physics models, and little if any
emergent or evolved phenomena— A link between the augmented Facebook Profile
they're scripted, static, or entirely reality and lifelogging scenarios is
dependent upon user creation. the development of a sophisticated
Conversely, today's best mirror interface for experiencing an
worlds have little sense of place or enhanced awareness of one's
immersion, limited real-time shared physical and social environment,
content (where the actions of one and sufficient network capacity to
user changes what other users see), support full-time personal use. As
and restrictions on what users can described in the scenarios, the most
do within the environment. effective AR and user lifelogging
Improvements in either version of systems are likely to be unobtrusive
simulated worlds will come from wearable devices, which hand off
lessons learned by examining the most of their computation-intensive
alternative. tasks to the network. Again, an
augmented reality future will have
some elements of lifelogging, and
Metaverse Roadmap
Pathways to the 3D Web 17 A Cross-Industry Public Foresight Project
Cross-Scenario Issues because (in principle) everyone starts
with more-or-less a blank slate, that
most important infrastructure
technology for the Metaverse.
Given that our four scenarios are fame and fortune isn't contingent
not mutually-exclusive—and in fact upon fame or fortune elsewhere. That said, the vision of what our
often mutually-reinforcing—it world could look like once these
makes sense to address their social Yet as interoperability and problems are sufficiently solved is
and business benefits, challenges commercialization move into the generally appealing. Both
and questions from a cross-scenario VW space, the experimental and augmented reality and mirror worlds
perspective. anonymous feel of today’s most offer context-aware versions of
popular virtual worlds (e.g., Second Google or Wikipedia available
Social Benefits and Life) may subside. Better digital simply at a glance, while lifelogging
Challenges identity and reputation, and the entry and virtual worlds, being more
of major physical world brands, intrinsically personal, offer tools for
Relationships and Identity celebrities, and interests into social a more detailed understanding of
Metaverse technologies are intensely VWs may convert the majority of one's own life and relationships.
social. As a result, the most widely- them into more mundane and Whether this means an improved
felt impacts coming from the restrictive varieties of social understanding, especially in the early
development of these tools will be in relationship and identity. Perhaps years of these technologies, is
personal and social relationships. only the theme-based game worlds, another question. And while the
Not all of these impacts will be and less popular social VWs will high-profile, edge-case uses of these
good. remain havens for identity privacy tools may garner the most attention,
(even as true anonymity disappears), their everyday, prosaic uses (for
At the community level, the and identity and relationship personal commerce, for casual
proliferation of sensory and analysis experimentation. communication, for education) will
tools, either worn or embedded in be far more important in effect.
the world, arguably makes deception Information and Education
or abuse of others more difficult. Information access is a recurring The particular benefits and
Public misbehavior or duplicity theme across the four scenarios, challenges accruing to future
becomes part of the public record, whether about the world or about education are worth calling out.
and the development of reputation oneself. Certainly access is no Unlike today, where even
networks would make it hard to live panacea; for much of the world, the participatory platforms like
down past misdeeds or mistakes. If problem isn't the lack of information, Wikipedia try to limit their entries to
this "mutual assured transparency" is but the lack of ability to find the people and events generally
equivalent across social divisions, right information. Filters, metadata, considered “notable,” in the
the technology could have a leveling tags and search systems may be the Metaverse future we’ll have at our
effect, reducing the opportunities for
abuses of power; if the transparency
is effectively one-way, where the
rich and powerful could limit their
information shadows but still see
those of everyone else, these
technologies would be ripe for
abuse.
Metaverse Roadmap
Pathways to the 3D Web 19 A Cross-Industry Public Foresight Project
consumer behavior modeling and Skillful use of the emerging medium Transparency and
predictive marketing. For that in its earliest stages requires ongoing Reputation
reason, privacy (as discussed employee education, low-risk The important questions about
below) will be a heightened concern experimentation, and the desire to transparency apply to the world of
in the world of the Metaverse. “learn a new language” of business as readily as they do to the
information design. Those companies world of politics. The generation
that get it first may have a significant growing up on blogs, MySpace and
competitive advantage over the Flickr will likely embrace Metaverse
laggards—both in business categories tools as a means of operating in as
that reward first movers, and in those transparent a fashion as possible.
that reward “fast followers,”
companies that use a new medium Customers who are well-served will
primarily to watch and learn from the be public with their happiness;
early adopters, and then step in customers who feel cheated will be
Google Map pin edited into physical space
quickly later as prices drop, markets all the more vocal in their
Leadership and mature, and experience mounts. unhappiness. Moreover, it will be
Competition easy for customers to discover that
The social dimensions of the they have been cheated, simply
Metaverse have business implications because of the ease with which they
as well. Many MVR participants can uncover information regarding
noted that the leadership and competitors, suppliers, and other
collaboration skills required in virtual customers.
environments are increasingly well-
suited to excelling in the business This is true even if reputation
world. In coming years, quest network technologies don't emerge.
management in virtual worlds, or If they do, the benefits and
winning entrepreneurial serious challenges for business are further
games may be as valid as sports team multiplied. In a reputation network
leadership or other traditional version of the Metaverse, good
experience for executive training. actions are easily rewarded and
misbehavior is only slowly
Mixed-reality event in Second Life
Questions about leadership are forgotten. For many businesses, this
particularly important in a world Early adoption benefits individuals will be akin to having a
seeing a major economic and in today’s social virtual worlds like collaborative, always-available
technological transformation. The Second Life, which currently has 2 version of Consumer Reports
challenges facing businesses moving million active users (logged in last tracking their every step.
into the Metaverse will be analogous 60 days) and $1.5M of daily
to those that faced in building a web economic transactions. It also
presence, or globalizing operations to benefits companies serving those
stay competitive. users, and may soon apply to virtual
companies inside such worlds.
Early adopters will try to figure out
how to best use the new medium at Early adoption benefits are also
each stage of its development, not proven in mirror worlds, which
always successfully. Business models already have a large GIS user Xbox Live marketplace
for the use of Metaverse tools may be community, and where competitive
non-obvious, and new competitive advantages can be built around GIS Even more than other media that
environments are always rife with awareness as new global systems have come before it, we can expect
experimentation which eventually and processes come into simulation. the Metaverse to amplify our
dies away. It's possible that many of In developed countries with good individual, corporate and
the for-profit groups currently digital networks, augmented reality institutional winners and losers, both
exploring Second Life, for example, and object lifelogging may not be far economically and in the theatre of
won't stick it out long enough to behind MWs and VW’s as public opinion, across a bewildering
make it profitable. innovation spaces and competencies variety of attributes and values, and
worth exploring for today’s global for a growing network of cultures
virtual businesses. and subcultures.
Metaverse Roadmap
Pathways to the 3D Web 20 A Cross-Industry Public Foresight Project
Big Questions
Privacy and
Control
In many respects, the
biggest question about
the emergence of the
Metaverse concerns
privacy.
At the same time, the vision presented in the virtual The software aspects of the lifelogging world are a
worlds scenario is one of a fairly substantive set of major challenge. Developing the tagging, indexing and
changes to everyday behavior, requiring adjustments to search software necessary for a widely-usable user
how we conceive of work, economic status, lifelogging system—including systems for recognizing
communities, and relationships. Such changes would faces and locations in images, correlating ambiguous
experience strong social resistance in some sectors. connections for searches, and making it all accessible
Similarly, questions remain as to the viability of the for non-technical users—is a sufficiently-hard problem
virtual world format outside current niches. In that most MVR participants expected only rudimentary
multiplayer games, only fantasy-based environments versions of these technologies during the next decade.
(dragons, wizards and superheroes) have seen lasting
success; with social virtual worlds, their influence and Similarly, the mirror worlds and augmented reality
media visibility have yet to be matched by actual scenarios depend upon a functional array of sensor
participation numbers. Neither form of VW has yet had technologies distributed widely and densely enough to
the kind of breakthrough success that would broadly provide both useful details and meaningful context.
attract non-youth, non-early adopter communities, Power sources, networking protocols, and universal
though either may “tip” in that direction soon. access vs. proprietary control remain unanswered
questions.
The dark horse scenario is mirror worlds. Although it
seems the least flashy of the four, as it continues to
develop it might remain the most important to existing
organizations even in the longer term, as a tool for
learning about and an interface for competitively
managing the physical world. While the underlying
technologies (supercomputing, simulations, virtual
Earth software, sensors, etc.) are all currently available
in rudimentary form, the particular combination is
ambitious in scope, and the largest professional
community, the GIS community, is currently behind
the development of this scenario.
Exergames: virtual fighting with the Nintendo Wii
No discussion of social integration
and acceptance of the Metaverse And both virtual worlds and mirror worlds, at least in
would be complete without their early stages, depend upon a popular willingness to
considering the mass collaborations engage with 3D information using a 2D interface.
now beginning to occur on our While this is fine for narrow types of work and casual
current “Web 2.0” version of the entertainment, it's unclear whether such “psuedo-3D”
Participatory Web. To better offers a sufficiently immersive experience to trigger
understand today’s early versions of the necessary economic and social changes that would
2D and 3D Internet collaboration make our Metaverse scenarios a reality in the near or
we recommend Wikinomics by Don longer term. At the same time, full-immersion 3D, aka
Tapscott (2006), Infotopia by Cass Sunstein (2006), virtual reality, has its own drawbacks and technical
and Synthetic Worlds, by Edward Castronova (2006). challenges, and is likely to remain only a niche
application for entertainment and training for the
As each of these books remind us, foreseeable future.
even in these early days the
Metaverse offers unique new ways For more on issues and questions ahead, please see
to form social groups, to model our Issues and Choices (Sec. 14), Ideas and Proposals (Sec.
environment (both physical and 15) and Key Uncertainties (Sec. 16) in the MVR
abstract), to test out possibilities and Inputs.
explore our options, and, ultimately,
to practice safer and more positive-
sum experiments with the future.
Metaverse Roadmap
Pathways to the 3D Web 22 A Cross-Industry Public Foresight Project
The Metaverse Scenario
Despite many open questions, it's clear that the technologies of the Metaverse are likely to change how we live, work
and play over the near-term, possibly in transformative ways in the longer-term. Improving foresight in this space is
both a wise business strategy and a broad social good.
While we have considered the Metaverse in four separate scenarios, the future will combine
elements of each, as well as many others not mentioned here. Some near-term developments,
such as cellular phone technologies, have such broad utility and extensive capital investments
they must be key elements in any story of tomorrow. Other aspects, such as the use of virtual
worlds for significant amounts of work and commerce, are more tentative, but serve today as
useful provocations. Recurring themes such as security and crime, transparency, information
access and equity, privacy, liberty, and control reflect ancient competing interests on what is
simply the latest stage of technical capabilities. Social conflicts will shape the path of
Metaverse development in uncertain and divergent ways, culture by culture, even while the global advance of these
technologies appears to have a number of predictable and universal aspects.
Our scenarios will be influenced by all of the broader concerns facing the planet. Ethnic strife, political instability and
war, energy, water, and other resource issues, trade, globalization, economic growth and poverty, environmental
degradation and sustainability initiatives, migration, scientific and engineering advances, education and the media,
ancient drives for intimacy, individuation, and spirituality, our emerging digital and participatory culture, unknown
surprises and catastrophes, all of these and more will shape the technology development and adoption choices in
tomorrow’s Metaverse.
Most importantly for each of us, at this pivotal moment in human history, there are unique opportunities for
enlightened corporate, political, and social leadership in Metaverse exploration and development. We propose that the
best use of the Metaverse Scenarios and Inputs in this inaugural roadmap is not simply to consider them for near-term
economic potential, but to ask how these technologies might help or hinder our ability to manage humanity’s larger
concerns, both now and in the future. How might we use the various forms of the Metaverse to guide our response to
global warming, and the emergence of “climate neutral” energy and transportation? How might we use these systems
to avert a war, improve an election, reduce crime and poverty, or put an end to human rights abuses? How might we
use the Metaverse, in the words of Jonas Salk, to become "good ancestors" to our descendants?
The potential is there. In just ten years (1996-2006), global Internet use has gone from 36 million to 1 billion, or from
1% to 16% of the world’s population (Inputs 8Ba). Nevertheless, this is still only a fraction of the talented and
passionate human beings who are patiently waiting for affordable access to tomorrow’s Participatory Web. In the
meantime, there are many clever examples of mass online creativity, collaboration and innovation that we can
champion today, and sound strategies guiding our emerging transparency and exploding information base into useful
context and social value.
For inspiring and practical statements of the 3D and virtual promise ahead, please see the Vision Statements (Sec. 5) of
the MVR Inputs, provided by MVR participants. We hope you have enjoyed this Overview, and look forward to your
feedback at roadmap@accelerating.org to help us prepare for the next roadmap. Please join our mailing list if you
would like to be informed of upcoming MVR activities, and we wish you the best in the extraordinary journey ahead.
Metaverse Roadmap
Pathways to the 3D Web 24 A Cross-Industry Public Foresight Project
Appendix
Summit Survey
N = 30
Mean = 3.10
Website Survey
N = 132
Mean = 3.48
Summit Survey
N = 30
Mean = 3.87
Website Survey
N = 133
Mean = 3.35
Website Survey
N = 134
Mean = 3.94
5. By 2016 we will have seen an internet-type 7. In 2016, to what degree will the declaration and
financial boom-and-bust cycle in the U.S., including taxation of 3D world assets be addressed in U.S.
a loss of more than 50% of stock value, occur with at federal, state, or local tax codes?
least one publicly traded index of virtual world
companies. Summit Survey
N = 30
Summit Survey Mean = 1.90
N = 29
Mean = 3.17
Website Survey
N = 132
Mean = 1.73
Website Survey
N = 132
Mean = 3.23
8. In 2016, what percentage of global 3D virtual world
and game commerce will occur in worlds that are
operated under each of the following business
6. Within the next five years, a leading global web models?
company will launch, or buy and launch, a 3D virtual
world where users are encouraged to engage in Summit Survey Website Survey
economic transactions and own as legal property
products they create in the world.
Summit Survey
N = 30
Mean = 4.20
Open Source
Proprietary
10. In 2016, what percentage of global video, TV, and 14. In 2016, what percentage of the U.S. population
film commerce will occur on each of the following ages 13-30 will allow their trusted group to view 3D
delivery platforms? images of what they are doing in realtime (through
wearable cameras) at least once a month, and to be
Summit Survey Website Survey able to give feedback or advice?
Carriers that are open access/competitive 15. In 2016, what percentage of the U.S. population
Carriers that are proprietary/monopoly ages 13-30 will use 'lifelog' systems during
significant portions of their lives?
18. In 2016, what percentage of U.S. households will 20. When do you expect to see either a leading
have each of the following applications available in global political or economic body advocate
their home media center/console/PC? unrestricted access to globally shared virtual worlds
as a recommended international policy or
Summit Survey liberalization guideline?
a. Interactive internet-based
N = 28 Mean = 71%
television/video Summit Survey
b. 3D teleconferencing N = 28 Mean = 44%
c. 3D virtual worlds and
N = 28 Mean = 68%
MMO games
Website Survey
a. Interactive internet-based
N = 110 Mean = 73%
television/video
b. 3D teleconferencing N = 110 Mean = 48%
Website Survey
c. 3D virtual worlds and
N = 110 Mean = 64%
MMO games
Summit Survey
Website Survey
Strongly Interoperable
Mildly Interoperable
Walled Gardens
22. 2016, how many hours per week (0-20+) will a typical member of the U.S. population ages 13-30 use
interactive, internet-accessing, 3D visual environments for EACH of the following activities?