UPDATED: Leaked Internal Memos from Meta Detail Problems with Horizon Worlds and Horizon Workrooms

Yesterday, Alex Heath of the tech news website The Verge covered the current state of Meta’s social VR sister platforms, Horizon Worlds (for consumers) and Horizon Workrooms (for business users), and things are not looking good.

In the article, titled Meta’s flagship metaverse app is too buggy and employees are barely using it, says exec in charge, Alex quotes at length from internal memos sent around the company by executives such as Vishal Shah, Meta’s Vice President of Metaverse, which detail the many quality assurance issues plaguing the products.

In one of the memos to employees dated September 15th, Meta’s VP of Metaverse, Vishal Shah, said the team would remain in a “quality lockdown” for the rest of the year to “ensure that we fix our quality gaps and performance issues before we open up Horizon to more users.”

It would appear that there are numerous bugs in the software:

“But currently feedback from our creators, users, playtesters, and many of us on the team is that the aggregate weight of papercuts, stability issues, and bugs is making it too hard for our community to experience the magic of Horizon. Simply put, for an experience to become delightful and retentive, it must first be usable and well crafted.”

OUCH. Even worse, it would appear that many of the people building the product are not using it very much (known as “eating your own dogfood”, or “dogfooding”):

A key issue with Horizon’s development to date, according to Shah’s internal memos, is that the people building it inside Meta appear to not be using it that much. “For many of us, we don’t spend that much time in Horizon and our dogfooding dashboards show this pretty clearly,” he wrote to employees on September 15th. “Why is that? Why don’t we love the product we’ve built so much that we use it all the time? The simple truth is, if we don’t love it, how can we expect our users to love it?”

In a follow-up memo dated September 30th, Shah said that employees still weren’t using Horizon enough, writing that a plan was being made to “hold managers accountable” for having their teams use Horizon at least once a week. “Everyone in this organization should make it their mission to fall in love with Horizon Worlds. You can’t do that without using it. Get in there. Organize times to do it with your colleagues or friends, in both internal builds but also the public build, so you can interact with our community.”

It’s never a good sign when you have to basically ORDER your employees to use a product that they are building, is it? The article goes on to say:

He went on to call out specific issues with Horizon, writing that “our onboarding experience is confusing and frustrating for users” and that the team needed to “introduce new users to top-notch worlds that will ensure their first visit is a success.”

Shah said the teams working on Horizon needed to collaborate better together and expect more changes to come. “Today, we are not operating with enough flexibility,” his memo reads. “I want to be clear on this point. We are working on a product that has not found product market fit. If you are on Horizon, I need you to fully embrace ambiguity and change.”

I wonder if part of the problem is that there is such a large team working on Horizon Worlds and Horizon Workrooms, part of a large multinational corporation, with all the bureaucracy that such an organization entails. In addition, there have been rumours of turmoil and turnover in Meta’s staffing, with a number of senior executive departures, such as Vivek Sharma, the former Vice President of Meta Horizon, who left in August 2022. You might remember the kerfuffle when Meta’s CEO Mark Zuckerberg tweeted out a lacklustre picture to promote Horizon World’s expansion into France and Spain (which you can see in the screen capture of Alex’s article above; I wrote about it here). Meta then had to scramble to assure people that they were working on improving the graphics within its social VR platforms.

Well, at the upcoming Meta Connect 2022 conference, to be held on October 11th, many will tune in to see how Mark and his executive team are going to spin what clearly are some serious development problems with their social VR platforms.

UPDATE Oct. 10th, 2022: Both The Wall Street Journal and The New York Times have published recent articles about Meta’s metaverse woes:

The WSJ article is a short read, but the NYT one is excellent, giving an in-depth, inside look (using anonymous sources) at what’s going on in Meta as they attempt to pivot to the metaverse. Both are highly recommended reading.

UPDATED! Editorial: How the Crypto Crash—and Meta’s Missteps—Are Souring the General Public on the Metaverse

As somebody who writes about social VR and flatscreen virtual worlds on this blog, with a popular Discord server packed with metaverse fanatics and a front-row seat on pretty much everything that has been happening in this space, let me tell you, the past twelve months have been a wild ride. You can even see it in my blog statistics of the number of visitors and views the RyanSchultz.com blog has attracted over the past year:

See that surge from October through March? In October, Mark Zuckerberg announced in a Connect 2021 keynote that Facebook would rebrand as Meta, and would focus on realizing his vision of the metaverse. This also coincided with a crypto speculation boom, where people and companies were frantically bidding for artificially scarce NFT-based plots of land in various blockchain metaverse platforms.

Together, these events sparked a greater awareness among the general public of the metaverse (as indicated by a corresponding increase in traffic to my blog). However, it would appear that the ongoing crypto crash, combined with Meta’s recent woes and missteps, are causing people to sour on the concept. (And by “people”, I mean the general public, not the metaverse fanatics, content creators and world builders whom I tend to hang out with!)

As an illustration of this, I would like to focus on a recent announcement made by Mark Zuckerberg, about the expansion of their flagship consumer social VR platform, Horizon Worlds, from Canada, the U.S. and the U.K. into two new countries, France and Spain:

The first thing I think of when I look at this picture is: hoo boy, somebody working in Meta’s PR department is gonna get fired! You’re trying to sell people on Horizon Worlds with this unappealing, uninspiring, and frankly ugly image on Twitter?


The response to this on two different subreddit communities on Reddit, r/technology and r/Buttcoin, proves to be quite illuminating. (By the way, r/Buttcoin is the blockchain, crypto, and NFTs snark community, where we cryptoskeptics and critics love to discuss and dissect the latest shenanigans, antics, and scams in that world!)

Here are some of the better comments on the r/technology post, sparked by Paul Tessi’s biting August 17th, 2022 Fortune article, Does Mark Zuckerberg Not Understand How Bad His Metaverse Looks?

It looks like Mark Zuckerberg watched Ready Player One and thought he would be able to recreate that universe with MS Paint.

“Looking forward to seeing people explore and build immersive worlds!” :: “Work in my content mill, peasants.”

The more money they dump into this dumpster fire, the better chance Facebook finally collapses into the abyss. So keep doing it Zuck.

One much-upvoted comment reads as follows:

No one is building a $1500-2500 PC with [a] dedicated GPU to add a Facebook $600 VR headset to attend work meetings in a virtual space that looks like a kids CGI series from 2004 at a mass adoption level, where the majority of the public would use it daily for 8 hours at work then again for another 4-6 hours “for fun” at home, as the Meta dystopian dream suggests.

Meta has already been subsidizing the costs of their currently meh headset, which they just increased the prices of, as they were losing too much money.

For this to work, the hardware has to be good enough for grandma to be able to buy it on a pension, put it on out of the box and it just works, and it does not make her sick to her stomach in 5-20 minutes due to the low frame rates and quality.

That’s the barrier of entry to the space you need to be able to target… if that old guy at your office struggles with getting their mic to work on MS Teams for a video call every day, as the manager he is not going to order $100,000 worth of gear for your department that is hard to setup and use to meet in the metaverse.

This thing is dead on arrival, but Facebook is also dying/dead in it’s current form, so this Hail Mary [pass] is all they have.

In the August 17th Fortune article which spawned these responses, reporter Paul Tassi writes:

The thing is, this happens all the time with Zuckerberg and his metaverse because Horizon Worlds has looked terrible since its inception and has barely gotten any better over the years, where its avatars still look like Miis from 2012 and they still don’t have legs.

Granted, I understand that showing 2D screenshots of VR is difficult, and that VR generally lags behind traditional console and PC gaming in terms of graphics. And yet that doesn’t change the fact that even within VR, Horizon Worlds is one of the worst-looking offerings I have seen, and that Meta has spent something like $10 billion chasing its Horizon, VR-centric version of the metaverse, even embarrassingly changing their company name to reflect that. And…this is the result.


Meanwhile, here are some of the opinions of the cryptosnarkers over on r/Buttcoin:

If I was a Meta stockholder I would be selling the minute I saw that screenshot.

He (and many others) are hoping that nobody remembers Second Life ever existed, let alone that it still does. It has a dedicated audience of somewhere between half to one million users and that’s kinda it. I suspect the future for “the metaverse” is similar.

One r/Buttcoin member posted the following detailed comment:

This is the part I don’t understand. Any “meta” style environment will be incredibly limited in terms of graphics and gameplay due to the need to have a high number of players at once. So who is the target audience?

• Someone looking to play a game is going to go with something like Grand Theft Auto V (and continue to move on to the next biggest thing when they come out).
• The live concerts! aspect of the website seems equally absurd given the graphical limitations and that this would be less entertaining than watching a concert on TV.
• Your casual Farmville-style person isn’t shelling out hundreds of dollars for a VR headset.
• For their “practical” concepts like virtual stores, it seems to invalidate the concept of buying metaverse land as either the system will allow for fast travel style movement (making “premium” land a joke), or not allow for this travelling and completely turn off their customer base for this.

I just don’t see where the interest comes from.

And I chuckled at this wag’s opinion:

Second Life managed to survive because it fostered a community of weirdo people who fetishized the environment. I think the only person who fetishizes Facebook’s metaverse is Zuckerberg.

Absolutely SAVAGE! I live. Somebody else posted this gem to the r/Buttcoin subreddit:


Even worse, the cryptobros are starting to dunk on the metaverse, notably Shark Tank billionaire investor Mark Cuban. According to an August 8th, 2022 report in Fortune:

Mark Cuban, the billionaire Dallas Mavericks owner and avid crypto enthusiast, is not sold on the metaverse.

“The worst part is that people are buying real estate in these places. That’s just the dumbest shit ever,” he told the crypto-themed YouTube channel Altcoin Daily this past weekend.

I’m quite sure that the various blockchain-based metaverses like Voxels (formerly known as Cryptovoxels), Decentraland, Somnium Space, and The Sandbox, all of whom have seen the value and the trading volume of their NFT-based real estate decline during this crypto winter, were not expecting the ridicule and disdain of crypto influencers themselves! After all, the crypto crowd are main target audience of these platforms, not your average non-crypto user. You know things are getting weird when the cryptobros start to turn on each other!


So, what does all this mean? Well, it looks as though the concept of the metaverse, at least among the general public, is going to sustain some reputational damage, at least in the short term (12 to 24 months). Perhaps it was inevitable that there would be such a swing from irrational metaverse exuberance to equally irrational metaverse distaste, even disgust.

I am reminded of the Gartner technology consulting group’s well-known Hype Cycle, where we appear to be rapidly moving from the peak of inflated expectations, to the trough of disillusionment:

The five steps of the Gartner Hype Cycle (source: Wikipedia)

Also, this “trough of disillusionment” means that it’s going to be harder to sell consumers and businesses on the metaverse. This will apply both to behemoth corporations like Meta, Apple, and Alphabet (the parent company of Google), as well as to much smaller metaverse-building companies. As I have said before, not all platforms currently being worked on will survive this rough period.

It is possible, perhaps even likely, that only a handful will achieve dominance in this ever-evolving market, leaving the other firms to fight over the leftover scraps. Of course, some companies will be savvy enough to focus on a profitable niche market, such as the surgical training platform FundamentalVR, which recently received another venture capital infusion of US$20 million.

So, as Bette Davis once memorably said in the movie All About Eve: “Fasten your seatbelts…it’s going to be a bumpy night!”

UPDATE August 19th, 2022: As further evidence of the antipathy towards Mark Zuckerberg’s latest announcement, Zack Zwiezen wrote this scathing report for Kotaku, titled Mark Zuckerberg’s Soulless Metaverse Avatar Has Me Worried About Our Digital Future:

Earlier this week, the alien-wearing-a-human-skin-suit known to us as Mark Zuckerberg posted a VR selfie from inside his company’s metaverse project, Horizon Worlds. The selfie showed off the Eiffel Tower and was meant to announce that his metaverse is expanding to more countries. Instead, however, people immediately began dunking on the terrible picture, the ugly avatar, and how it all looked like it fell out of a 2005 edutainment game

And that brings us to 2022, where Zuckerberg’s avatar is a legless knock-off of a Nintendo Mii with some really weird buttons and the eyes of a corpse. And this isn’t just how Zuckerberg looks, this is the way all avatars appear in Horizon Worlds. I’ve played enough Horizon Worlds to tell you that the missing legs quickly cease to matter. But the lack of style and the cold, dead aesthetic never goes away.

Sure, part of the reason these avatars and worlds look simple and ugly compared to modern video games comes down to the limited VR hardware in Quest 2 and Facebook’s desire to make VR content that can run on as many devices as possible.

On the other hand, I can find Nintendo DS and Sony PS Vita games with better, nicer-looking art and models than what we’ve been shown so far in Facebook’s metaverse. I also don’t think you can blame the people making this stuff, as I assume they are more than capable of doing better and more vibrant things. But more and more, it seems that isn’t what Meta and Zucklehead want. Instead, they are focused on making a product that can be consumed by the masses and which lacks any defining characteristics in an attempt to get more people to dive in.

This is the exact opposite approach we see in more community-driven VR metaverses like VR Chat, which looks better and feels warmer and more inviting. In comparison, Horizon Worlds looks like an animated video I’d walk by in some fancy hospital while I look for the bathroom.

And if this bland and ugly metaverse is the future Mark Zuckerberg wants and is investing billions of dollars into, I’m worried that it could end up winning out over other, better alternatives simply because he has the money and resources to squash or buy up competitors. Well, if it does win out, at least I’ll be able to skip it and not buy a new VR headset.

Yee-OUCH!!!

Also, as further evidence of the distress in the entire cryptosphere, Bloomberg reports that ad spending by the crypto firms has absolutely cratered:

Spending by major crypto firms, including the trading platforms Crypto.com, Coinbase Global Inc. and FTX, fell to $36,000 in July in the US, according to ISpot. That’s the lowest monthly total since January 2021 and is down from a high of $84.5 million in February, when the industry flooded the airwaves around the Super Bowl.

Again, Yeee-OUCH!!! And it looks like things are not going to get better anytime soon, as inflation roars and recession looms. People have more important things to worry about (like keeping food on the table and a roof over their heads) than buying virtual real estate on the blockchain!

In December 2021, Republic Realm spent approximately US$4.3 million worth of land in The Sandbox, setting a record for the most expensive land sale in the metaverse (more about Republic Realm here). It would appear to be highly unlikely that Republic Realm, or any of the other investors who bought NFT-based plots of virtual land at the height of the boom market, are going to be able to earn a profit anytime soon.

Has the bottom fallen out of the NFT-based metaverse market? And what does this mean for the concept of the metaverse in general? Stay tuned!

EDITORIAL: Meta Drops the Facebook Requirement for Its Virtual Reality Hardware—And Why I Am Still Wary

Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of this cross-worlds discussion group, with 685 people participating from every social VR platform and virtual world! We discuss, debate and argue about the ever-evolving metaverse and all the companies building it. You’re welcome to come join us! More details here.

My sole remaining connection to Meta (formerly known as Facebook) is the now-somewhat-antiquated Oculus Rift headset attached to my work computer at the University of Manitoba Libraries, where I work as a science librarian. I do plan to replace it with an HTC Vive Pro 2 kit sometime later this year, the same model I specified in my proposal for a virtual reality lab for the Libraries, a task which took up a significant chunk of my spring.

A bit of background: Librarians at the U of M are members of the faculty union, and have a right and an obligation to pursue research, and I purchased the Oculus Rift to work on a social VR project which I regretfully had to suspend, due to it being wildly overambitious (more details here). Then, the pandemic happened and a monkey wrench got thrown into everything, and I have yet to determine the future direction of my social VR research. (My work on this blog is considered part of my research! Among those tasks I have on my to-do list is the reorganization and updating of my ever-popular list of metaverse platforms, as well as my spreadsheet of social VR platforms.)

Anyway, I bought (or rather, the University bought for me) the Oculus Rift before Meta/Facebook changed the rules two years ago, and insisted that all Oculus/Meta VR hardware users had to set up accounts on the Facebook social network in order to use their devices. That move was unpopular, especially among the VR community, and many complained (including myself, vociferously, in several editorials such as this and this), but to no avail. This corporate decision was the last straw for me, and I publicly declared a personal boycott, from that point on, of Meta hardware and software. (Hence my plan to upgrade my work Rift with a Vive Pro 2.)

When I set up my Rift, all I needed to do is set up a (separate) Oculus account. While Facebook/Meta kept prompting me to link my (non-existent) Facebook account to my Oculus account, by that time I had already fully departed from the social media platform.

Recently, I received the following email from Meta, which I present in full:


Hi Ryan,

We want to give you more choices over how you express yourself in VR, and to do so we’re making changes to our Meta VR platform in August 2022. Along with these changes, we’re also updating our Oculus Terms of Service and related Commercial Terms, and Oculus Privacy Policy. We recommend that you review these updated documents, and the summary below of upcoming Meta VR platform changes:

•A Facebook account is no longer required to use Meta VR devices. Instead, you can update your Oculus account to a Meta account, which lets you log into your VR devices and view and manage your purchased apps in one place. You can set up a Meta account using your email address or Facebook account, and as part of the process we’ll migrate your existing VR information (including apps, achievements, and friends) to this account.

•If you don’t want to set up a Meta account right now, you can continue using your Oculus account until January 1, 2023. After this date a Meta account will be required to continue using your Meta VR devices.

If you continue using an Oculus account, you’ll remain under the updated Oculus Terms of Service and Oculus Privacy Policy. If you use Meta VR products for commercial purposes, then the Commercial Terms also apply to you, which have also been updated to provide clarity on commercial use of Meta VR products for location-based experiences, arcades, trainings and demonstrations.

After January 1, 2023, you’ll need to set up a Meta account to continue using your VR device. When you update your Oculus account to a Meta account, the Supplemental Meta Platforms Technologies Terms of Service and Supplemental Meta Platforms Technologies Privacy Policy will apply to you.

We want to be clear about how our products work and the data they collect, so you can make informed choices about how you use them. Here are the main things to know about the changes to the updated Oculus Terms of Service and Oculus Privacy Policy, which will go into effect on August 9, 2022 or when the Meta account is available, whichever is the later date:

Name change: We made changes throughout the Terms and the Privacy Policy to reflect the new Meta name.

End date for Oculus account support: We also added a statement as a reminder that support for Oculus accounts will end on January 1, 2023 and you will need to set up a Meta account to continue using our VR devices thereafter.

We’ll notify you when the Meta account is available so you have more choices over how you express yourself in VR. To learn more about these updates please visit our blog post.

The Meta Team


“More choices over how you express yourself in VR” (insert vomit emoji)

Kent Bye (the host of the influential Voices of VR podcast) had this to say:

Meta Quest’s Facebook account requirement to be replaced with Meta Account, which isn’t a social media account, but will also REQUIRE Meta Horizon profile (is a social media account) w a Follower model (can be set to private) & setting options of Public, Friends/Family, or “Solo”.

More information on this new Horizon World Profile can (oddly) be found on the Oculus blog, because the Oculus Profile Friends model will be deprecated & replaced by Horizon World Profile with Instagram Follow model, & will also be available on the web (?) https://www.oculus.com/blog/meta-accounts/

Meta making its first moves to manage identity in the metaverse: “Your Meta Horizon profile is your social profile in VR and other surfaces, like the web” includes unique profile username, displayed profile name, and “your profile photo, avatar, and more.”

Kent ends his tweet thread with the following post, referring to Meta’s Mark Rabkin:

The news that Meta was dropping the contentious Facebook account requirement has been thoroughly covered by the tech media, including David Heaney of UploadVR, who reported:

Meta headsets will no longer require a Facebook account from next month.

In August Meta will “begin rolling out” Meta accounts, which can be used to set up Meta headsets. You’ll still be able to link your Facebook account to your Meta account to message and call Facebook friends from inside VR, but this is no longer required.

If your Facebook is currently linked to your Quest, you can choose to unlink it when you set up your Meta account.

Illustration from UploadVR article

Graham Smith, of Rock Paper Shotgun, writes:

You won’t have to use Facebook or Instagram at all on the new accounts, but you can optionally link them if you want to be able to chat or play with friends from those services.

The Meta Horizon account will also let you customize your privacy settings, by letting everyone see your account, just friends and family, or no one at all.

Queenie Wong of CNET adds:

Meta has different deadlines for when VR users will need to create a Meta account, and they depend on how people currently sign in to their VR devices. If you’re a new VR device user or previously merged your Oculus account with your Facebook account, you’ll be prompted in August to create a Meta account and Meta Horizon profile. People who previously merged their Oculus accounts with their Facebook accounts will be able to unlink them as well…

Meta will ask for your name, email address, phone number, payment information and date of birth for age verification when you create this new type of account. Meta says this information will be private and that users will be able to create multiple Meta accounts.

But Sam Machkovech, writing for the Ars Technica website, has some concerns:

As announced, the new “Meta Account” system will correct some of these most glaring issues. But will it be enough?

It’s hard to definitively answer this question. First, the new account system hasn’t gone live, so we can’t test one crucial aspect of the change. According to Meta, anyone who switched from an Oculus account to a Facebook-tied identity will be able to decouple all Facebook identity information while creating a new Meta Account starting in August.

We want to see what this update looks like: how software-purchase transfers will work, what notices may appear on affected Facebook accounts after the transfer, and how aggressive the company will be about asking Quest users if they’re really sure they want to sever Facebook from their headset experience. (Meta has already indicated that it will let users attach Facebook and Instagram credentials if they want.) Facebook representatives have not answered our questions about these concerns as of press time.

It’s a great article which I am not going to quote in full; please go over to Ars Technica to read it.


So, what do I think about all this?

Well, I think this all comes down to one word: TRUST.

And frankly, Meta/Facebook has proven, time and time again, that they cannot be trusted. Past behaviour, unfortunately, is often an excellent predictor of future behaviour. This applies to corporations as well as people.

Their decision to force a Facebook linkage to their then-Oculus VR hardware was ill-advised and poorly-received. I chatted via the RyanSchultz.com Discord with my friend Theanine, who had first alerted me to this news. He said, “Yup, I don’t know anyone who thought the FB requirement was a good move. It’s like they never bothered to get user feedback first.”

Here’s another snippet of our conversation (shared with permission):


Ryan: One thing I will be asking is: well, just HOW different will a Meta account be from the Facebook requirement?

Theanine: That’s the question. There’s people criticizing the move, saying that it changes nothing, because the potential for datamining is still there.


And you can bet your bottom dollar that Meta is going to find any way they can to wring every penny from its users, collecting all the information that it can to sell to advertisers—whether or not you choose to link your accounts on the Facebook or Instagram social networks.

Backtracking on the Facebook requirement might look good, but the fact remains that Meta, still, has an anti-competitive stranglehold on the wireless VR headset market with its Meta Quest 2 product. (And it certainly doesn’t help that, at the moment, its nearest competitor, the Pico G2 4K, is owned by TikTok’s corporate parent, the Chinese company ByteDance. I’m still holding out hope for the LYNX project in France, which has had a successful Kickstarter campaign.)

Meta is going to use every tool and tactic at their disposal (including the billions of dollars of advertising revenue the company earns) in order to maintain that market dominance—and part of that dominance includes the strip-mining of your personal data, regardless of how you connect to their products and services.

So yes, I am wary of this move. While I applaud Meta’s removal of the Facebook requirement, like Kent Bye and Sam Machkovech, I want to see the details. At the moment, this is just spin by some handsomely-compensated public relations executives.

So my personal boycott of Meta hardware and software will continue, except for my work Rift, which I will be replacing this year. Once that is done, I will have burnt my last bridge with Meta, and believe me, it’s going to take more that slapping a fresh coat of paint on my soon-to-be-deleted Oculus account to win me back.


Thank you to Theanine for the heads up on this story, for giving me permission to quote him, and for providing many of the news media links I referred to in this blogpost!

I Was Interviewed by a Business Reporter for The Globe and Mail for an Article About the Metaverse

On March 10th, 2022, I was contacted by Joe Castaldo, a business reporter for The Globe and Mail (which bills itself as “Canada’s National Newspaper”). He was writing up a story about businesses entering the metaverse, and the current metaverse hype cycle, and he asked me if I would be willing to be interviewed.

After checking in with my union representatives at the university, who gave me the all-clear to go ahead, I was interviewed for an hour via telephone. The Globe and Mail had given Joe a Meta Quest 2 wireless VR headset, so a couple of weeks later, I gave him a guided tour of two popular social VR platforms, VRChat and AltspaceVR.

Well, Joe’s article was published in The Globe and Mail today, titled Is the metaverse the future of the internet? A Globe journalist steps inside to find out (if you should hit a paywall, here is an archived version).

I’m not going to reproduce the entire newspaper article here; I was mentioned in the final few paragraphs:

For Ryan Schultz, the widespread interest in the metaverse is a little weird. “My obscure, niche hobby has suddenly gone mainstream,” he told me. A reference librarian with the University of Manitoba, he spends a few hours every week strapped into a headset or exploring desktop-based worlds, and has been blogging about it for years.

Mr. Schultz finds the speculative nature of the digital land rush in some worlds off-putting. “People are investing in this basically as a flex and as a boast to their friends that they can afford these artificially limited items,” he said. Businesses with virtual office space, meanwhile, are likely spending money on a “really fancy three-dimensional brochure.”

He’s seen much of it before. Corporations flocked to Second Life when it took off in the 2000s. Coca-Cola installed soft drink machines, Toyota set up a car dealership, American Apparel built a clothing store, and IBM established an island for employee recruitment and training.

It wasn’t long before the corporate enthusiasm died. “Nobody came to visit these locations, because the people who were already in Second Life didn’t care,” Mr. Schultz said.

He understands the appeal of virtual worlds, though. When he first discovered Second Life, he spent hours there each day. Away from the computer, he has jokingly called himself an “overweight, divorced, gay librarian with diabetes.” At 58, he feels his body growing older, and he’s struggled with depression so bad he’s taken leaves from work. “I kinda suck at this whole reality business,” he wrote on his blog.

In Second Life, Mr. Schultz loved building avatars – angels, supermodels and a Na’vi from, well, Avatar. There was solace in becoming someone else. During the pandemic, he’s met his social needs through virtual reality, and a mental-health app became a lifeline. “I can put on my headset, join a group, and use cognitive behavioural therapy techniques to work through issues and problems, and it’s extremely powerful,” he said. “You feel like you’re really present.”

For those of us who are not already immersed, such moments are likely a long way off. I searched high and low for meaning and connection in the metaverse, but mostly found empty branding experiences, a speculative frenzy around digital assets, and people who were just as curious as I was to find out what this was all about, and were still searching for answers.

But given the relentless enthusiasm of those trying to turn the metaverse into some kind of reality, there will be plenty of chances to try again, for better or worse.

I think that Joe did a good job of describing the metaverse in a way that newspaper readers could easily understand, and there are a couple of videos included in the digital version of the article which made me laugh at certain points, as Joe and his producer Patrick Dell navigated Decentraland and Horizon Worlds!

I also appreciated that the online article linked out to my ever-popular list of social VR platforms and virtual worlds. I’m not really expecting a spike in traffic to my blog (I didn’t get one when I was interviewed by a writer for New Yorker magazine in 2019), but it was an interesting experience, nonetheless.

(By the way, I do receive more and more requests to be interviewed lately, because of my blog. I turn most of them down, but I said yes to this one, because The Globe and Mail is a major Canadian newspaper, and one which I read often.)

The Globe and Mail newspaper interviewed me for an article on the metaverse

P.S. The mental health app mentioned in the quote above is called Help Club; here’s the blogpost which I wrote about this self-help social VR app for mental health.