My Predictions for Social VR, Virtual Worlds and the Metaverse for 2022

Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of the first ever cross-worlds discussion group, with over 600 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.


I was going to write up another entry in my ongoing Pandemic Diary series today, but then I read Wagner James Au’s predictions for 2022, and I suddenly realized I had neglected to write up my own blogpost, with my predictions for the next twelve months! So let me polish my crystal ball and see what comes up… 😉

Among Wagner’s predictions is this one, which I agree with 100%—make that 1,000%!

There will be a major scandal or controversy around one of the blockchain/NFT-oriented Metaverse platforms.

With NFTs beset by scams and NFT/blockchain-oriented metaverse platforms seeing low user numbers but extremely high investment and speculation, this is only a matter of time.  

It’s only January 12th, 2022, but I have already written about a number of questionable NFT projects which at best are crazy schemes, and at worst are outright scams! MetaWorld springs to mind as the perfect example of the latter (ALLEGEDLY, I hasten to add, although IN MY OPINION, I don’t believe there is any actual MetaWorld platform, aside from a prototype which was created years ago by someone who has since left the company to work for Somnium Space).

By the way, I have been reliably informed that, after an absence caused by the publication of this damning recent piece of investigative journalism by Engadget, Dedric Reid is once again active on Clubhouse, shilling MetaWorld in his own rooms and in other rooms about the metaverse on the still-popular social audio platform. He’s also relisted his (ALLEGEDLY, IN MY OPINION) worthless virtual land NFTs on OpenSea, after NiftyKit took the original listings on his website down when the original artist he stole the images from to illustrate his NFTs lodged a copyright complaint.

Despite all the negative press from the Engadget exposé and my series of blogposts about MetaWorld, Dedric continues undeterred. Someone joked to me via Discord DMs that Dedric Reid is the Elizabeth Holmes of the metaverse, and I laughed out loud because it’s such an apt, concise description! Harsh, savage, but accurate.

But on to other topics; I am tired of talking about Dedric Reid and MetaWorld (and frankly, whoever falls for his ALLEGED scam at this point is simply not doing their proper due diligence, IN MY OPINION). There’s a lot of actual progress being made by many legitimate metaverse companies building social VR/AR platforms and virtual worlds!

First, Facebook—sorry, Meta! I predict that Meta is going to have a very bumpy year ahead. The company was roundly criticized by the virtual reality community when they announced that. starting in October 2020, all Oculus VR hardware users had to set up accounts on the toxic Facebook social network. While Mark Zuckerberg, in his now-infamous Connect 2021 keynote, said that the company was looking at removing this requirement, I’ll believe it when I actually see it happen. Words are hollow, Mark; what matters are actions.

I predict that Facebook (sorry, Meta) is going to have a rough year

Meta is facing such a never-ending litany of complaints, scandals, and even legal actions that this is, once again, a very easy prediction to make for 2022.

Next prediction: there’s going to be a lot of activity this year in the fuzzy overlap area between games and virtual worlds, what I like to call the “metaverse-adjacent” space. Both games (e.g. Fortnite, Minecraft) and game platforms (e.g. Roblox, Core) will continue to add new features in an effort to become more like social VR/AR apps and virtual worlds. And, given their immense popularity, especially among children, tweens, and teens, many people will get their first taste of the metaverse via these games and game platforms, in much the same way as an entire generation got their start in the metaverse via Second Life.

Speaking of Second Life, in my predictions for 2021, I wrote the following:

And, indeed, 2021 was the first year in which VRChat began to consistently surpass Second Life in user concurrency figures (Rec Room did too, I believe). VRChat has been breaking new user concurrency records, leading up to and including New Year’s Eve 2021, as Johnny Rodriguez tweeted:

Last night, 88,700 people put on a VR headset and decided to join the VRChat New Years event to countdown [to] the new year. For reference, this is Husker’s Memorial Stadium [at the University of Nebraska], which fits around 86,000 people when completely full. VR is here to stay.

Turning back to Second Life, the coronavirus pandemic caused a temporary surge in usage (and the current Omicron wave might well prompt people to dust off their avatars and give it another try, too). I still estimate that SL has somewhere between 500,000 and 900,000 active users per month (that is, people who sign in at least once in the past thirty days). I really wish that Linden Lab would regularly release statistics like this, but if they are declining (slowly or quickly), I can also understand why the company would be reluctant to do so.

It doesn’t help matters that Second Life’s userbase skews significantly older than most other social VR platforms, virtual worlds, and metaverse-adjacent apps like Minecraft, Fortnite, and Roblox. SL users are (literally) dying off! However, Second Life still remains popular enough (and a reliable cash cow) to keep merrily coasting along for many years. And with the deep pockets and good connections of the Waterfield investment group (of which Second Life is now a part), the future looks bright.

I wish I could say the same about Sansar, which from my (admittedly limited) perspective, seems to be circling the drain. I wrote the following post in the official Second Life community forums late last year:

I was part of Sansar since I was invited into the closed beta in 2016/2017, and I was there for the whole crazy ride. Sansar is now on life support (the company that bought it from Linden Lab, called Wookey, furloughed all of its staff recently, and I believe that they could shut down at any moment without warning). Being there from beginning to end, I still marvel at how Linden Lab thought they could build a new virtual world/social VR platform and just put it out there, and expect it to sell itself in this competitive marketplace for metaverse platforms. “Build it and they will come” might have worked for SL in 2003 but it sure ain’t gonna work nowadays. You have to PROMOTE yourself to get noticed.

Also, Linden Lab could have done a lot of things to try and entice SL users to a) visit Sansar and b) make them want to stay, build worlds, create content, and form a new community. Instead, what happened is that Second Life folks (rightly or wrongly) saw Sansar as something which distracted LL from its work on SL, and as a result most SL folks hated Sansar and refused to have anything to do with it, hastening its downfall in my opinion. It also didn’t help that Linden Lab made a bet that many people would be owning high-end VR headsets tethered to high-end PCs with good graphics cards, and instead the Oculus Quest wireless headset took off.

I still shake my head and wonder “what if?”. Say a prayer for Sansar, it needs it. 

Right now, Sansar’s best hope for survival in 2022 is for another company who wants to enter the metaverse marketplace to buy the platform from Wookey, much the same as Microsoft stepped in at the eleventh hour to snap up AltspaceVR.

Another prediction: we are going to see an increase in the number of companies providing services to metaverse platforms. Wagner James Au mentions the Linden Lab subsidiary Tilia, which provides financial services, in his blogpost which I linked to up top; I predict that they will land a few more clients this year. Another example of a company doing well in this niche is Ready Player Me, the avatar system currently in use in VRChat and over 1,000 other apps and games on VR, mobile, desktop, and web. Expect this nascent business-to-business sector to explode this year!

Well, that’s it for me, for now. I might update this blogpost with other predictions for 2022 as they come to me.

And I ask you, my faithful readers: what predictions are you making for the next twelve months? Feel free to leave a comment, or use the feedback form on my blog if you’d prefer to contact me directly. You’re also welcome to join the RyanSchultz.com Discord server, a cross-worlds community where over 600 people, with experience in various metaverse platforms, welcome you! Just click the button on the left-side panel of my blog as shown (image right). If you are connecting via a smartphone or tablet instead of your computer desktop, just click the three-bars menu button in the upper-right hand corner, then scroll down until you see the Discord widget displayed.

Editorial: The Current Business Land Rush in the Blockchain-Based Virtual Worlds (and the Forgotten Lessons from Second Life’s Corporate Boom)

It’s déjà vu all over again.

—Yogi Berra (source)
The virtual office of accounting firm Prager Metis International in Decentraland (image source: The Wall Street Journal)

This morning, I read a January 7th, 2022 article in The Wall Street Journal titled Accounting Firms Scoop Up Virtual Land in the Metaverse (archived version), which discusses how PricewaterhouseCoopers and Prager Metis made acquisitions last month to begin operating in the metaverse. Please go over there and read the article in full; below is the section pertinent to my editorial today:

Businesses across industries, including real estate, technology and cryptocurrency, have been purchasing digital land on platforms such as Decentraland and the Sandbox. Executives have started drafting business plans for operating in those virtual worlds, which are typically conceived by videogame developers.

Prager Metis International LLC, a New York-based accounting and advisory firm, on Friday said it opened a virtual three-story property on a site it bought for nearly $35,000 in late December. The firm, which operates 23 physical offices in the U.S., Europe and Asia, made its purchase on the Decentraland platform in partnership with Banquet LLC, a firm that funds and manages blockchain ventures.

Prager Metis plans to use its virtual building to advise companies and other new and existing clients on tax and accounting issues, Chief Executive Glenn Friedman said. The firm expects that many of its clients, particularly those in the entertainment and fashion industries, will seek its services in the metaverse as more companies decide to conduct business there, according to Mr. Friedman. “If the metaverse is going to replace the internet, then certainly business is going to use it,” he said.

Other accounting firms are also venturing into the metaverse. PricewaterhouseCoopers in late December said its Hong Kong unit acquired virtual real estate in the Sandbox, a subsidiary of software firm Animoca Brands Corp., for an undisclosed amount.

“The Metaverse offers new possibilities for organizations to create value through innovative business models, as well as introducing new ways to engage with their customers and communities,” William Gee, a partner at PwC Hong Kong, said in a statement.

And, like Yogi Berra once famously said, I got déjà vu all over again.

In November 2017, in the earliest days of the RyanSchultz.com blog, I wrote:

I still remember the crazy heyday of Second Life, with the hype machine set to maximum, from 2006 to 2008. Everybody was going on about how virtual worlds in general, and Second Life in particular, were going to revolutionize business and education. News organizations like Reuters, countries like Sweden, and big corporations like American Apparel and IBM trooped into SL and set up sims.

(Of course, most of those organizations trooped out of SL just as quickly as they trooped in, leaving the field to the many mom-and-pop businesses that give SL its vibrancy.)

And in July of 2018, I wrote:

Second Life went through a period (around 2006-2007) where many real-life companies, like American Apparel and Playboy, trooped in and set up shop. Almost all of those corporations left after a year or two, not seeing any real value for their investment of time and money in SL.

But, you may say; but!! It’s different this time around, you may say. And you may well be right. Perhaps, this time, all the stars will align and people will create an avatar, go into a social VR platform or a virtual world like Decentraland or the Sandbox, figure out how to dress themselves, move around and talk, locate your virtual office or shop, and actually transact business. But, for anybody who was in Second Life between 2006 and 2008, during a previous iteration to the current metaverse hype cycle, this all has a rather familiar ring to it.

Businesses who want to set up a virtual office or shop in any metaverse platform—Decentraland, the Sandbox, venerable old Second Life, wherever—need to stop and ask themselves the following pertinent questions (and yes, a consultant like Cathy Hackl, Godmother of the Metaverse, would probably charge you a pretty penny for this advice, but hey, me, I’m going to give it to you for free!):

  1. What is your use case? Prepare a written-down description of the ways in which a user would interact with your virtual office. Yes, I’m serious! WRITE IT DOWN AND THINK IT OUT. A formal use case would establish the success scenarios, the failure scenarios, and any critical variations or exceptions to your plan, before you commit.
  2. Who is your target audience? Who are you hoping to reach by setting up a virtual office in social VR or a virtual world, that you you wouldn’t already reach? NFT enthusiasts? Crypto bros? Your Joe or Jane Average consumer? If there’s a mismatch between your target audience and the people who actually use the platform, you need to take a step back and rethink this. You shouldn’t expect a sudden influx of people who are different from the demographic of the current userbase, either.
  3. How technically savvy is your target audience? For example, during Second Life’s boom, many academic libraries set up virtual versions, only to later close them when they realized that expecting people to install and set up a Second Life client, just to look for information or ask a reference question, was too steep a learning curve. In other words, the price of admission was too high. (Yes, I know, Decentraland is web-based, but that, too, has a learning curve and its tricky set-up bits, particularly if you are new to cryptocurrencies, blockchain, and NFTs.)
  4. Will this virtual office be staffed? Or will it just be a place where an avatar can get information, kind of like a fancy, three-dimensional brochure, but with NFTs and videos? 😉 And, if you do plan to staff it, will you have posted office hours? Keep in mind that most metaverse platforms operate 24/7/365; will you have people working in shifts? At the same time, paying someone to hang around in Decentraland or the Sandbox, waiting for someone to wander in, could potentially be expensive.
  5. Seriously, ask yourself why you are doing this, and keep digging until you hit bedrock! Are you setting up a virtual office just for the bragging rights? Are you just responding to all the recent articles about the blockchain-based metaverse which are triggering your FOMO (Fear Of Missing Out)? Are you responding to someone else’s FOMO (e.g. your CEO or CTO)?

    So go look into the mirror, and ask yourself why. And whatever answer you give, keep asking yourself why, again and again and again, until you strip out all the corporate-speak and bafflegab and bullshit and you hit your underlying bedrock, your true motivations and intentions. THEN act.

There, you see? Auntie Ryan could definitely give the Godmother of the Metaverse a run for her money! 😜 (Seriously, love you, Cathy! Don’t change what you’re doing!)

Look, people (and by “people”, I mean corporations); I’m not saying don’t do this. I’m saying: if you choose to do this, then carefully think about what you are doing, and why you are doing it, before you jump in feet-first, and start flailing about. And (shout-out to Cathy!) hire consultants who will advise you. (Hey, forget Cathy, hire me! Me!!!)

I remain optimistic that this iteration of the metaverse will take off (unlike Second Life’s relatively short-lived and now seemingly-forgotten corporate boom). But my optimism is tempered by my 14 years of experience in SL…I often joke that I got my Ph.D. in the Metaverse from the University of Second Life! 😉 That experience informs my perspective as I passionately explore and write about the ever-evolving metaverse on this blog.

Second Life is the perfect model of a mature, fully-evolved metaverse platform, which newer entrants into the marketplace would be wise to study, and learn from both its many success stories and its failures, controversies, and scandals.

Metsploitation: Companies Abusing and Misusing the Word “Metaverse” Will Render the Term Meaningless

When historians look back at the current metaverse mania (and you can bet they will!), they will note that Facebook’s October 2021 announcement that it was rebranding as Meta and repivoting to become a “metaverse” company as the point at which the silly season truly began.

As somebody who has been writing “news and views about social VR, virtual worlds, and the metaverse” (as the tagline of the RyanSchultz.com blog states) for almost five years now, I routinely roll my eyes as some of the abuses and misuses of the term metaverse I come across lately. For example, the CES 2022 press release for a cutting-edge contact lens regularly namedrops the term “Metaverse” (with a capital M) for a product that clearly currently doesn’t have anything to do with the metaverse—and is unlikely to do so anytime in the near future.

Everybody is suddenly jumping on the metaverse bandwagon (especially in the blockchain, crypto, and NFT space), and I fear that the many corporations breezily throwing the term about (and, in many cases, stretching, misusing, and abusing it) will eventually render the term meaningless.


A Jan. 3rd, 2022 CNN Business article written by Kerry Flynn featured an interview with Gideon Lichfield, the global editorial director of Wired:

The word “metaverse” is popping up everywhere. Facebook recently changed its name to Meta Platforms. Nike bought a virtual shoe company to help it expand to the metaverse. And other brands like Gucci and Ralph Lauren have been considering the future of fashion with digital personas.

With all the attention, it can be difficult for general news consumers to parse through what is a marketing gimmick versus what really matters. It requires journalists to approach the tech industry’s new favorite buzzword with an open mind and with nuance, something that the media hasn’t always been consistent with in years past, according to Gideon Lichfield, global editorial director of Wired.

“Every time the industry goes after a new name for something and tries to pivot, something new inevitably comes out of it. It’s just not clear yet what it will be,” Lichfield said. “I think one has to be really critical of this tendency and call out what is just marketing and hype, which is a large part of it, whilst remaining open-minded to the fact that something new does emerge.”

I recommend you go over and read the entire interview, which covers many topics in addition to the current metaverse craze.


I will leave the final word to Brian Heater, who wrote yesterday in a TechCrunch article about the 2022 Consumer Electronics Show:

This year, the halls of CES may have been fairly devoid of human life, but from the looks of things, one couldn’t walk a few feet without tripping over the metaverse. Just over two months after Facebook rebranded to Meta, a little metsploitation is to be expected at a show like CES, where companies are every bit as invested in a good hook as good product. In a show like this, it’s understandable — if you’re not a company like, say, Samsung or Hyundai, it’s difficult standing out. Of course, both of those giant brands never met a that they didn’t want to verse.

I’ll spare you the specifics on the smaller companies. This thread is a pretty well versed in the aforementioned meta. Frankly, I don’t want to blow up any startups for hoping they glean a little bit of that shine (though, if I’m being honest, “Goart Metaverse” is a phrase that is going to wedge itself into my psyche until my body releases the DMT into my brain in my final moments on Earth).

What I will say, for sure, is that if you didn’t know what a metaverse was prior to the start of CES, the show didn’t do a particularly good job clarifying — beyond the fact that it probably definitely includes some goofy looking Memojis and probably some VR equipment. And, actually, now that I’m typing that, I recognize that it’s probably as good a description of metaverse as any…

It must be a confusing time to be among the most bullish on the metaverse. Everyone from beauty brands to wearables. It’s at once hopeful to see such excitement around the concept, but also frustrating to witness what may be an emerging metaverse of shit. That is to say, will the metaverse lose all meaning before there’s a metaverse to metaverse in? Your metaverse is as good as mine (metaverse).

Be sure to check out all the pictures in Nima Zeighami’s Twitter thread mentioned in Brian’s article as a further support for my arguments here. And Brian’s portmanteau metsploitation is officially my favourite new word of the day!


P.S. Starting with this blogpost, I have given in to the inevitable, and created a new category on the RyanSchultz.com blog, called Metaverse (General), as a sort of catch-all for posts which discuss the metaverse and don’t neatly fit into another category.

I will in due time go back and add this tag to my blogposts about the metaverse written in the past 4-1/2 years to make them easier to pull up, but (as you can imagine) this will take me some time.

Editorial: Meta’s Horizon Social VR Strategy Is Currently a Bit of a Mess

As many of you already know, I responded to last October’s announcement by Meta (then still called Facebook) that owners of Oculus VR hardware would have to set up accounts on the Facebook social network, by personally boycotting all Meta products and services—including the Horizon Venues, Horizon Worlds, and Horizon Workrooms social VR platforms. (Here’s the blogpost where I announced my decision.)

Since that announcement (full text here), I have replaced my trusty Oculus Rift tethered VR headset, which up until that point I had been perfectly happy with, with a Valve Index (which I love to use and I consider an upgrade in every single way from the Rift). I also did a factory reset on my Oculus Quest 1, sending it to my sister-in-law in Alberta, who might use it in her work with developmentally-challenged adults (she has no qualms about having a Facebook account, and it’s going to a good cause). I had already deleted my Facebook account previously, and I followed by deleting my Oculus account as well and removing the Oculus app from my iPhone. Yes, I burned my bridges, and I voted with my feet and my wallet!

While it might be considered a bold, gutsy, and even audacious move to boycott what is likely to become one of the significant players in social VR, in a blog specifically about social VR, I am still quite comfortable with my decision four months later. As I wrote on my popular and comprehensive list of metaverse platforms:

I am DONE with Meta, and I refuse to come back unless the company reverses its decision to force its VR headset users to have accounts on the toxic Facebook social network.

Of course, that doesn’t mean that I won’t write about Meta and its social VR strategy; it’s just that I won’t be writing about it from a first-person perspective! (And I have a whole network of metaverse enthusiasts, who are not personally boycotting Meta hardware and software, to keep me reliably informed as to what’s going on in-world.)

From my onlooker, outsider perspective, Meta’s social VR strategy seems to be a bit muddled at the moment, with no less than three different social VR apps as part of their current metaverse offerings. And I’m not the only one who has noticed. Tech pundit Ben Lang tweeted yesterday:

Idea: We’re one of the biggest social network companies in the world, let’s make a social VR platform that everyone can enjoy!

Execution:

As a recent Road to VR article written by Ben, titled Meta Plans to Fuse Its ‘Horizon’ Apps & Make Them More Accessible… Eventually states:

Although all three share a common umbrella name, and even share the same avatars, they’re really entirely different applications. You might be sitting right next to your colleague in Workrooms and invite them to watch a show with you in Venues after the meeting, but there’s no seamless way for both of you to actually go from A to B without quitting your current app, launching a new one, and then eventually find each other on the other side. Not to mention dealing with an entirely different interface and features between the two.

In an interview with Digiday, Meta’s VP of Horizon, Vivek Sharma, hinted that the company hopes to eventually bring these experiences together in a more seamless way.

“Eventually, Sharma plans to stitch [the three Horizon applications] together to create a cohesive virtual world,” writes Alexander Lee. “Though he didn’t offer specifics about the timeline for this union or what the overarching platform would be called.”

“You can imagine us building out an entire ecosystem where creators can earn a living, where communities can form and do interesting stuff together,” Sharma told Digiday. “So it’s not just a place for games; it’s not just a place for people to build creative stuff; it’s all of the above.”

At present, Horizon is scattered in more ways than not being able to navigate seamlessly between apps. Accessibility is also an issue… you’ll need an Oculus Quest 2 headset if you want to be able to access all three. If you have the original Oculus Quest you can only use Worlds and Venues. If you have an Oculus Rift you can only use Worlds. And if you have a non-Oculus headset well, you’re out of luck.

Ben Lang raises an important point: everything that Meta is currently doing is constrained to run on Meta’s VR hardware. In fact, I’m not even sure how Meta plans to make Horizon Venues, Horizon Worlds, and Horizon Workrooms available to headsets like my beloved Valve Index. It will be interesting to see how—or even if—Meta tackles this issue.

If they don’t support other brands of virtual reality headsets, the utility of the Horizon line of social VR platforms is going to be limited, particularly as new competitors enter the market (like Apple, who is widely anticipated to launch a VR/AR headset sometime this year or next year).