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author | Marcin Chrzanowski <m@m-chrzan.xyz> | 2021-11-25 16:05:59 +0100 |
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committer | Marcin Chrzanowski <m@m-chrzan.xyz> | 2021-11-25 16:05:59 +0100 |
commit | 0ac6dc832fde48be8b6739b591a085836e2fcfac (patch) | |
tree | 5a1a4cf7a8705a8b8cae47ed0979eba256bb81f8 /src/blog/on-zucks-metaverse.html.erb | |
parent | 20f74e8cb09740cb760d0f820fa96cd8dc79f32e (diff) |
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diff --git a/src/blog/on-zucks-metaverse.html.erb b/src/blog/on-zucks-metaverse.html.erb new file mode 100644 index 0000000..00e03f4 --- /dev/null +++ b/src/blog/on-zucks-metaverse.html.erb @@ -0,0 +1,50 @@ +title: On Zuck's Metaverse — Ads Everywhere +date: November 25, 2021 14:06 +--- +<p> +First off, let's just call it VR. "Metaverse" is a brand name invented to +separate current efforts from the previously failed hype around VR. The reasons +VR has failed before are interesting of themselves, but more on that in a future +post. Here I want to talk about Zuck's ideas for social VR and what I think +about the whole concept. +</p> + +<p> +VR as a social and communication medium, which appears to be Zuck's focus, and +is likely to end up being one of the widest VR markets in terms of number of +users and overall man-hour usage time, is not progress in any way. It doesn't +actually introduce any new features that would make life better. It will never +replace real world human connections as Zuck seems to imply it can. At least not +until we reach Matrix-levels of simulation, but that comes with a whole host of +other obvious problems. +</p> + +<p> +Remember — +<a href='<%= path_to "blog_its-not-social-media-its-marketing-medial" %>'> + it's not social media, it's marketing media</a>. VR social media is simply +a huge investment of developer time, and a trade off of internet bandwidth, to +squeeze extra attention and shopfront-facing time from users. VR is fancy, +engaging, and can probably be made to be even more addicting than the current +flat phone screens. Just like it's hard to take your eyes off of a flashing TV +screen, even if you're not actively interested in what's currently on, it will +be difficult for the people that plug themselves into VR to take the headset +off. Zuck talked a lot about interoperability of "metaverse" systems: this is +also going to be useful from a profits perspective, by seamlessly guiding users +(<i>useds</i> in Stallmanian terms) from a chat with friends to purchasing a new +product. +</p> + +<p> +Internet ads already replaced magazine, newspaper, radio, and to an extent even +TV ads. By building a simulated world for people to spend time in and move +around, Zuck (and other VR investors) could now also steal market share from +highway billboards, sidewalk posters, and other places we encounter marketing +while moving around the physical world. +</p> + +<p> +That's all there is to it. If you see Zuck investing billions into a new effort, +remember that it's to see a return on investment. And for a marketing product +like Facebook, returns come from sapping human attention. +</p> |