From 0ac6dc832fde48be8b6739b591a085836e2fcfac Mon Sep 17 00:00:00 2001 From: Marcin Chrzanowski Date: Thu, 25 Nov 2021 16:05:59 +0100 Subject: Add link --- src/blog/on-zucks-metaverse.html | 48 ---------------------------------- src/blog/on-zucks-metaverse.html.erb | 50 ++++++++++++++++++++++++++++++++++++ 2 files changed, 50 insertions(+), 48 deletions(-) delete mode 100644 src/blog/on-zucks-metaverse.html create mode 100644 src/blog/on-zucks-metaverse.html.erb diff --git a/src/blog/on-zucks-metaverse.html b/src/blog/on-zucks-metaverse.html deleted file mode 100644 index 57c73c5..0000000 --- a/src/blog/on-zucks-metaverse.html +++ /dev/null @@ -1,48 +0,0 @@ -title: On Zuck's Metaverse — Ads Everywhere -date: November 25, 2021 14:06 ---- -

-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. -

- -

-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. -

- -

-Remember — it's not social media, it's marketing media. 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 (useds in Stallmanian terms) from a chat with friends to -purchasing a new product. -

- -

-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. -

- -

-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. -

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 +--- +

+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. +

+ +

+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. +

+ +

+Remember — + + it's not social media, it's marketing media. 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 +(useds in Stallmanian terms) from a chat with friends to purchasing a new +product. +

+ +

+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. +

+ +

+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. +

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