The Experiences of the Metaverse
In previous articles I’ve shared the structure of the metaverse in terms of market dynamics, the companies that occupy the metaverse value chain, and the megatrends that will shape its future.
Here I’m going to get down to the nitty-gritty: what are the experiences you can have in the metaverse — now and in the future?

I’ll be making the case that the experiences of the metaverse share some common properties:
- An emphasis on activities
- …in increasingly immersive places in which the self is present
- …crafted by an exponential rise in creators
- …supported by the connective tissue to link and embed immersive, emergent content
What Jobs Does the Metaverse Do?
By its very nature, the experiences of the metaverse will be extremely varied.
First, let’s examine all of the roles the metaverse will inherit.
All the Jobs of Television
Ben Thompson uses the metaphor of “jobs” that a product does to explain how the internet has already disrupted television, and that’s a good place to start: for almost 100 years television kept us informed, provided education, a live view of sporting events, brought stories into our living rooms, and offered an antidote to boredom. The internet does these now, and that will only continue in the metaverse — augmented by an exponential rise in creators and immersiveness.
All the Jobs of the Internet
It should also be obvious that the internet does a lot more jobs than the ones originally done by television. It also sells us stuff, provides a platform for software applications, enables marketplaces, and facilitates collaboration. As I’ll explain below, the metaverse will enhance all of these by simplifying the process for creators and embedding more experiences within immersive settings.
“Third Place”
Ray Oldenburg coined the “third place” (beyond the home and work) as the venues for community life, social interaction and creativity.
Currently, the third place is partly filled by social networks.
However, physical third places provide a venue for activities. Most social networks focus on only one main activity: sharing content.
It’s already been happening inside games.
Games allow you to engage in actual activities with your friends… And they’re good at telling stories, offering an escape, and even harbor an emerging industry of live streaming with the addition of esports.
From Transactions to Activities
The current internet is mostly about transactions and access to information.
The the metaverse, we’ll mostly be talking about activities.
As the metaverse expands to include immersive learning, shopping, education, travel, and other undreamt-of applications, it will become more game-like, which is to say: more activity-oriented.
Properties of the Metaverse
The Metaverse is really Internet 3.0. How is it qualitatively different from the internet we have now?
I think it is useful to think of the metaverse both as a thing as well as a process. It is already here. The process of building the metaverse is being driven by:
- Activities: mainstreaming of immersive experience — those where you don’t simplify look at pages and apps, but engage in activities with others within places.
- Creator-driven: both the tools to create your own activities, as well as creator economies that enable users to add content to them, will enable non-technical folks to shape the metaverse.
- Embedding and Linking of Emergent Content: just as hyperlinks and embedded content became the connective tissue of prior generations of the Internet, the ability to bridge and layer elements of the immersive internet together will power the next emergent wave of innovation. We may need new terms — hyperportals and hyperstreams?
What’s Immersive Mean, anyway?
The dictionary definition is:
1. noting or relating to digital technology or images that actively engage one’s senses and may create an altered mental state: immersive media; immersive 3D environments.
2. noting or relating to activity that occupies most of one’s attention, time, or energy:her many years of immersive sociological fieldwork.
3. characterized by or relating to dipping, absorption, or immersion.
That out of the way — I think this is a somewhat vague way to think about immersion.
An easier way is to think of it as giving us the illusion of a place we are in; and when I use “we” what’s inherent in that is that the self is present in this place.

Naturally, that includes AR and VR — but also includes anything where our minds perceive it as spaces or places where our self can be. So that includes virtual worlds in games, which could be in 2D or 3D.
But is isn’t limited to graphical experiences. An example is Clubhouse, which is already part of the metaverse.
Clubhouse is sometimes described as “interactive podcasts” but that doesn’t really capture it.
It provides the illusion of being in a room with a group of people engaging in the activities like learning, socializing and water-cooler conversation. And its activity-pattern mirrors the way people look for groups in an MMORPG.
Metaverse experiences give us a sense of place by tapping into the sensorimotor faculties we evolved to use. Videogames have gotten increasingly good at this — and now some of that learning, along with the spatial computing technology to place this content all around us — will expand not only the potential for games and entertainment, but disrupt numerous other jobs as well.
Use Cases for the Metaverse
Let’s move from the jobs performed by the metaverse, to some specific examples.
Games
We already have games — which are already part of the metaverse — but they’ll be increasingly immersive (more adapted to sense-of-place, more social, more interactive) and crafted by an exponential rise in creators.
Unity and Roblox are two examples of platform that have disrupted game-making by making it possible for millions of creators to deliver games:

Social Experiences
Building on much of the technology that enabled virtual worlds in games, the metaverse will give us the ability to socialize through activities rather than simply socializing through sharing photos and news links.

Immersive Commerce
The largest successes in ecommerce so far have been around lower-touch, self-directed buying.
Traditional retail still excels at situations where high-touch, pour-you-a-tea and consulting on your purchase is appreciated by the consumer. Is this where immersive commerce in the metaverse might take off?
Shopify thinks it might be:













