A $ 170K cat and the ‘reality’ of an unreal universe
Between December 2017 and January 2018, 34,356 parcels of land were sold in a solitary realty public auction in a single city to buyers from throughout the globe. The auction had a variety of features. Without a doubt, one of the most unusual things was the fact that the real estate being sold did not exist in any type of conventional sense.
It was virtual. These plots were being sold in a yet-to-be-created digital city available only via a web browser, enhanced by an advanced marketplace and an exclusive cryptocurrency. Tens of millions of dollars have moved through the marketplace since the auction launch.
However, it is not unique. In 2010, a nightclub within the video game “Entropia Universe” was sold for $ 635,000. A digital equivalent of Amsterdam was marketed in “Second Life” for $ 50,000 in 2007. A 16-year-old simply won a $ 3 million cash prize for eliminating everyone on a virtual island in front of millions of individuals. In 2018, “CryptoKitties”, an Ethereum blockchain-based game that allows users to breed, trade, and sell digital cats, scored the then most expensive in-app purchase, with the sale of a CryptoKitty named Dragon for approximately $ 170,000.
This is the Virtual Economy. A heap of platforms, fledgling and often dubious markets, skilled mixers, unstable assets, and also ambitious pioneers that exist or operate uniquely in virtual environments. It rests just out of reach, behind a digital curtain, unnoticeable to most of us. Within it, there is a galaxy of activity as well as opportunity. A brand new economic frontier that might simply be the answer to the generational wealth void.
The pandemic is speeding up one of the most crucial trends of the internet: the creation and also the normalisation of virtual worlds and virtual economies. Today, virtual worlds mostly take the form of multiplayer online games: “Roblox” players average nearly three hours per day in-game; “Fortnite” has been collectively played for 10.4 million years – about 52x the time that humans have occupied the Earth. But virtual worlds are emerging in new forms, bleeding into parts of life from music to education to work. We’re slowly inching toward the “metaverse”– a term from the novel Snow Crash, that describes a collective virtual shared space.
In the future, we’ll all invest hours daily as digital avatars, or as ourselves in immersive virtual reality worlds. Most notably, virtual worlds will level the playing field. We’re living through unprecedented income inequality, with worldwide wealth focused at the top. In the analog world, talent is similarly dispersed, but opportunity is not. In virtual worlds, everybody will have equal access to opportunity: all an individual needs is internet access. Virtual worlds and virtual economies will certainly break down conventional barriers to wealth creation and also wealth distribution.
Music
In April, 46 million people watched Travis Scott’s “Astronomical” concert in Fortnite. Millions more watched across the Internet, and the YouTube video of the event has 112 million views.
Hosting a concert in a virtual world gave Scott unlimited creative freedom. He arrived on a purple comet, grew to the size of a skyscraper, and went underwater. While not all take place in virtual worlds, virtual concerts are becoming popular, as the pandemic shuts down physical events and as online-first events become more creative and immersive.
Socialising
A generation ago, online dating was stigmatised – it was embarrassing to have to turn to the Internet for dating. Today, online dating is completely mainstream.
Socialising via virtual worlds is following a similar arc. Second Life, an online virtual world created by Linden Labs, became popular in the late 2000s, but was too early – it faded from popularity over the last 10 years. The concept of socialising with friends via digital avatars hadn't been normalised.
Nevertheless, countless individuals, particularly Gen Zers and also Millennials, socialise through Fortnite, Roblox, Minecraft, as well as other massive multiplayer online games (MMOs). Virtual worlds are becoming part of life; couples even fall in love through an online video game and get married regularly.
Education and learning 