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?

What does the metaverse do? Jobs performed by the metaverse. Venue for activities.
What does the metaverse do? Jobs performed by the metaverse. Venue for activities.
The jobs performed by the metaverse — image from Facebook Horizon.

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…


In this article, I identify 9 megatrends — exponential shifts that are already underway on a global scale — and how they will shape the future of the metaverse.

Most of the megatrends are a blend of both technology and social change. Here are the megatrends I’ll discuss:

By looking at the 9 megatrends here, we are given a chance to “pull back the camera lens” and see a picture of the wider landscape upon which we’re constructing the metaverse.

Virtual Mainstreaming

People increasingly regard the virtual world to be as real as the physical world.

In the physical world, trust is…


The “creator economy” is about unleashing creativity — enabling anyone to earn a living or build a business around an audience, unconstrained by the high technological barriers that existed in the past.

Evolution of Creator Economies. Pioneer Era, Engineering Era, Creator Era.
Evolution of Creator Economies. Pioneer Era, Engineering Era, Creator Era.

We now have enough history to look back and see a predictable pattern play out: whether it was desktop publishing in the past — or e-commerce and 3D engines more recently — there are several phases within any given creative industry:

  • The Pioneer Era, when first-movers like Amazon or Pixar created their own technologies.
  • The Engineering Era, when bottoms-up tools and middleware emerge to support overwhelmed engineering teams.


In my article on the value-chain of the metaverse, I described the seven layers of the ecosystem. In this article I’m going to focus-in on three of the most important metaverse companies — Unity, Epic Games and Roblox — and describe the commonalities and differences.

Let’s start with where companies (and some open source projects) sit within the market (version 2.8— updated June 4, 2021):

Brief recap of what each of these layers represent:

  • Experience is what we actually engage with: games, social experiences, live music, etc.
  • Discovery is how people learn that an experience exists.
  • The Creator Economy is…


Trillions of dollars: that’s how much private industry is investing into the metaverse.

Seven Layers of the Metaverse: Experience, Discovery, Creator Economy, Spatial Computing, Decentralization, Human Interface, Infrastructure
Seven Layers of the Metaverse: Experience, Discovery, Creator Economy, Spatial Computing, Decentralization, Human Interface, Infrastructure

In this article, I provide a description of the value chain of this market, from the experiences that people seek out to the enabling technologies that make it possible. More importantly, I also provide a prescription — a vision for a future metaverse that is powered by creators and built upon decentralization. …


Everyone’s talking about the metaverse. Why? And what the heck does “metaverse” mean, anyway?

The word doesn’t have a perfect definition at this point; but that’s OK: the metaverse is a process of becoming, not just being.

When I need to give a concise explanation, I say this:

The metaverse is the internet evolving into a creative space for anyone who wants to craft experiences.

The keywords are experiences, space and creative.

Metaverse by Richard Horvath.

If I need to give a slightly expanded definition, I’ve written that the metaverse is defined by these attributes:

  • An emphasis on activities
  • …in increasingly immersive places in…


I compiled a lot of the prescriptions, observations and vision for the metaverse that I’ve written over the last few months and compiled it into the following slide deck. This will give you a whirlwind tour of the value-chain of the metaverse industry, the megatrends driving it, and over 160 companies that are involved in building the metaverse. Enjoy…and pass along!

If you enjoyed the above deck, here are some related articles I think you’ll enjoy:


As I noted in my previous post about the experiences of the metaverse, the content and applications of the metaverse are already incredibly diverse.

The metaverse is already here. But when we speak about it, we’re talking about what it is becoming.

The forces that are driving this evolution of the internet are an orientation towards activities, an exponential rise in creators, and a decentralized ecosystem that allows linking, embedding and mashups of content.

But how will creativity, innovation and wealth be distributed amongst the metaverse markets? That’s what I’ll consider in this article.

I distinguish two emerging models for…


Sometimes people talk about “digital natives” or Generation Z (and now Generation Alpha) and their tendency to be more comfortable with the Internet.

“Technology Is Not Technology” by lgb06 — CC BY-NC 2.0

But it isn’t inherently generational, nor is it about whether one grew up utilizing technology or came to it later.

Megatrend: Social Acceptance of Virtual Culture

It is about social acceptability, and how that has trended in a positive direction for the last several decades.

When I was growing up, playing video games branded me as a nerd (a label I wore proudly). Now, it would probably be considered a bit unusual for a kid to not play video games.

When I spent…


Live Events are one of the pillars of the Live Games Trinity that turns up the voltage in your game. This article explores some of the practices you can use to tune your events for success.

Events can frequently increase revenue by a factor of 200–300% or more, and do so on a sustainable basis.

There aren’t that many “best practices” because each game and each audience is different — but there are a number of methods that have worked in other f2p games that you can observe and experiment with.

If you need to understand more about why events work, I have an article on free-to-play economics that gives a high-level overview and the economic principles of scarcity.

Jon Radoff

Adventurer & entrepreneur. I fight for the game-maker. I like startups, digital culture, stories, software, crypto, cooking/wine, games and adventure.

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