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Metaverses

Eli Noam

Chapter 12 in Video 2040, 2026, pp 224-241 from Edward Elgar Publishing

Abstract: This chapter explores the concept of the metaverse and its potential impact on the video industry. Metaverses are computer-generated virtual worlds where users can interact with one another and digital objects, creating new opportunities for immersive experiences. The chapter discusses various aspects of metaverses, including their potential applications in video distribution, marketing, and community building. Examples of proto-metaverses, such as Roblox and Fortnite, are examined, showcasing their success in engaging users and creating new forms of interactive content. The chapter also analyzes the predictions of economic impacts of metaverses and why they have disappointed. It discusses likely business models, as well as policy and regulatory implications. Overall, the metaverse has the potential to become a distribution system for video.

Keywords: Metaverse; Virtual Worlds; Interactive Content Creation; Game Platforms; Meta; Zuckerberg (search for similar items in EconPapers)
Date: 2026
ISBN: 9781035358168
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