Web3 and Metaverse: what new field of action for businesses?

SUMMARY

PUBLISHED ON 18/11/2022

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Use cases to understand how these innovations are reinventing traditional industries On October 13, 2022, the 2nd edition of the Ateliers du Galion took place at the Palais de Tokyo. If you were not there, we summarize the highlights of each session.

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Speakers :

  • Alexandre Cognard, co-founder of Arianee
  • Soraya Jaber, co-founder of Minsar /Wanderland
  • Alban Denoyel, co-founder of Sketchfab/Epic Games
  • Thomas Tulier, co-founder of Eurazeo

Issue

  • Beyond the trend, what fields of application and what challenges do web3 and the metaverse open up for Tech companies?

Key ideas

  • The metaverse allows its users to get closer to what they experience but in virtual reality, and to regain a sense of presence that does not exist in the 2D web.
  • Web 3 allows the user to regain possession of their own data
  • Some solutions of Wallets requiring the signature of several individuals before the launch of any operation make it possible to detain without the risk of Tokens by businesses
  • Based on a principle of pseudonymity, the metaverse makes it possible to send targeted advertising to a user, a large amount of information of which is accessible without being linked to his real identity.
  • The transition of Ethereum to a validation mode that consumes much less energy suggests that Web3 will become a consumer space with a lower carbon impact.

Points of attention or don's

  • The image of Web 3 may have been tarnished by the exposure of speculation on NFTs, even though it is much broader
  • Platforms should avoid positioning themselves as a single metaverse, since the metaverse experiences will be multiple
  • La Blockchain is currently optimized for writing, not for reading transactions, and requires bridges between the virtual and the real
  • Due to technical obstacles, there are currently too few applications for virtual reality equipment to become an everyday object.
  • For the time being, it is not relevant to compare the sales of virtual reality equipment to those of smartphones, for example, since their deployment is only at the beginning.

Key learnings or do's

  • It is advisable to design tools and platforms to create 3D environments and worlds.
  • The deployment of web3 and the metaverse allows brands to connect to new users, and in particular to new generations, who are ultra-connected, by offering them relevant uses and new advantages or experiences.
  • Virtual reality devices must be as close as possible to the equipment of daily life to become products.” Mass Market
Alexandre COGNARD: “For me, the metaverse is when people will value their digital appearance more than their real appearance.”
Alban DENOYEL: “I identify two different approaches. First, the actors of the past, such as video game publishers, created communities of hundreds of millions of users who originally wanted to play a game, but then came to see other people. New players, for their part, create spaces before seeking to animate them to attract users.”
Soraya Jaber: “We have seen apartment visits in virtual reality democratize in recent years. It is important to be able to project consumer potential into the product offered for sale, and to create a more immersive experience. These experiences increase brand engagement by 70%.”

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