Metaverse in Sports
Metaverse in Sports
1. EXECUTIVE SUMMARY.............................................................................. 3
2. JUSTIFICATION OF THE RESEARCH....................................................... 4
3. INTRODUCTION.......................................................................................... 5
4. WHAT IS METAVERSE................................................................................9
5. LAYERS OF METAVERSE............................................................................13
5.1. INFRASTRUCTURE....................................................................................14
5.2 HUMAN INTERFACE.................................................................................16
5.3 DECENTRALIZATION................................................................................20
5.4 SPATIAL COMPUTING..............................................................................22
5.5 CREATOR ECONOMY...............................................................................24
5.6 DISCOVERY...............................................................................................25
5.7 EXPERIENCE.............................................................................................27
5.8 EXAMPLES OF METAVERSE MARKET MAP LAYERS...........................27
6. METAVERSE MEGATRENDS......................................................................34
6.1 VIRTUAL MAINSTREAMING.....................................................................35
6.3 MACHINE INTELLIGENCE........................................................................35
6.4 RISE OF CYBERNETICS............................................................................36
6.5 CHALLENGES BY OPEN SYSTEMS..........................................................37
6.6 BLOCKCHAIN ADOPTION........................................................................37
6.7 WALLED GARDEN ECOSYSTEMS...........................................................37
6.8 ACCELERATING DISTRIBUTED NETWORKS.........................................38
6.9 SIMULATING REALITY..............................................................................38
7. CURRENT METAVERSES............................................................................39
7.1 DECENTRALAND........................................................................................41
7.2 HORIZON....................................................................................................42
7.3 SANDBOX...................................................................................................43
7.4 ZEPETO.......................................................................................................44
8. STUDY CASES..............................................................................................45
8.1 MICROSOFT HOLOLENS...........................................................................47
8.2 FORTNITE...................................................................................................49
8.3 MANCHESTER CITY- METAVERSE.........................................................51
8.4 NBA- METAVERSE................................................................................... 53
8.5 SUPER BOWL LVI- METAVERSE.............................................................55
8.6 COCA COLA- METAVERSE CAN..............................................................57
9. SUGGESTIONS TO REAL MADRID.............................................................46
10. SPORTS MARKET VISION.........................................................................59
11. CONCLUSION...............................................................................................75
12. REFERENCES..............................................................................................77
13. EXTRA DOCUMENTS AND INTERVIEW........................................................85
02
Executive
Summary
CHARACTERISTICS OF THE
RESEARCH
The structure that will follow is a result of deep research into the
metaverse and how to build one. Then, to complete the study, an
analysis of megatrends is conducted. Thereafter, sports study
cases from the sports market are considered as a benchmarking
analysis to understand how the market thinks and what they are
doing. A selection of specialists from the sports industry will also be
interviewed. Lastly, develop a value proposition that will illustrate
the right approach to achieving the goals this project has
established.
Justification
of the Research
We chose to develop this research because we believe that
the metaverse will be the new era of entertainment in sports.
Our background is in social media, branding, and design, so we
think metaverse is a theme that involves all of these areas.
Besides, that is a great opportunity to understand the future of
the sports industry and its consumers, how much money is
involved and be ahead of the conversations about it. Our first
contact with a smart glass in GSIC class was very disruptive
and fun for us. Being an intern at Real Madrid sparked our
desire to think about brand presence in the immersive
environment.
04
Image Obtained from freepik.es and draw by Maria Rueda
It is interesting to consider that Hitler utilized the Olympic
Games' broadcast in 1936 to project a positive image to the
world, or that, in the middle of the 1940s, television sales were
significantly influenced by the matches broadcast. Two cameras
were all it took to start a new era between sports fans and their
teams, cutting down on travel time to get to the games and
allowing for more family time.
06
GEN Z
relationship with sport has not been keeping pace with
the forerunners. Only 52% of them consider themselves
sports fans, and 79% admit that they do not watch live
games. While their parents could easily sit through a 3-
hour commercialized game, the younger generation is less
willing to. They are satisfied to see only the matches' best
moments.
As the world makes its way out of the pandemic, the interest in
this new form of experiencing life as a virtual playground has
people leaning towards the Metaverse, the next big deal in the
world of technology. By 2024, it's expected to be worth around
$800 billion dollars. Although the Metaverse is currently a
hypothetical concept, there are indications that it could
represent a significant business opportunity for investors,
corporations, and innovators. The creation of virtual 3D worlds
through social networks, combining the physical and digital
worlds, is the chosen objective of individuals interested in the
Metaverse concept.
07
This is due to early predictions of where the Metaverse is
heading. As an example, there have been sections of virtual
land being sold for more than $2 million dollars. This explains
why there is such a buzz around the idea of the Metaverse and
the reason for this research project.
08
Image Obtained from freepik.es and draw by Maria Rueda
This can be evidenced to the extent that we
Digitization has become the trend of the
use an avatar to represent ourselves
century. It has revolutionized efficiency in
virtually in a world we live and coexist in, by
the fields of business, education,
means of its codes. The metaverse is, then,
entertainment, sports, or any other area
a technology that is constituted in
that can be connected with the internet
cyberspace and "materializes" through the
over the past few decades. These industries
creation of 3D Virtual Digital Worlds, in
were boosted to their best performances by which different spaces for living and
the enhancement of their digital systems coexisting are represented in 3D, providing
and online storage, the shift of their data the emergence of contemporary "parallel
processing facilities to remote data centers, worlds'' or "third places."
and cloud platforms. The high performance
of these services has caused the consumer Nowadays, we perceive and live the
experience to have another perspective, constitution of new types of "parallel
making them more discerning, causing worlds", formed not by atoms but by bits
service providers to seek constant (the smallest element of information), which
improvement in their products. Currently, in in a continuity make pixels appear ("they are
the scope of innovation, consumers are points that together form an image"),
increasingly seeking emerging according to Negroponte (1995, p. 20). This
technological products that achieve good shows that the constitution of these "worlds"
results and high definition, such as Virtual is of another nature, a virtual digital nature
that has as its "place" cyberspace,
Reality (VR), Augmented Reality (AR), and
providing the emergence of what Levy
Artificial Intelligence (AI), in a freer,
(1999) understands as cyberculture in a
decentralized environment. Thus, the
society that, according to Castells (1999),
Metaverse emerges as the solution that can
can be called Network Society. These
unite all these technologies.
"worlds", with more contemporary
[...] a virtual world, in the broad sense, is a characteristics, "materialize" on the Internet
universe of possible, calculable from a digital through hypertext, instant messengers
model. When interacting with the virtual world, (WhatsApp, Skype), Virtual Learning
users simultaneously explore and update it. Environments (VLE), virtual communities of
When interactions can enrich or modify the relationships (Instagram, Snapchat,
model, the virtual world becomes a vector of Facebook, Tik Tok), virtual digital
intelligence and collective creation. (LEVY, communities of learning and practice,
1999, p. 75) blogs, photologs, MMORPGs (Massive
Multiplayer Online Role-Playing Games) and
As incredible as it may seem, the word RPGs (Massive Online Role-Playing Games -,
"metaverse" appeared for the first time in a among others. The construction of these
science fiction book "Snow Crash," "worlds" provokes the emergence of their
published in 1992 by cyberpunk writer Neal own languages, representations through
Stephenson. According to the author, the symbols, experiences, and exchanges.
metaverse has true character as well as
real public and private utility, as it is an Anyone with a VR/AR device such as a
extension of real space of the physical headset, phone, computer, or glasses can
world within a virtual space on the internet. access this immersive, virtual world.
In his book, Stephenson describes some Consumers materialize and connect in this
issues concerning the execution spaces, environment through avatars, which have
issues that start to become more relevant the same rights as in the real world in the
as these issues become major and virtual one, such as making transactions,
fundamental in people's lives. like shopping, and interactions, like playing 10
with other avatars.
The future of the metaverse, according to Building the
Metaverse author Jon Radoff, will be driven by creators and
based on decentralization. Whether this future materializes,
one that will deliver the greatest diversity of experiences
commanded by producers who make a career out of it, or one
defined by the next round of regulators and rent-takers,
depends on investments and decisions taken now. As a result,
the value chain, which comprises seven levels and covers
everything from infrastructure to the experience itself, must be
taken into account in order to develop a metaverse world
successfully and efficiently.
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Image from Jon Radoff on apr.13.2021 https://medium.com/building-the-metaverse/market-
map-of-the-metaverse-8ae0cde89696
Jon
Radoff
Building the
Metaverse
12
Image Obtained from freepik.es and draw by Maria Rueda
Infrastructure
For any company seeking to build a Therefore, the spread of the Metaverse will
metaverse, it is necessary to start with the depend on 6G. Wearable Sensors,
infrastructure, the basis of all layers, which Computer Systems Controls, Internet of
contains the technology that enables and Things (IoT), Cloud Systems, Multi-sensory
connects our gadgets to the real world and Mapping, and Virtual Reality require the 6G
provides content. The improvement of the network to be efficient and are essential for
old and the emergence of new technologies, the construction and consumption of the
such as 5G, 6G, cloud systems, GPUs, metaverse. To make this possible, 5G will
among others, have a fundamental function have to adapt to receive technologies like
inside this layer, they are the ones that Terahertz (THz), 3 Dimensional (3D)
make the metaverse work. Since the advent networks, Quantum Communications,
of the Internet in 1980, we have been Holographic beamforming, Backscatter
Communication, and Intelligent Reflective
experiencing an enhancement of the digital
Surface (IRS). For the reason that it is a
and virtual worlds every decade. The
totally immersive world, the precision of
promise nowadays is that 5G networks will
these wearable sensors and equipment is
drastically improve bandwidth as well as
fundamental for man-machine integration.
decrease network contention and delay. In
It is important to note that the union of all
contrast, 6G will significantly increase
the technologies mentioned above brings a
speeds.
series of advantages for the 6G connection
and, consequently, for future users, such as
In terms of digitalization and advanced
high speed, high performance, more data
communication, 5G networks are emerging
storage, and less energy consumption.
as the basis for industrial change. It has Intelligent wearables, implants, driverless
pledged to deliver dependable services at vehicles, virtual reality gadgets, sensors,
incredibly fast speeds. Thanks to 5G, fixed and 3D mapping are some of the devices of
and mobile broadband services will be the Metaverse that have the ability to
available anywhere, at any time. In terms of handle enormous volumes of data and very
data throughput, connectivity, and latency, high data rate connectivity and will depend
previous generation wireless networks on 6G wireless networks to work properly.
faced a few difficulties.
15
The cheaper ones are based on Kinect
Human Interface
technology, do not require much effort to
use, and are more inaccurate and slower
than the more robust ones based on optical
Our bodies are being invaded by computer
tracking technology, which require more
technologies that cyborgize us. Mobile
effort from users to configure, such as
phones are no longer considered just
external devices, and are more accurate
phones; they have evolved into
and faster.
smartphones. It is a powerful computer that
is highly portable, always connected, and
Humans can visualize, manipulate, and
also has a phone application pre-installed
interact with computers using virtual reality.
on it. With further shrinking, the appropriate
The computer's ability to generate visual,
sensors, embedded Artificial Intelligence
aural, or other sensory outputs of a virtual
(AI) technology, and low-latency connection
world for the user is referred to as the
to potent edge computing systems, it will be
visualization component. A database view, a
able to take in an increasing number of
scientific simulation, or a CAD (Computer-
metaverse apps and experiences. One of
Aided Design) model may all be this
the most important technologies in this
universe. The user can engage in direct
process is VR (virtual reality).
world interaction and object manipulation.
Other methods, such as straightforward
The structure of a VR system is usually
animation scripts or physical simulations,
driven by a tracking system (input) and a
may be used to animate some
display system (output). This means that the
environments. It can be assumed that
system maps the user, allowing the user to
interaction with the virtual environment, at
visualize their actions and movements
least with control over the viewpoint in close
mirrored in real time in the virtual world. One
to real time, is a crucial test for "virtual
of the biggest challenges The goal of this
reality." Some people claim that the phrase
technology is to make the consumer have
"virtual reality" is an oxymoron and object to
"perfect" control over their bodies with
its use. Synthetic environments,
immediate reflection in the stimulation of all
cyberspace, artificial reality, simulator
their senses. However, currently, the
technology, and other words have also been
accuracy of VR devices is still limited by the
used. The most prevalent and alluring is VR,
lack of precision of the tracking system and
which has been widely broadcast by the
the perception that is conditioned by the
media.
limits of the output devices.
16
In a few years, smart glasses will be able to The core of a VR system is typically
do everything a smartphone can do, along determined by the tracking system (input)
with AR (Augmented Reality) and VR (Virtual and the display system (output). The display
Reality) applications, so in a few years, system enables the user to perceive the
Quest 2 should look like the mobile phone of current state of the virtual environment,
decades ago. enabling them to adapt their actions to
reflect the state of the VR simulation. The
According to Bideau (2010), there are three tracking system can capture the user's
steps that are typically involved in movements, which are fed to the VR
integrating VR technology into athletic simulation in order to account for the user's
performance enhancement. Recording the actions. Meanwhile, in the current world, we
actions of athletes in a specific sport is the are accustomed to having "perfect" control
first step. These actions not only help the over our bodies, immediate and predictable
virtual actors move but also give us a behavior from the activities we engage in,
chance to compare how the topic moves in and stimulation of all our senses. In
both realistic and immersive scenarios. contrast, in VR, the accuracy of actions is
Modern video recording technology allows a constrained by the accuracy of the tracking
single, lightweight camera to be easily system, and our perception is constrained
mounted on a participant to capture an by the limits of the output devices.
entire 360° area. The second step is to make
a 360° movie that can be viewed on any For example, if our feet are not tracked,
virtual human interface so they can respond then our movements will have no effect on
to specific movements, such as players the VR simulation. Another illustration is
dodging or kicking a ball. precision and delay. In VR, these two factors
are controlled by the tracking system.
The presentation of the virtual environment However, in real-life interactions, these
is the third step in the integration of VR. A factors are constrained by the
trainer or observer chooses the place to biomechanical limitations of our bodies.
place the participant and which tasks he
should perform, controlling the VR research has been successfully
presentation. Motion capture and implemented in a variety of sports codes to
computational power are technologies that date, with studies in most sports such as
work together to increase the effectiveness football, F1, tennis, baseball, basketball,
of this step. rowing, athletics, and handball.
17
Because the actions are similar in both real and virtual venues,
analysis, for example. As a result, users can now see things from
human body. 18
However, medical-grade gadgets are frequently coupled to form an Inertial
required for situations like detecting Measurement Unit (IMU). The name Magneto
diseases, evaluating the effectiveness of Inertial Measurement Unit (MIMU) is
new medications, or monitoring the frequently used in this context because a
performance of professional athletes. In 3D magnetometer is frequently also
addition to being 3D-printed specifically for present. It can assess sensor tilt with
each wearer and being based on their body respect to gravity under quasi-static
scans, the new gadgets also use wireless conditions and detect linear acceleration in
power transfer and small amounts of energy a specific direction. Additionally, it is
storage to enable continuous operation. possible to measure various acceleration
patterns based on the movement when an
In the sports sector, wearable sensors give athlete moves. As a result, examining the
accelerometer signal's attributes can help,
coaches, trainers, and doctors a way to
for instance, in determining the type of
track physiologic and movement
movement, examining its characteristics, or
characteristics in real-time while athletes
spotting pathological changes to the
are practicing and competing. Wearable
movement pattern.
technologies have become more widely
used in sports over the past few decades as
Equally important, the bipolar
a result of their adoption to assess various
configurations are the most popular for use
aspects of an athlete's activity as well as
with surface EMG sensors, which record
investigate the relationship between the
electrical muscle activity at the skin location
athlete's body and the sports equipment.
over the muscular belly. During an observed
For example, inertial sensors can estimate a motor task, the accumulation of successive
number of important kinematic and kinetic action potentials is recorded and post-
parameters, while pedometers, GPS, or processed to either reduce noise or
position data recorders can monitor various normalize the signal for inter-and intra-
aspects of movement in space. Also, subject comparison. Through signal
different kinds of force sensors can monitor rectification and integration or the
the force output produced by an athlete's computation of peak amplitude, the EMG
motion during a sporting gesture. The most signal gives information to assess muscle
popular wearable sensors in sports effort and to detect certain muscle
biomechanics are the ones with activation patterns and synergies, which
biomechanics, which include portable are determined by temporal events (i.e., the
metabolic meters, wireless onset and offset of muscle activation). EMG
electromyography (EMG) devices, and heart analysis is frequently used in sports
rate sensors. This happens because they applications to measure the amplitude of
allow for the measurement and tracking of muscular activation or to identify the onset
physiological parameters under a variety of and offset of EMG activity; in other
diverse circumstances. instances, frequency analysis enables the
calculation of muscle fatigue. Today, the
Typically, the inertial sensors used in sports development of wearable, portable, and
applications are based on Micro Electro commercially available wireless EMG
Mechanical System (MEMS) technology, equipment promotes the study of how the
which makes it possible to create wearable central nervous system directs and controls
movement. In order to use them both
gadgets that are compact, lightweight, and
indoors and outdoors, surface EMG sensors
reasonably priced. These MEMS sensors are
are actually being incorporated into athletic
gyroscopes and accelerometers with one,
apparel.
two, or three sensing axes that are 19
Decentralization
Social networks, if they consist of individuals linked by a shared
interest, can be set up in one of two ways: centralized or
decentralized. Since the network is centralized, all data must
pass through the center node before it can be distributed to the
other nodes. This is the traditional broadcasting model, in which
the broadcast source has a monopoly on the control and
dissemination of information. The decentralized network
functions as a series of interconnected centralized networks
where various nodes consolidate and disseminate information.
This makes it a network with multiple centers, and most of the
hierarchical organizations we are familiar with (churches,
governments, businesses, etc.) operate according to this model.
Departments, which are the network's centers and connect to
other departments, are in charge of controlling and
disseminating information.
20
This area of innovation is known as Web3,
which frees financial assets from
centralized control and custody. The Web3
concept, which is also founded on the
principle of decentralization, manages to
strike a compromise between the best
aspects of the previous two eras of the
internet. Gavin Wood invented the term in
2014. The goal behind Web3 is to combine
decentralization, made possible by Image from Fabric Venture on dec.31.2019 https://medium.com/fabric-ventures/what-is-web-
3-0-why-it-matters-934eb07f3d2b
21
In other words, an NFT attached to any digital item-an image,
photo, video, music, message, social network posting, etc.-
makes that item unique to the world, creating scarcity around
the item and allowing a market to take hold, involving investors
and collectors interested in spending real money on the
acquisition of digital works and assets.
We can see in the figure below some examples of the main
sports market players, their blockchain type, the game, the
price and the marketplace they work. All of them are available
now and offer the purchase of NFTs.
Spatial Computing
According to Simon Greenwold, a researcher at the MIT Media
Lab's Aesthetics and Computation group, a hybrid real-virtual
computation called "spatial computing" is proposed that will
break down the boundaries between the actual and ideal
worlds. Whenever feasible, the machine in space and the
machine in space should be integrated into one another. This
can sometimes be accomplished by incorporating space into
the computer or by incorporating computation into actual
objects. Most of the time, this entails developing systems that
transcend the limitations imposed by the screen and keyboard
without being bogged down with interfaces or weak
simulation.
22
With the help of spatial computing, which has grown into a sizable subcategory
of technology, we can now interact with and enter 3D spaces, adding knowledge
and experience to the physical world. The enabling hardware layer, which is
described in more detail under the Human Interface section below, is separated
from the spatial computing software by Jon Radoff. These key components of
software are as follows:
As we saw above, in order to enable powerful apps at low latency without taxing
our devices too much, "far edge" computing will bring the cloud closer to our
homes and even into our cars. Computing power will start to behave less like a
datacenter and more like a utility on a grid (similar to energy).
23
the number of people working in teams
Creator Economy explodes. To meet needs, building from
scratch typically takes too long and costs
The metaverse's experiences are not only
too much, and workflow becomes more
growing more immersive, social, and real-
complicated. After the market is minimally
time, but also its creators are multiplying at
consolidated, the creators of this stage
an exponential rate. Nowadays, content
already have a bigger market because the
creators are celebrities, making large
details and the number of fans are also
amounts of money. Another important thing
higher. Usually, at this stage, developers are
to mention is that consumers create and
responsible for keeping consumers
consume content. All the technology that
interested and showing the improvement of
creators use every day to design the
the platforms, products, or content.
enjoyable experiences that consumers have
is contained in this layer. When discussing
In the Creator Era, coders prefer to
conventional features like blog comments or
contribute their skills to a project's
video uploads in the past, the term "user-
distinctive features rather than become
produced content" was used. Today,
bottlenecks for designers and creators, an
content is not just created by people; it also
enormous and exponential increase in the
results from their interactions and
number of creators characterized this time
contributes to the content of dialogues in
period. At this stage, the creators are
their communities. Whether in the
responsible for reaching more people and
metaverse, games, online development, or
fortifying the image.
e-commerce, previous creator economies
grew according to predictable patterns:
In the sphere of infrastructure, at present,
no one needs to know a single line of code
to establish a Shopify e-commerce website.
Wix and Squarespace both allow for the
creation and maintenance of websites.
Without ever touching the lower-level
rendering APIs, 3D graphics experiences
may be created within game engines like
Unity and Unreal using visual interfaces
within their studio settings.
Image from Jon Radoff on apr.13.2021 https://medium.com/building-the-metaverse/market- The metaverse will increasingly feature
map-of-the-metaverse-8ae0cde89696
social, live, and dynamic experiences. To
Pioneer Era: Since there are no tools date, centrally controlled platforms like
available to the initial users of a given Roblox, Rec Room, and Manticore have
technology, they must build everything from served as the focal points for creator-driven
scratch. This is the betting phase, where experiences in the metaverse. These
only people extremely interested in the platforms offer a comprehensive set of
subject will pay attention and devote time to integrated tooling, discovery, social
it. The influencers here are smaller, more networking, and monetization features that
niche and considered trend setters. They have given an unprecedented number of
are responsible for presenting the content people the ability to create experiences for
in more detail to the audience. other people. The goal of building an
efficient metaverse is to give independent
Engineering Era: Following the early producers the same tools, but in a
achievements in a creative industry, decentralized and open way. 24
Discovery
25
Similar to how we are dematerializing the physical world,
the metaverse is digitizing social systems. In contrast to
earlier stages of the Internet, which were characterized by
social media "stickiness" around a few monolithic providers
may be shifting power toward social groups and enabling
them to move frictionlessly between collective experiences.
Clubs form in the Clubhouse and organize events in the Rec
Room; guilds switch between video games; and a group of
pals switch between Roblox experiences. This is how the
content-community complex has an impact on marketing.
26
Experience
The metaverse is initially thought of as a fin ways to adapt and reflect gamification
virtual 3D environment that surrounds our in order to have a share in this fast-growing
daily lives. Moreover, and o n a deeper level, innovative economic dynamic.
it's theorized as the imminent
dematerialization of a given physical space, As a result of this dynamic, immersive
distance, and objects, not to be reduced to virtual universe, the content-community
just 3D or 2D, or even necessarily graphical. complex is an intrinsic characteristic of the
It is consistent, however, with 3D on video Metaverse experiences that are connected
games in gaming consoles such as Fortnite, to live events. Thus, users are now
Beat Saber on VR headsets, and Roblox on simultaneously content creators, amplifiers,
laptops, Clubhouse on mobile phones, Alexa and curators, as opposed to just being
in homes, Zoom in virtual workplaces, and content consumers. For the past decades,
Peloton in in-house gyms. online platforms' commonplace features,
such as blogs. Nowadays, content isn't just
The changes in user experience that were created by people but is the result of their
once multisensorial can become online interactions. Therefore, a virtual
extrasensorial, immersive, and inclusive. As ecosystem of events, content, and social
an example, within a video game, the user interaction results, and it is sustained by
can become a rock star, a Jedi, a Formula 1 content creation. In the near future, the
driver, or an infinite number of possibilities. meaning of "immersion experience" will be
Games are a pathway forward, with a linked to how social immersion fosters
variety of applications for day-to-day life social engagement and drives content,
and entertainment. For instance, usually outscaling immersion within a graphical
there are front row seats available for space or a virtual world.
purchase for a live concert, but in a virtual
concert it can create an individual virtual
environment so every user has the greatest
seat in the house.
Properties of the
Metaverse Experience
Games are focusing on developing ways to
include more live entertainment-inspired The ability to provide an immersive
events, pointing towards, and not exclusive experience distinguishes the Metaverse
to, immersive theater and music concerts from other virtual worlds. According to Jon
that have been made popular on platforms Radoff, author of Building the Metaverse,
such as Fortnite, Roblox, and Rec Room. the metaverse experience offers four
These types of social entertainment can act essential properties, which are: being highly
as a bridge for the integration of sports and relevant to the activities; being in an
online communities. Meanwhile, immersive world with the person present;
conventional sectors such as tourism, created by growing creators; and arising
education, and live entertainment have to and linking emergent content.
27
As we break down Radoff's essential It is important to fully understand how
properties, we can better understand the metaverse layers function. This is why the
goal of this chapter would be to analyze
metaverse. Relevance to Activities is the three important metaverse stakeholders like
mainstreaming of immersive experiences, Unity, Epic Games, and Roblox and in which
meaning the actions of users don’t simply of these layers they’re the strongest and
why.
browse through pages and apps but
engage in activities with others within
places. Being creator-driven is understood Unity
as the tools that enable users to create their
Unity is a cross-game engine platform
own activities, as well as generating a created by Unity Technologies and
creator economy that allows users to add developed in 2005 as a Mac OS X game
engine, but since then it has been changing
content to activities, enabling non-technical
and now it's intended to support almost all
users to shape the metaverse. types of platforms such as desktop, mobile,
consoles, and virtual reality. The platform
It is also important to mention the high has become the world’s leading platform in
the creation and operation of RT3D (Real
capacity of embedding and linking Time 3D technology) content, that is,
emerging content that will be the new trend software which is fully interactive and
in innovation. The Metaverse is able to allows creators to render any kind of
environment in a really fast way. RT3D is
interconnect and link internet elements in
really important in creating immersive and
an immersive way for innovation. interactive experiences because it gives the
user the access to be part of a really look-
alike environment and to have control of the
elements of it.(Unity, s.f.)
Examples of Metaverse
29
Epic Games
Epic Games was founded in 1991 by Tim Sweeney and their
headquarters are in Cary, North Carolina. Today, the
interactive and entertainment company is one of the
leaders in this industry, providing 3D engine technology
(Games, n.d.). It has more than 40 offices worldwide and is
the owner of one of the world’s biggest games, "Fortnite,”
which has over 350 million accounts and 2.5 billion friend
connections. They also have created metaverse
experiences around the game, like concerts and new
launches of some of the world’s most important companies
in the metaverse. Additionally, they also develop “ Unreal
Engine," which is, according to Unrealengine.com, “the
world’s most open and advanced real-time 3D creation
tool.” Thanks to this, this creation tool powers the games
created by them and others, and it has also been used by
other industries such as manufacturing, architecture,
simulation, film, and TV.(Engine, n.d.)
30
Roblox
Roblox was founded in 2004 by David Baszuki and Erik Cassel
as an online platform and storefront where users can go to
play games, all games in the community are made by their own
users thanks to all the tools they have access to in the game
platform. In 2020, over half of kids in the U.S.A. that are under
16 years old were actively playing games on Roblox (Diaz,
2021). They have over 29.1 million developers, creating 11.1
million experiences as a result of games not coexisting in the
same world, as it happens in Fortnite, but each one being a
whole different experience . And customers playing on the
platform have accumulated 95.1 billion hours. In addition, they
have started trying new experiences such as concerts, such as
the one they did with Lil Nax that reached 33 million people
connected online.(Roblox, n.d.)
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Image from Jon Radoff on apr.13.2021 https://medium.com/building-the-metaverse/market-map-of-the-metaverse-8ae0cde89696
32
Image Obtained from freepik.es and draw by Maria Rueda
As the metaverse gains more and more popularity and important companies turns
the focus on it like meta, Coca Cola , Nike , sports entities and much more, the
focus of the future of it and how would it be, star to become a main topic in the
discussion of what’s coming next and how is it gonna happen. In this process,
where everyone starts to talk about a certain object, is where trends and
megatrends are created. In this section are some of the biggest megatrends that
are gaining more popularity in the metaverse world, such as virtual mainstreaming,
the rise of cybernetics , blockchain adoption, and much more, as seen in the image
below. (Radoff, Medium, 2021)
Challenges by Open
Rise of Cybernetics
Systems
Blockchain Adoption Walled Garden Ecosystems
Accelerating Distributed
Simulating Reality
Networks
34
Virtual Mainstreaming and no-code application platforms (LCAP)
offer higher-level abstractions, such as
The first trend is virtual mainstreaming. It visual scaffolding and drag-and-drop
consists of the basis of real life and digital tooling. As a result, the most obvious
life and how more and more people believe advantage of this trend is that some of the
that the virtual world is just as real as the work that programmers formerly conducted
real one. However, in the real world, may now be done by non-programmers.
relationships and organizations run on trust. However, this doesn't adequately convey
It provides the framework for how the significance or the reasons behind
businesses develop within regulated business adoption of these platforms. The
environments, how our money market extensive automation that takes place
continues to run, and how we measure the beneath the visible layer of LCAP, including
strength of our connections. Each of these the automation of workflow, distribution,
technologies is scalable because of trust. safety, climbing, and integration with
The scalability of the metaverse and the numerous data endpoints, accounts for a
industries that support it will also expand as significant portion of its "magic." The
confidence continues to grow in the "virtual" majority of the time spent developing
world, including with online friends, virtual Internet apps is frequently consumed by this
goods and cryptocurrency assets, smart complexity and scale. As well, some of the
contracts, and live online experiences. consequences will be a significant decrease
(Radoff, Medium, 2021) in the amount of labor necessary to
construct apps, in addition to a change in
However, there is frequently a countertrend who executes the work. According to
to any significant trend; as people respect Gartner's predictions, by 2023, more than
the virtual world more, this will give those half of big companies will use LCAPs to run
looking to take advantage of it more at least some of their infrastructure. In
confidence. Unfortunately, cybercrime is addition, a large majority of these designers
part of this virtual ecosystem too, and the are also adopting serverless architecture.
felonies related to it are also coming in more (Radoff, Medium, 2021)
ways, such as phishing scams to steal your
accounts, numerous internet scams, On the other hand, you have an expanding
ransomware assaults, and virus distribution. number of creator tools that make it simple
As a consequence of the widespread to script complicated behaviors, produce
perception that virtual connections and metaverse content, and engage in
property are genuine, things like online commerce. Contrary to conventional
bullying, abuse, cheating in games, and opinion, these items don't really cater to
infidelity in relationships will all become small businesses as much as they do to
more destructive. With increasing enterprises. Although "business" technology
investments from businesses aiming to is typically difficult to scale down to
combat crime and abuse, these behaviors individuals, there are several instances
will increase as more value is placed on where this was possible and the personal
them.(Radoff, Medium, 2021) solution ended up being the most
convenient one for the enterprise. That
Low-code Platform includes pretty much everything that Adobe
The second trend is low-code platforms and has ever produced. Nowadays, everything
is about how, in place of manually coding from small enterprises to some of the
procedures, logic, and applications, low- biggest brands in the world is powered by
code no-code or low-code platforms like Shopify 35
These machines will progressively These platforms are being used by
understand our voice commands, gestures, platforms like Unity Data-Oriented
and biometric data. Additionally, brain Technology Stack (DOTS) to produce small,
interfaces might possibly make it possible effective binaries that function at the level
for machines to comprehend our intentions the metaverse will require (in particular,
more quickly than we can. Project Tiny at Unity). Because they enable
widespread collaboration amongst software
The result of that is that the metaverse engineering projects, open systems are also
won't just be a place we enter. We'll be a social phenomenon. The Open Source
surrounded by the metaverse at all times. movement, which is effectively a
permissionless social network of software
Moreover, there is a social shift occurring as engineers, can be compared to Reed's Law,
a result of wearable and mobile technology which foresaw the exponential value of
convergence. It will change how our homes, programs like Slack or WhatsApp.(Radoff,
jobs, communities, and public Medium, 2021)
transportation are organized. It will alter the
way you make friends, place food orders,
travel, and work together on projects.
(Radoff, Medium, 2021)
Challenges by Open
Systems
The fifth megatrend is the challenges of the
open system. A system is considered to be
Image from Jon Radoff on apr.13.2021https://medium.com/building-the-metaverse/9-
36
Blockchain Adoption The value of the network rises with the
number of nodes that can participate in it,
The sixth megatrend is blockchain adoption. and Reed's Law states that this value rises
What blockchain does is enable even further if groups coalesce around
decentralized authority, a record of history particular activities. Moreover, the
and provenance, and demonstrable scarcity contribution to value is exponential. More
of assets, as well as trustless data transfers. people, more applications, and more
A blockchain can support permissionless building blocks for those applications all
participation or decentralized autonomous equate to more smart contracts and
organization governance when it is decentralized applications. Since you can
decentralized. Furthermore, blockchains, a place your trust in the blockchain system
distributed ledger technology, can itself rather than a single authority,
accomplish for assets and data what Open blockchains are referred to as "trustless"
Source and the Open Internet have done for systems. Yet blockchains' social scalability
software and applications. Besides, one of is a result of the long tail dispersion of all
the main uses of blockchains is this bureaucracy. (Anwar, 2018)
programmability. Although not all
blockchains are inherently programmable, Decentralized loans, decentralized finance,
Ethereum and other "smart contract" chains and decentralized asset exchanges have all
rely heavily on it. been made possible by network effects,
which cleared the way for on-chain data
One of the main goals of blockchain is to get feeds that may be utilized as conditions in
rid of the intermediary, so that the process smart contracts. The rise of non-fungible
becomes cheaper and easier. One of the assets may serve as the foundation for
newest concepts that came with Blockchain virtual products in a new generation of
is Smart Contracts, an easier way that games, avatar customizations, and
would save a lot of time in the business metaverse experiences.
process and that was first introduced by
lawyer Nick Szabo in 1994. The next graphic
gives a better explanation of how this Walled Garden
Accelerating
framework that is open and interoperable
will allow logic and prediction to mimic a
Distributed Networks world of digital people, objects,
environments, and devices.
The eighth megatrend is Accelerating
Distributed Networks. Mobile networking Additionally, an increasingly growing
speeds, concurrency, and delay will all number of feeds from the physical world will
increase dramatically with 5G networks. provide data. This includes geolocation
And 6G will further improve these measures data, traffic data, oracles that provide
by another 10–100X, thus 5G is not the end financial data to smart contracts, digital
of the line. Within a decade, we should twins of physical things equipped to
experience 10 Gbps speeds with 1 ms disclose all of their features, and real-time
latency. data about people and processes.
Moreover, instead of just having an Internet
Although the accelerated speeds are of Things, we'll have an Internet of
required to enable the metaverse, some of Everything that is combined with real-time
the most intriguing applications come from visualization, AI, and predictive analytics.
the network effects that happen when all of (Radoff, Medium, 2021)
the network's users can share real-time
data. (Radoff, Medium, 2021)
38
Image Obtained from freepik.es and draw by Maria Rueda
When talking about the metaverse, it may seem like something
futuristic , but as read before in this research, this is something
that is already happening and that has really big brand names
behind it working for the better development of it. Some of these
brands are Animoca , Meta, and TVM. Animoca was founded in
2014 by Yat Siu and David Kim and is a company that delivers
blockchain games, normal games, and other digital world
products like NFTs and Nowadays Metaverse. Some of their
most popular games are The Sandbox, Crazy Defense Heroes,
and Crazy Kings. They have acquired 21 organizations and have
more than 340 investments. At the beginning of the year, they
got a $5 billion dollar valuation to keep on working in the
metaverse. Animoca is one of the biggest companies in this
digital world. That is why they collaborate with brands such as
WWE, Moto GP, Bayern Munchen, Disney, Formula E and much
more(Animoca Brands, 2022) (Siu, 2022). On the other hand,
there’s Meta. The company, known as the Facebook Company,
at the end of the year 2021, announced the rebranding more
focused on their new goals and expectations, taking into
account the first one that would be metaverse. Since then, they
have been creating the “world’s fastest computer” to make
every task in the metaverse more agile and for it to support the
large amount of data. In this creation and in their beginnings in
the metaverse, they are spending $10 million dollars. Although
their metaverse is not ready, they are using their VR company,
Horizon, as a metaverse, bringing immersive experiences to
users and testing the monetization program they’ll have. In the
meantime, they are also searching for a way to connect their
social media platforms like Instagram, Facebook, and Whatsapp
into this digital world. For instance, they created a way that
people could share their NFTs on their Instagram account
without losing any of their properties (Meta, n.d.)(Chauhan,
2022). Lastly is triverse maker TVM, a Korean-founded
metaverse company that is taking major steps by being the first
one into the sports metaverse. As a result of a global alliance
with LaLiga that at first would last 2,5 years but can be
extended. In the agreement announcement, the director of TVM,
Josh Kim, says, "The reward system will revolve around NFTs, as
blockchain technology and NFTs go hand in hand." So, naturally,
we will have our own trading platform for NFTs. Users will join as
fans of a particular sports property, and will have to devote time
and energy to building their fan city.
At some point, they will be able to see and compare how their
fan city has performed compared to other club cities. giving a
brief idea that fans will be able to create and show their football
passion in these fan cities.
40
In addition, they have created an NFT called TVER that would
be the governance currency that is now valued at 10 USDT (also
known as Tether), which is a stablecoin that has a value that
mirrors the U.S dollar and can be earned by playing in this sports
metaverse(TVM, n.d.)(CoinTelegraph, 2022) (LaLiga, 2022) .
All these companies and much more are the ones that would
make metaverse for companies and specially for sport entities
as we imagine today fizable in a nearby future by making all of
these investments and alliances between big brands in the next
points there are some example of current metaverses , how they
work, and how is their behavior in the market.
Decentraland
Decentraland is an Ethereum-based program that aims to
encourage a global network of users to govern a shared virtual
environment. The company was founded in 2015 by Esteban
Ordano and Ariel Meilich, but the technology was able to start in
2017.(Decentraland, n.d.) The same year, the Decentraland
company held an ICO ( Initial Coin Offering) where they
managed to raise 86,206 ether, more or less $26 million dollars
at the time. They raised this amount of money to help the
company create their future operations. From the token supply,
the Decentraland foundation stayed with 20% to develop and
maintain the platform and the webpage. Before it was officially
launched, they created a decentralized autonomous
organization (DAO) so that users could have management and
control of the project. However, over time, the platform has
evolved in the creation of peer-to-peer communication, in-app
payments, and interactive apps.(Academy, n.d.)(Decentraland,
n.d.)
Horizon
Horizon worlds and Horizon Venues opened in North America in
December of 2021 as part of Meta's (Before Facebook company)
metaverse vision. Before the platform, Horizon Worlds was
launched, it was part of a private beta for users and testers to
try the world-building tools. From its opening until February of
2022, the platform gained 300,000 users. Considering that it is
relatively new, it is hard to tell if the growth is rapid or not. But
even if they are new, the Meta company has announced that
10,000 new separated worlds have been built and the private
Facebook group for developers and creators has now surpassed
20,00 members. (Heath, 2022)
with-land-nfts
42
At the beginning, just a few creators over 18 years old from the
U.S.A and Canada would be the beneficiaries of this process,
where they would be able to sell their own made creations and
have access to some limited versions of the universe. Even
though Horizon is not making money for Meta right now, as said
before, which is important in their metaverse process, in the
near future, the platform will receive a percentage of every
creator transaction made out there. Lastly, and sadly, the
Horizon metaverse has received a lot of complaints since it
opened, with a lot of complaints about children under 18 in the
platform, and virtual sexual assault, which is something that the
company would need to work on with more security. At the same
time, they left the Horizon experience accessible for everyone
with a Facebook account.(Barr, 2022)
Sandbox
The sandbox is a software platform that, like Decentraland, is
run on Ethereum and that works as a non-centralized virtual
gaming space. It was created in 2011 by Pixoul and was a
mobile gaming platform. In 2018, the co-founders, Arthur Madrid
and Sebastian Borget, decided to give a 360° to the game and
start investing in the creation of a 3D metaverse using
blockchain. In addition the importance and value that The
Sandbox have gained , had a big infleuntiation in the $93 million
dollars investment they received from SoftBank the big
Japanese company.(The Sandbox, n.d.)
https://es.cointelegraph.com/news/pwc-hong-kong-purchases-
43
Moreover, in the systematic part of the platform, the game
software in Ethereum uses the blockchain to manage ownership
of LAND and ASSETS. On the other hand, the process of the
creation of a virtual experience allows creators the chance to
use important tools. The first one is Voxel editor, which gives
users the chance to create small 3D designs that include flora ,
fauna, avatars, and avatar needs. The second tool is the Game
Maker, this tool lets creators develop 3D games on the piece of
LAND they own, using also ASSETS that they can either create
or buy in the marketplace. Finally the Sandbox marketplace is a
place where users have to register as ERC1155 assets, which is
a type of ASSET (the one they’re willing to share or sell) on the
ethereum blockchain and then the transaction can take place.
(Binance, 2021)
Zepeto
Zepeto is a well-known Asian metaverse that started in 2018 in
South Korea and was made by an important company in Korea
named Never, Zepeto. It started as a selfie app, and now
customers are given the chance to create a customized avatar
of themselves the way they want to. As well, the company has a
monthly user base of 20 million in the number of months of 2022.
In addition, Zepeto metaverse has revealed that 90% of their
users are from outside Korea , 80% are teenagers between the
ages of 13 to 24 years old, and 70% of their users are females.
(DPG, 2022) (Zepeto, n.d.)
As one of the gen z that use Zepeto sayed “ I don't have enough
money to buy a Gucci IRL, but I very well can afford to buy Gucci
for my Zepeto, as it literally just cost a few cents'' For teenagers,
this kind of experience also gives them the opportunity to
experience something they wouldn't be able to do in real life.
More because Zepetos money ZEMs is not only available to be
bought with real money, but users can access it by watching Image from Zepeto Wiki on jun.12.2020
https://zepeto.fandom.com/wiki/Blackpink
brands' first steps into this new digital world? The study
and sponsorship.
metaverses.
46
Microsoft HoloLens
PTC: It allows efficiency in information and Hololens is delivering 177 percent return on
workers' capacity in the moment and place investment (ROI) and a net present value
they'll need it the most. (NPV) of $7.6 million over three years with a
payback of 13 months.
Trimble: is a platform for designers,
architects, and everyone that takes part in Conclusion:
the development process of construction so The Microsoft Hololens is opening a new
that they can make decisions in real time. market of immersive experiences to make
operations and studies easier on a daily
basis. Moreover, the ROI and the increasing
advantages that the product is having in the
market and also being used by big
companies such as Audi , Airbus, and more.
This shows that in the future, this kind of
technology would increase the level of work
done by humans rather than replace it or
damage it.
48
Super Bowl LVI-Metaverse
Overview:
Goals or Problem:
The Super Bowl is one of the biggest sports
The problem the Super Bowl had this year
events in the world, created by the NFL as
was the TV ratings with 92 million people
the final match between the best team in the
watching it on February 13th of 2022, it was
national league and the best in the American
the lowest view of the event since 2006.
league. It takes place every year in January
and marks the end of the season of
Solutions:
American football. The event is famous
The solution the NFL came up with to
because of the big half-time shows they put
combat the lack of views in the last super
on with the most important singers and
bowl was to create different activities and
bands in the music industry.
spaces inside the metaverse to get to the
younger generations. Some of the activities
Quote: “We are excited about the
are:
various explorations we’ve conducted
in this space and their early results,”
- Super bowl LVI -Replica:
the spokesperson said. “These early
tests, along with our work in Roblox,
NFL has made a partnership with Roblox to
have helped us learn quickly and
create NFL TYCOON, which is the first step
develop our strategy for partnerships,
of the league into the metaverse , where fans
designs, and prospective categories to
can learn about the NFL , create a team ,
execute our objectives of delivering
manage it , create a stadium, and even buy
innovation and fan engagement. “
virtual NFL gear.
(Graham, 2022) 49
Super Bowl LVI-Metaverse
- Miller Lite-metaverse bar in Decentraland: Conclusion:
After analyzing the NFL Super Bowl case , it
In this virtual space, people could play bills, is important to take 3 things into account:
cards, and take virtual selfies. Also they the metaverse platform, the way the brands
provide a different experience of the half approach the digital world, and the sponsors.
time show and created a super bowl When talking about the platform it is
commercial just for the metaverse. important to choose a well developed and
(Contagious, 2022) experienced one, as seen in this case NFL
and Miller Lite had a perfect experience
- Foo Fighters-Metaverse concert in Horizon: while the Foo Fighter concert made with
Horizon crashed cause the platform was not
In the meta metaverse during the halftime ready to receive the big amount of people
show foo fighters made a presentation that that wanted to join the concert. The second
was also live streamed by facebook, one of thing is the way brands approach entering
meta social media. into the metaverse. As Sofia Colucci from
Miller Lite said, their success on their
metaverse bar on Super Bowl day was
Results & Benefits:
The NFL Tycoon has received over 2.5 keeping a dual strategy with one foot in the
million unique users since it was launched digital world and the other on the physical
in February of this year. one. Lastly, the third thing is the sponsors. As
One of the NFL's main partners, New Era seen in the case, when the sports entity
Caps, made special cap editions for their decides to have a new communication
metaverse. space, it opens opportunities for sponsors to
At the Foo Fighters concert,about 13,000 also connect with younger generations, just
couldn't get in because the Horizon site like New Era Caps with the NFL. Moreover, it
crashed. opened spaces for new sponsorships, as it
Miller lite: accoconcertrding to DDB the happened in the Super Bowl, where
agency in charge of the idea of the Anheuser-Busch prohibited any other
metaverse bar, the collection they made commercials for beers during the event,
of lite NFT wearables, was redeemed in 3 making Miller Lite owners a pressure to find
hours. (Contagious, 2022) another solution that ended up in the
successful metaverse bar and commercial.
50
Manchester City- Metaverse
Conclusion:
In conclusion, even though Manchester City's
metaverse has a long way to go in terms of the
technological advantages to have it develop
how they'll like it to, they’re making first valuable
steps that not many clubs are willing to take in
this moment of technology where there are a lot
of uncertain things.
52
NBA- Metaverse
Overview: Quote:
The United States national basketball league, “I think as a general matter the direction the
also known as the NBA, was created in 1949 by world is going in terms of technology, and
the merger of the American Basketball certainly not just in sports, is more
Association and the National Basketball interactive and personalized experiences,”
League. It is one of the most important sports in he said. “There are unique opportunities
the U.S.A and, globally, is the best basketball around sports given the principally live
competition. Part of their importance in North nature of the viewership to do a lot more
American society is due to the numerous social when it comes to creating these direct-to-
impact programs they have in the most consumer relationships. Fans can hone in on
vulnerable places of the country. In terms of the what specific aspect is most interesting to
economy, most teams in the league are worth them. In some cases, it may be following a
more than $1.3 billion dollars, and the three particular player, or they may be more
most important have a value of around $4 interested in the data around the game. And
billion dollars. In the stadiums, they have around that data may be for general interest, it may
20,000 average attendance in the 82 games be related to fantasy, and of course, it’s
they play on regular seasons. In addition the related to sports betting.” NBA
league is constantly searching and renewing Commissioner - Adam Silver (Bona, 2022)
their broadcasting strategies taking into
account the new consumers needs, this is why Goals or Problems:
they are trying new communication and Connect younger generations to the NBA
interaction spaces such as the metaverse.
53
NBA- Metaverse
54
8.2 Broadcasting Study case
also a way to attract the fans into this digital world, so it's
Ariana Grande)
Overview:
Fortnite is a video game developed by Epic Games in 2017 gaining more and more
popularity each year, this video game is one of the most played games in the world. Since a
few years ago the creators decided for it not to be just a video game but a world full of
experiences for its users that's why they have created different events , launchings and
experiences that can make them the first or the most well developed version of a metaverse
nowadays.
55
Fortnite - (Marshmello, Travis Scott and
Ariana Grande)
56
8.3 Sponsorship Study Case
Overview:
Coca-Cola is an American company, created in 1892, and one of the biggest beverage companies in
the world, having a presence in almost 200 countries and producing more or less 2,800 products. Their
famous brands and cans are so ICONIC that they have become a love brand in the consumer's mind ,
being present in almost every home. They have created this brand awareness and positioning through
the use of multi-sensorial marketing , social marketing campaigns , happiness slogan and campaign
and sponsorship in the most important musical and sports events, such as the FIFA World Cup.
Nowadays they have a new platform and brand branch called Coca Cola Creations, this branch is in
charge of creating new opportunities for the brand to keep positioning as the best and most important
even on younger generations, they create new flavors, limited editions, special merchandising and
much more. They are the ones in charge of this Coca-Cola Byte metaverse ( Fortnite Edition). 57
Coca Cola- Metaverse Can
58
Image Obtained from freepik.es and draw by Maria Rueda
After all the research of what is metaverse, how it is divided,
how it works and analyzing the study cases in the chapter
before it is important to know and state well the vision and
needs of the sport market in this digital world. After COVID-19,
the world entered into a transition decade following the non-
admission of fans into the stadiums , which made the sports
entities start thinking of ways to keep fans connected. As a
result of all of this, new ways of consumption were created. In
addition, during the past few years, sports live broadcasting
has been getting lower due to younger generations' having
more dynamic ways to consume TV and videos, such as
Netflix, Youtube , Twitch, among others. So there's a need for
sports entities to connect to younger generations and make
them feel the passion for sports.
There are four main things that any sport stakeholder has to
take into account when analyzing the market vision in the
metaverse.
Globalization
Broadcasting:
Sponsorship
61
this is important because even though mass media and
communications channels where and in a lot of countries are
still the main factor the sports became globalize and the
reason why most of european football fans are not in europe
but all over the world is when it’s necessary to offer this fans
that probably would never be in their favorite team stadium ,
the chance to live the experience of being a club fan as if they
were in the same city their team is at. (Giulianotti & Robertson,
2004)
62
While the sports entities start getting into the digital
ecosystem such as blockchain, NFTs and Metaverse there are
companies that see a huge opportunity to invest and partner
with them. As mentioned in the Study cases when the NFL
created their TYCOON one of their main partners decided to
join them in the metaverse and create a special collection of
wearables that was a success Furthermore there's a company
called Dapper Labs created in 2018 that works on Blockchain,
NFTs and creating games, This company is partnershipping
with big sport entities like NBA, LaLiga and NFL.With the NBA
they created special NFTs Called NBA Top Shop that have
been a total success having more than 20 million marketplace
transactions, $1 billion dollars in money transactions and more
than 1 million users. (Hackl, 2021)(Browne, 2022)(Glaveski, s.f.)
63
Sponsorship Study Case
Marketing Metaverse
Entrance Plan
The next 6 suggestions are a proposition made to Real Madrid to
enter into the metaverse, taking into account all the research
previously conducted and the interviews with two important
businessmen in this field. Although this was made for Real Madrid, it
is important that the next 6 steps are followed by any club or other
sports entity that would like to consider and be part of the
Metaverse, to enhance fan engagement and add other valuable
channels to their revenue streams.
66
1-Structure
66
2-Branding
Branding is also important to
Just as in the real world, it is establish the rules and parameters
indispensable for sports entities to within the virtual world, which will
respect the same brand values and have the same values but a little more
guidelines. The second step for decentralized with more freedom. Real
organizations to enter the Metaverso Madrid values, which are to be a
with consistency and effectiveness is leader, strong, respected, mythic,
to stick to their branding. As we serious, unique, attractive, great,
revealed previously, it is important admired, legendary, challenging, and
for companies to connect the real elegant, can be easily transferred to
world with the virtual one in a way the metaverse in the form of design
that provides an immersive and rules.
experience that has a link to the
stories that have already been told The execution of this step can result
and has an emotional connection in a good transition and adaptation of
with them. This can change the way fans to the platform, as well as
that fans migrate to the metaverse. strengthen their bonds and sense of
belonging. With this transition done
In this way, it is important to mention and well executed, the value and size
that to help Real Madrid get into the of the brand will get even bigger, and
metaverse, it needs to execute the it is undeniable to say that the
VR integration steps, which are: relationship with sponsors and new
action register, 360° movie to be able sources of income will be increased.
to be seen virtually, and integration So, by applying branding, Real Madrid
perfectly. This requires a good will be able to: empower the values
strategy partner to help with represented by the brand; increase
infrastructure and human interface, global development; give higher
taking into consideration Real coherence, consistency, and
Madrid branding to create this world. effectiveness in its applications; avoid
We believe that the execution of a dispersion and the weakness of the
brand book renewal, such as brand; facilitate brand management
adapting the logo to the 3D and produce scale economies in the
environment, is indispensable to marketing and communication areas;
adapting the brand to this new, and maximize the return on
expanded market. investment of the brand.
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3-Experience
In this challenge to bring more people to the virtual world, the step
that has the most power to seduce the public is the experience.
Immersive experiences allow the consumer to experience extra-
sensory delights. Moreover, through technologies like VR or AI, users
can enjoy these immersive activities personified as they want. This
way, the user feels more comfortable within the platform, and this
makes more people likely to migrate to the metaverse and have a
higher level of extra-sensory satisfaction delights. It is important to
note that these avatars can be easily monetised. Real Madrid can
offer users a free version of the avatar, to be accessible to everyone,
and if the user wants to personalize it more, he can buy accessories,
which in games are called skins.
The experiences can be for the fans, providing a virtual space for
interaction, a game, an immersive movie, virtual live matches or a
collection of NTFs, for example; for employees, creating an immersive
space to work and interact with more data, facilitating their activities,
reducing costs in the office and increasing their satisfaction; Athletes
create a space for improvement of skills and interaction; and
coaching, creating a space to improve training, strategies, and store
data.
68
3-Experience
Providing access to secondary
As we mentioned before, to
engagement through lives and
ensure sports entities execute this
on-demand is essential. The cross
step with mastery, it is necessary
between platforms is already a
to take into account the four
reality, such as Travis Scott's
properties of experience, which
successful Fortnite concert that
are: being highly relevant to the
has been viewed 189 million times
activities; being in an immersive
on YouTube, generating a very
world with the person present;
high monetisation for the singer's
created by growing creators; and
channel that broadcasts the
arising and linking emergent
concert. Real Madrid's social
content.
media is the strongest in the
market, which already gives Real
Taking into account what was
Madrid an advantage over its
mentioned above, we believe that
competitors at this stage.
Real Madrid should create an
Leveraging networks like
avatar plan that includes a
YouTube to make lives of the
product strategy that now needs
events happening in the
to include avatar consumers
metaverse will bring monetization
buying products. As the
to the channel, bring fans closer
metaverse grows, the number of
and create the desire to be there.
users follows, and they will
become as fundamental as in the
Last but not least, it is crucial for
physical environment. That's why
Real Madrid to invest in innovative
we suggest developing this plan
virtual releases. Football matches
with companies like Teespring, an
have been entertainment for
industry leader.
decades. This has made players
into celebrities, signing million-
Another important point to
dollar contracts and helping the
explore is engagement outside
broadcasting industry become
the platform. We believe that the
increasingly accessible and
main challenge for an
professional, bringing fans closer
organization to build a world in
to the team. Entertainment has
the metaverse is accessibility. Not
allowed brands to tell their story,
every Real Madrid audience has a
make the audience fall in love
headset or smartphone, let alone
with them and, consequently,
a VR device such as a smartglass,
make them more susceptible to
so it is indispensable to develop
buying products and services
an efficient content strategy.
from them.
69
3-Experience
70
4- Licensing
The fourth suggestion the club This would give the club a more
should take into account when exclusive approach because they
evaluating the idea of having a are not using the crypto currency of
space in the metaverse is to create a metaverse that already exists,
an exclusive but specific licensing but they would have their own
program that would enhance the special Real Madrid coin. In terms
fan experience in the metaverse of NFTs, this is a really great way to
and also make Real Madrid's life open a new revenue opportunity for
easier by letting some of the the club because the non-fungible
complex things in the hands of the tokens are moving millions and
people that know more. For billions of dollars monthly and
example, Real Madrid could have a yearly. Among the examples, there
licensing partnership with Microsoft are Nike sneakers sold at $134,000
and the Hololens, so that when fans dollars (Williams, 2022), Coca-
want to buy glasses to enter into Cola's first NFT sold at $575,883
the club metaverse, they would dollars (The Coca-Cola Company,
access these glasses with a 2021), NBA top shot Derrick Rose's
personal touch of Real Madrid . layup at $1,000,000 dollars, and
Talking about the virtual spaces much more. When talking about the
such as stores, sports entities can revenue the club would have of this
have a licensing agreement with NFTs licensing it would work this
their main partner for them to way, first the company would pay
manage it, as for example, the Real the Real Madrid a money for their IP
Madrid x Adidas licensing rights ( Intellectual property rights)
agreements in physical world and after the secondaries sales of
stores. In addition, in terms of two the token the club can have up to
big metaverse universe assets such 70% of the sales and the company
as Crypto and NFTs , the club 30%. This is why, for Real Madrid, it
should allow an expert crypto is a really great opportunity to work
currency company to create the with NFTs and create from them
special Real Madrid currency that another revenue stream that would
would work only for the club's work 365 days a year.
metaverse.
71
5-Sponsorship
The fifth suggestion the club should Lastly, as Javier Sobrino said in
take into account in the metaverse the interview, “ Sponsorship
is the sponsorship opportunities. opportunities will be more limited
Opening a new business branch when there are more people
brings a bunch of new registered or participating in the
opportunities to sell for ecosystem, the environment, then
sponsorship, such as Naming obviously sponsorship
Rights and Adds. In the naming opportunities will exist, but more
rights, Real Madrid can sell events, than sponsorship opportunities, I
names or special spaces inside the see them more as opportunities for
Real Madrid metaverse power by a strategic partnerships between
partner with a special game or sports entities and companies.”
experience inside. Taking into Clubs like Real Madrid would have
account the ads in the metaverse, more opportunities to create
there's the example of Super Bowl special strategic partnerships that
2022, where as said in the study would help them develop in the
cases, Miller Lite broadcast their metaverse, like LaLiga is already
super bowl commercial in a bar doing with TVM and Greenpark.
they created by themselves in
Decentraland.
72
6-Broadcast
Another sector that generates a lot of money for the sports industry is broadcasting. As we
said before, the Z generation, despite considering themselves sports lovers, don't watch
live games like their parents did. That is why it is important that Real Madrid invests in
having a presence in platforms where the young audience is, to reach, conquer and be
present for this audience; maintaining what it has already been doing on the existing
platforms. This sector has to pay attention to the megatrends of the metaverse to take
advantage of new emerging technologies, such as virtual mainstream, machine
intelligence, reality simulation, open platforms, cybernetics, distributed networks, walled
gardens, low-code, and blockchain.
Another sector that generates a lot of money for the sports industry is broadcasting. As we
said before, the Z generation, despite considering themselves sports lovers, don't watch
live games like their parents did. That is why it is important that Real Madrid invests in
having a presence in platforms where the young audience is, to reach, conquer and be
present for this audience; maintaining what it has already been doing on the existing
platforms.
73
In summary, Real Madrid, or any football team thinking of entering the
metaverse, has the challenge of bringing more people into the virtual world.
Enjoy more contact time with the audience, providing exclusive content. We
believe that the metaverse could be the right way forward for the sports
industry, because besides being a Blue Ocean, it is where the new generation is
at the moment, eager for new stories, experiences, and connections. If used in
the right way, the metaverse can be a rich new source of income in various fields
of the industry, such as experience, sponsorship, broadcasting, and fan
engagement.
74
Image Obtained from freepik.es and draw by Maria Rueda
In conclusion, the metaverse is more than a digital world, it is the composition of
many factors and layers that have as their purpose to entertain, create new
interaction possibilities, and foster closer human connections. As a result,
businesses and organizations will need to create and maintain virtual
representations of themselves in the Metaverse. The Sports Industry it's an
important player in this new digital world because of future business opportunities,
inside the Metaverse, provided by companies like Amazon, that is designing the
"Amazon Mall" and Disney that will build its own virtual theme parks.
Due to its potential to alter how we meet, conduct business, enjoy entertainment,
play games, earn money, trade on the market, and other activities, the Metaverse,
like all other kinds of technology, will have both good and harmful applications and
purposes. Even Metaverse cryptocurrency coins are already available for
purchase. The idea of the Metaverse as a whole has the potential to essentially
recreate global culture. Nevertheless, regardless of how individuals may feel it will
happen. We make an effort to treat it like any other technological advancement. It
has promise since it can be put to good use.
We'll have to wait and see how this turns out. You now have a better understanding
of the important Metaverse statistics for 2022, the Metaverse market size, what the
Metaverse is, how it will function, how it may be used, and the issues that surround
it.
76
Image Obtained from freepik.es and draw by Maria Rueda
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DATA]: https://earthweb.com/how-big-is-the-metaverse/
1) In which category of sport do you that it no longer has the same impact it
think the metaverse could have the used to have, and now people are looking
greatest impact? It could be fan for new ways to connect and the club can
engagement, sponsorship, revenue be present every day of the week with
and sports entities. these fans and not only when there is a
Marc- Well, I would say that everything match.
you have said or the last thing you have - So if we can first attract the fans in this
said follows the first thing, that is, if you metaverse, the rest will come as a
can make it a good platform for fan consequence.
engagement. People are interested in
accessing it because it is an extension of - 2) Do you think that the metaverse
the experiences they can have in real life, will be accessible to all fans of the
right? So we see that sport is becoming sport or do you think it will be
more and more global, yet it is still limited something more exclusive for some?
to physical events, and then many people
feel a bit displaced by all this. Well, Marc- I think so. If things are done right,
because a Real Madrid fan from Colombia they should be both. It should be accessible
may never be able to visit the Bernabeu, to everyone, because it is precisely the
but in the metaverse you can offer this point I was referring to before; it is a way to
expanded experience in a digital bring many people who otherwise are far
environment in which the fan also feels away, but it should also have the ability to
like an owner, and you make all this give more exclusive experiences for those
entertaining and an experience of who so wish and so can afford it because
recurring participation.There you will get we must not forget that they are also a
the revenue, you will get the sponsor and source of revenue for the club , or for the
you will also really get to give much more clubs or entities that want to exploit it and
value to the club, not only to the fan but they should adapt to the consumption
also to the club to get revenue from that capacity of the different categories of fans
and have an ecosystem of people who are and that is why I say that you should
much more involved in the day to day of somehow make sure that everyone is
the club, because that is also a great invited, that everyone can enjoy a part of it
advantage for the clubs, Right now, a club and then also those who want to enjoy
has the media in social networks that are something better like the stadium tickets
daily, but let's say that it has been a whole will have the option of having a more
decade since it happened, and let's say complete experience.
- 4). How long do you think it will take
to bring all this to an end? When do
you see that the fans will be able to
experience this world of sport in the
metaverse?
-3) Unlike today, how do you think Marc- I think it will be something that will be
the metaverse can change fan developed throughout this decade, maybe
engagement? even more. It seems to me that now that
everything has changed so much every year
Marc- In a way that makes people feel that it is difficult to venture more than 7, 8,
more involved, right? Let's say that it 10 years, but I think it is something that is
eliminates a little bit the intermediary that being developed as I said with the
there was right now because if you want technology to end up being even an
to feel or play with something from Real immersive experience in augmented reality,
Madrid, for example, remotely, you have 3D, whatever, no? and also for example I
to buy a video game that is promoted by don't know if you have seen these Oculus
someone other than the club and uses the glasses that are very bulky and a bit
players. It is a way of being linked to the complicated, a system like this that is much
club, but it is through an intermediary and more friendly could help mass adoption, but
without you being the owner of what you I think that especially the entry through the
are using. In this way, if you tell them you NFTs will be much easier over the next 18-
have a digital asset that, for starters, is 24 months / year and a half two or so for
yours and you can do with it whatever you what I know is happening in the industry at
want, you can keep it, you can resell it in the level of technical integrations between
time, that already changes the paradigm. the largest digital platforms such as social
Secondly, with this, you can already enter networks and technology providers that
a world that is promoted by Real Madrid create digital wallets for example you with
and with digital experiences that can also your instagram account also a wallet with
have their side in real life, that are also which you can buy NFTs , and it will be
promoted directly by the club to eliminate much easier to enter you do not have to
that intermediary. I think the connection download a new application that is a wallet
will be much more powerful than it is now that has some seeds and that right now is
at the level of video games, so it will be to too unfriendly to the user, then downloading
create that digital parallel universe in that over the next year and a half or two I
which people can connect directly with think we can add many people to this world
the club, which has access to mini games, and from there that with a massive traffic
to a tour of the stadium without being and allow companies that are now
physically there, and this will be expanded developing metaverses because with much
according to the possibilities of more attention in the sector invest more in
technology, both in terms of recreating improving technology, improve experiences
our world in a digital space or even and as I said then make it more immersive
expanding it, and also in terms of every time and sea realistic or everyone will
accessing the NFTs that right now are a have their style, np? Whoever wants to
bit difficult for many people, and we know make it futuristic or more fantastic also, but
that over time it will change and pass above all give this connection to the fan
these barriers to entry for many fans. who is looking for it at any level.
5) Do you think that the metaverse r many collectors that is very important,
could negatively influence any of the so we prepare in that way and also when
processes or factors of the sport? we talk to the owners of the brands, with
an intellectual property such as Real
Marc- Well there is always the doubt, isn't Madrid for example , We try to explain to
there? How much or how much them the importance of creating a system
importance we give to the digital world that is global in this sense, that the people
and the physical world, how much time we who create NFTs communicate with the
are now on the phones and not paying wallets, communicate with the
attention to our environment, our friends metaverses and are not proposals that
who are closer and so on, it may have a are added because for the fan it ends up
negative component of that I agree but it being a problem instead of finding a
is more the personal opinion of each one complete solution that facilitates the entry
and more a little philosophical than to the world that is already a little difficult
practical, perhaps for the club also ends and that makes it easier to use all the
up assuming a bit of cannibalism within potential that this can give, so we prepare
their business channels because if they ourselves in this way, On the one hand
enhance much the metaverse , maybe looking for a better partner, on the other
somehow lose some people who would hand to those who have to xploit their
have ended up going to the stadium, but brand and have the fans explaining the
they have such a good experience there importance of understanding it as a whole
that they do not want to go to the stadium and not as something to be had in parts.
finally, may be although I do not think it is
everyone, but in some cases there could 7) You work with several players and
be that cannibalism, but I tell you that clubs, how do you see the disposition
facing the more social impact is very of players and clubs to these new
much the opinion of each one, if it is technologies? Are they very open or
better or worse to spend much time in the how do you see it?
metaverse or in real life.
Marc- Well, it really depends on the club,
6) As shirtum is preparing what are there are clubs and players that are very
you doing for the metaverse? attentive to what is happening and when
we start talking to them they already have
Marc- We create NFTs that are mainly for a history of having been talking to several
collection and also serve to access companies that propose things within the
experiences, then a part of those ecosystem, eh they themselves have the
experiences that we want to be in the desire to offer fans always something
virtual realm, we want to amplify it by new, something improved and we are
entering the metaverse and looking for a finding this more and more. At the
partner to help us develop our vision of beginning of the year we started to work
what should be at a recreational level, at with partners, we have been developing
an experiential level, even at the level that for a longer time but we started to work
you as a fan can show your collection and hard with partners a year ago, there was
NFTs, that you have your little gallery much more ignorance,
where you can show it
logically the news coming out of volume
that are beginning to generate this
industry of important partnerships in the
world of NFTs, Crypto and sports, so it is
becoming easier but it is true that at the
beginning it was a little more difficult, now
we find that the clubs begin to have
enough people inside that are prepared to
at least make decisions and understand
the implications of one decision and the
other, but well it is a process I tell you that
not everyone is there yet.