
Metaverse: A Revolution in Everything
Description
Book Introduction
“In the next 10 years, Silicon Valley “A company that surpasses all others is coming from Korea!” The first domestic publication of the "Metaverse Holy Land," which has taken the global industry by storm! * Best Books of 2022, selected by Amazon, Hudson Booksellers, and The Guardian * Forbes' Best Technology Books of 2022 * Bestseller worldwide, including in the US, UK, Canada, and China * SERICEO 2023 Business Book Club Selection “Matthew Ball is the only person who can define the future.” - Reed Hastings (Netflix CEO) “When it comes to the metaverse, I have complete confidence in Matthew Ball’s opinion.” - Mark Zuckerberg (CEO of Meta) “There are a lot of smart people in Silicon Valley, but even they ask Matthew Ball for the final decision.” - [The Economist] Recently, the New York Times published a special report on the front page discussing the future strategies of world-class companies worth over $1 trillion. What was the headline on the first page of this special report, which was widely circulated among business leaders around the world? It was titled, "7 Challenges We Must Overcome to Unleash the Metaverse Revolution." This short essay quickly spread throughout the global IT industry, and the original author's blog, which uploaded the article, became an "agora" where Silicon Valley CEOs, including Mark Zuckerberg, "bookmarked" and engaged in debates. The author of the article is Matthew Ball, a digital expert known as the "Silicon Valley sage" and founder of the world's first metaverse ETF. Based on his report, which became a hot topic, he compiled into a book the technological issues of the future society that people are most curious about and find difficult. This book, "The Revolution of Everything in the Metaverse," is a compilation of the latest knowledge currently available to humanity regarding the "meta-revolution," which has been mentioned countless times but whose essence no one has yet grasped. Why does he believe that Korean companies can surpass Silicon Valley and take a leading position in this third technological revolution, following the Internet and mobile revolutions? The answer lies in this book, which, upon its domestic publication, was flooded with inquiries from major domestic companies, including Samsung and LG, regarding its publication schedule. |
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Preview
index
To Korean readers: In the next 10 years, a company that will surpass Silicon Valley will emerge from Korea.
Recommended Article_What will you be doing in the 'Third World'?
Starting with Steve Jobs: The Man Who Arrived at the Future Before Elon Musk
Part 1: The Eve of Revolution: What We Missed About the Future
Chapter 1 A Brief History of the Future
Chapter 2: Chaos, the Essential Element of Destruction
Chapter 3: A New World in a Mirage
Chapter 4: What Comes After the Internet
Part 2: Landscapes of Revolution: Seven Gateways to the Future
Chapter 5: Networking | Finite Space, Infinite Space
Chapter 6: Computing | One Event Is Not Enough
Chapter 7: Virtual World Engine | This World Is All Fake
Chapter 8 Interoperability | Everything Exists Simultaneously
Chapter 9: Hardware | The Future of Apple and Microsoft
Chapter 10: Payment Channels | The End of Consumption as We Know It
Chapter 11: Blockchain | The Formula for the Future of Capitalism
Part 3: After the Revolution: A Future Only Granted to the 1 Percent
Chapter 12: The End of Mobile
Chapter 13: Exponential Business
Chapter 14 Winners and Losers
Chapter 15: Metaverse Existence
In conclusion, everyone is just an observer.
Special Author Interview: The Visible Revolution and the Invisible Revolution
Recommended Article_What will you be doing in the 'Third World'?
Starting with Steve Jobs: The Man Who Arrived at the Future Before Elon Musk
Part 1: The Eve of Revolution: What We Missed About the Future
Chapter 1 A Brief History of the Future
Chapter 2: Chaos, the Essential Element of Destruction
Chapter 3: A New World in a Mirage
Chapter 4: What Comes After the Internet
Part 2: Landscapes of Revolution: Seven Gateways to the Future
Chapter 5: Networking | Finite Space, Infinite Space
Chapter 6: Computing | One Event Is Not Enough
Chapter 7: Virtual World Engine | This World Is All Fake
Chapter 8 Interoperability | Everything Exists Simultaneously
Chapter 9: Hardware | The Future of Apple and Microsoft
Chapter 10: Payment Channels | The End of Consumption as We Know It
Chapter 11: Blockchain | The Formula for the Future of Capitalism
Part 3: After the Revolution: A Future Only Granted to the 1 Percent
Chapter 12: The End of Mobile
Chapter 13: Exponential Business
Chapter 14 Winners and Losers
Chapter 15: Metaverse Existence
In conclusion, everyone is just an observer.
Special Author Interview: The Visible Revolution and the Invisible Revolution
Detailed image
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Into the book
This book is the result of a review, expansion, and reorganization of all my previous writings on the metaverse.
The core purpose of this book is to provide a clear, comprehensive, and credible definition of the metaverse, a concept still in its infancy.
Going a little further, I hope this book will help you understand what it takes to realize the metaverse, why every generation will ultimately move into and live in it, and how it will completely transform our daily lives, work, and mindset.
I believe the combined value of these changes will be in the tens of trillions of dollars.
Where do you stand in this huge wave?
---From “[Starting] Steve Jobs, the man who arrived in the future before Elon Musk, page 36”
Technological change is difficult to predict because it is not caused by a single invention, innovation, or individual, but rather requires numerous changes to occur together for a realistic transition to occur.
When a new technology is born, society and individual inventors respond by taking new actions and creating new products.
This in turn leads to new use cases utilizing the underlying technology, which in turn triggers further actions and creations, and the process is repeated thereafter.
---From “[Chapter 2] Chaos, the Essential Element of Destruction, p. 73”
The metaverse will not replace or fundamentally change the Internet's basic architecture or protocol suite.
Instead, it will evolve toward building a unique environment based on existing Internet technologies.
Let's think about the 'current state' of the Internet.
We say we live in the age of mobile internet, but most internet traffic is still transmitted via wired cables.
The same goes for data transferred from one mobile device to another.
Moreover, most Internet traffic runs on standards, protocols, and formats that were designed decades ago.
Although standards, protocols, and formats have all evolved, the way they are implemented has not changed.
We're still using software and hardware (like Windows or Microsoft Office) designed for the early days of the Internet.
Although this software and hardware has evolved since then, it is largely unchanged from decades ago.
However, the 'mobile internet era' is different from the wired internet era that dominated the 1990s and early 2000s.
We now use different types of software (mostly apps, rather than general-purpose software or web browsers) for different purposes, on different devices (manufactured by different companies), in new places.
---From “[Chapter 4] What Comes After the Internet, p. 135”
Earlier in this book, I mentioned the supercomputer built by Pixar for the production of the 2013 film "Monsters University."
The supercomputer is made up of about 2,000 industrial computers connected together, each with 24,000 combined cores.
Pixar spent tens of millions of dollars building this data center—far more than the price of a single PlayStation—but it allowed them to produce much larger, more detailed, and more beautiful images.
In total, it took 30 core hours to render each of the movie's 120,000 frames.
The following year, Pixar replaced many of its computers and cores with newer, more powerful processors.
Pixar could have used increased computer power to render the same scene faster, but they chose to make the rendering more precise rather than optimizing for speed.
For example, one scene in Pixar's 2017 film Coco featured nearly 8 million individually rendered lights.
Initially, it took about 1,000 hours to render every frame of this scene, then 450 hours.
Pixar was able to reduce the time to 55 hours in part by "baking" multiple lights in 20-degree increments horizontally and vertically.
That is, the response to the camera has been reduced.
---From “[Chapter 6] Computing: One Event Is Not Enough, p. 176”
Let's recall Tim Sweeney's warning about the scope of the metaverse.
“The metaverse is more powerful than anything else and will penetrate far more broadly.
“If a single company were to seize central control of the metaverse, it would become a god on earth more powerful than any government.” This statement may sound like an exaggeration, and it may indeed be.
But we already worry that the five biggest tech companies—Google, Apple, Microsoft, Amazon, and Facebook—each worth trillions of dollars, will control our digital lives, influencing how we think and what we buy.
Most of our lives today still take place offline.
Today, hundreds of millions of people use the internet to find jobs and get things done on their iPhones, but they don't do everything literally within iOS or by building iOS content.
When your child attends school classes via Zoom, they access Zoom and the school website via an iPad or Mac, but the school itself does not run on the iOS platform.
In the West, e-commerce currently accounts for 20-30 percent of retail spending, but most of this spending is spent on purchasing physical goods, and retail transactions account for only 6 percent of the e-commerce economy.
What if we move into the metaverse? What if some corporations were to run the physics, real estate, tariff policies, currency, and government of a second dimension where humanity exists? Perhaps Sweeney's warnings are no longer simply exaggerated.
---From “[Chapter 7] Virtual World Engine: This World Is All Fake, p. 222”
In short, Roblox has enriched the digital world and transformed hundreds of thousands of people into new digital creators, but it hasn't been immune to losses.
For every $100 of value Roblox realizes on mobile devices, it loses $30, developers earn $25 in net revenue (before all development costs are deducted), and Apple pockets about $30 in net revenue without taking any risk.
Today, the only way Roblox can increase developer revenue is to either take further losses or halt research and development, which could harm both Roblox and its developers in the long run.
---From “[Chapter 10] Payment Channels: The End of Consumption as We Know It, p. 333”
I hope the metaverse will usher in a 'competition to build trust.'
Major platforms are investing billions of dollars to attract developers, making their platforms simpler, cheaper, and faster to build better, more profitable virtual goods, spaces, and worlds.
But they are showing a renewed interest in how policies can demonstrate that they are worthy of being partners, not just distributors or platforms.
While this approach has always been considered a good business strategy, it has emerged as a central priority today, as building the metaverse requires massive investment and developer trust.
---From “[Chapter 14] Winners and Losers, p. 472”
It's natural to worry about a future where people are stuck at home wearing VR headsets and never go out.
But such concerns ignore the context.
For example, in the United States, about 300 million people watch video for an average of 5 hours and 30 minutes a day (or a total of 1.5 billion hours).
Many people watch videos alone, sitting on the sofa or lying in bed.
All of these are anti-social behaviors.
As Hollywood often boasts, video content is consumed passively (industry terminology calls it "leanback entertainment," meaning you sit back and watch).
If we could transform this screen time into social, interactive, and engaging entertainment, the continued confinement of people indoors could have a positive rather than negative effect.
This is especially true for older people.
Seniors in the United States watch an average of seven and a half hours of TV per day. Few people dream of retirement and longevity if they spend half their remaining life watching TV.
The metaverse might not be able to replicate the real-life experience of sailing the Caribbean, but it will offer a glimpse into the joys of sailing a virtual yacht with old friends, along with all sorts of digital-only benefits.
Older adults might prefer to be active in the metaverse rather than watching Fox News or MSNBC at noon.
---From “[Chapter 15] Metaverse Existence, p. 490”
The future is difficult to predict.
It's equally difficult for pioneers.
While we are currently at the dawn of the metaverse, let's take a final look back at the past era of computing and networking.
Even Internet enthusiasts would have found it difficult to imagine a future where billions of web pages would exist across millions of web servers, where 300 billion emails would be sent a day, where billions of people would use the platform daily, and where a single network called Facebook would receive 3 billion monthly visitors and over 2 billion daily visitors.
In January 2007, Steve Jobs introduced the first iPhone as a revolutionary product at a product launch event.
Of course, his judgment was correct.
But the first iPhone didn't have an App Store and there were no plans to allow third-party developers to create such a feature.
Why would that be? Jobs told the developers:
“The full Safari engine is inside the iPhone.
…so you can build great Web 2.0 apps and Ajax apps that look and work exactly like the apps on the iPhone.” But in October 2007, 10 months after the iPhone was unveiled and four months after it went on sale, Jobs changed his mind.
The SDK was announced in March 2008, and the App Store was launched in July of that year.
In the month since, the roughly one million iPhone owners have downloaded 30 percent more apps than the more than 40 million iTunes users have downloaded music.
Jobs told the Wall Street Journal:
“I don’t want to trust predictions anymore.
Like everyone else, Apple has now become an observer of this amazing phenomenon, as it has so far surpassed expectations.” The path forward for the metaverse will likely be largely similar.
Whenever technological innovation occurs, consumers, developers, and entrepreneurs react to these changes.
Seemingly trivial things like cell phones, touchscreens, and video games eventually become necessities, changing the world in ways people predicted and sometimes in ingenious ways they never even imagined.
The core purpose of this book is to provide a clear, comprehensive, and credible definition of the metaverse, a concept still in its infancy.
Going a little further, I hope this book will help you understand what it takes to realize the metaverse, why every generation will ultimately move into and live in it, and how it will completely transform our daily lives, work, and mindset.
I believe the combined value of these changes will be in the tens of trillions of dollars.
Where do you stand in this huge wave?
---From “[Starting] Steve Jobs, the man who arrived in the future before Elon Musk, page 36”
Technological change is difficult to predict because it is not caused by a single invention, innovation, or individual, but rather requires numerous changes to occur together for a realistic transition to occur.
When a new technology is born, society and individual inventors respond by taking new actions and creating new products.
This in turn leads to new use cases utilizing the underlying technology, which in turn triggers further actions and creations, and the process is repeated thereafter.
---From “[Chapter 2] Chaos, the Essential Element of Destruction, p. 73”
The metaverse will not replace or fundamentally change the Internet's basic architecture or protocol suite.
Instead, it will evolve toward building a unique environment based on existing Internet technologies.
Let's think about the 'current state' of the Internet.
We say we live in the age of mobile internet, but most internet traffic is still transmitted via wired cables.
The same goes for data transferred from one mobile device to another.
Moreover, most Internet traffic runs on standards, protocols, and formats that were designed decades ago.
Although standards, protocols, and formats have all evolved, the way they are implemented has not changed.
We're still using software and hardware (like Windows or Microsoft Office) designed for the early days of the Internet.
Although this software and hardware has evolved since then, it is largely unchanged from decades ago.
However, the 'mobile internet era' is different from the wired internet era that dominated the 1990s and early 2000s.
We now use different types of software (mostly apps, rather than general-purpose software or web browsers) for different purposes, on different devices (manufactured by different companies), in new places.
---From “[Chapter 4] What Comes After the Internet, p. 135”
Earlier in this book, I mentioned the supercomputer built by Pixar for the production of the 2013 film "Monsters University."
The supercomputer is made up of about 2,000 industrial computers connected together, each with 24,000 combined cores.
Pixar spent tens of millions of dollars building this data center—far more than the price of a single PlayStation—but it allowed them to produce much larger, more detailed, and more beautiful images.
In total, it took 30 core hours to render each of the movie's 120,000 frames.
The following year, Pixar replaced many of its computers and cores with newer, more powerful processors.
Pixar could have used increased computer power to render the same scene faster, but they chose to make the rendering more precise rather than optimizing for speed.
For example, one scene in Pixar's 2017 film Coco featured nearly 8 million individually rendered lights.
Initially, it took about 1,000 hours to render every frame of this scene, then 450 hours.
Pixar was able to reduce the time to 55 hours in part by "baking" multiple lights in 20-degree increments horizontally and vertically.
That is, the response to the camera has been reduced.
---From “[Chapter 6] Computing: One Event Is Not Enough, p. 176”
Let's recall Tim Sweeney's warning about the scope of the metaverse.
“The metaverse is more powerful than anything else and will penetrate far more broadly.
“If a single company were to seize central control of the metaverse, it would become a god on earth more powerful than any government.” This statement may sound like an exaggeration, and it may indeed be.
But we already worry that the five biggest tech companies—Google, Apple, Microsoft, Amazon, and Facebook—each worth trillions of dollars, will control our digital lives, influencing how we think and what we buy.
Most of our lives today still take place offline.
Today, hundreds of millions of people use the internet to find jobs and get things done on their iPhones, but they don't do everything literally within iOS or by building iOS content.
When your child attends school classes via Zoom, they access Zoom and the school website via an iPad or Mac, but the school itself does not run on the iOS platform.
In the West, e-commerce currently accounts for 20-30 percent of retail spending, but most of this spending is spent on purchasing physical goods, and retail transactions account for only 6 percent of the e-commerce economy.
What if we move into the metaverse? What if some corporations were to run the physics, real estate, tariff policies, currency, and government of a second dimension where humanity exists? Perhaps Sweeney's warnings are no longer simply exaggerated.
---From “[Chapter 7] Virtual World Engine: This World Is All Fake, p. 222”
In short, Roblox has enriched the digital world and transformed hundreds of thousands of people into new digital creators, but it hasn't been immune to losses.
For every $100 of value Roblox realizes on mobile devices, it loses $30, developers earn $25 in net revenue (before all development costs are deducted), and Apple pockets about $30 in net revenue without taking any risk.
Today, the only way Roblox can increase developer revenue is to either take further losses or halt research and development, which could harm both Roblox and its developers in the long run.
---From “[Chapter 10] Payment Channels: The End of Consumption as We Know It, p. 333”
I hope the metaverse will usher in a 'competition to build trust.'
Major platforms are investing billions of dollars to attract developers, making their platforms simpler, cheaper, and faster to build better, more profitable virtual goods, spaces, and worlds.
But they are showing a renewed interest in how policies can demonstrate that they are worthy of being partners, not just distributors or platforms.
While this approach has always been considered a good business strategy, it has emerged as a central priority today, as building the metaverse requires massive investment and developer trust.
---From “[Chapter 14] Winners and Losers, p. 472”
It's natural to worry about a future where people are stuck at home wearing VR headsets and never go out.
But such concerns ignore the context.
For example, in the United States, about 300 million people watch video for an average of 5 hours and 30 minutes a day (or a total of 1.5 billion hours).
Many people watch videos alone, sitting on the sofa or lying in bed.
All of these are anti-social behaviors.
As Hollywood often boasts, video content is consumed passively (industry terminology calls it "leanback entertainment," meaning you sit back and watch).
If we could transform this screen time into social, interactive, and engaging entertainment, the continued confinement of people indoors could have a positive rather than negative effect.
This is especially true for older people.
Seniors in the United States watch an average of seven and a half hours of TV per day. Few people dream of retirement and longevity if they spend half their remaining life watching TV.
The metaverse might not be able to replicate the real-life experience of sailing the Caribbean, but it will offer a glimpse into the joys of sailing a virtual yacht with old friends, along with all sorts of digital-only benefits.
Older adults might prefer to be active in the metaverse rather than watching Fox News or MSNBC at noon.
---From “[Chapter 15] Metaverse Existence, p. 490”
The future is difficult to predict.
It's equally difficult for pioneers.
While we are currently at the dawn of the metaverse, let's take a final look back at the past era of computing and networking.
Even Internet enthusiasts would have found it difficult to imagine a future where billions of web pages would exist across millions of web servers, where 300 billion emails would be sent a day, where billions of people would use the platform daily, and where a single network called Facebook would receive 3 billion monthly visitors and over 2 billion daily visitors.
In January 2007, Steve Jobs introduced the first iPhone as a revolutionary product at a product launch event.
Of course, his judgment was correct.
But the first iPhone didn't have an App Store and there were no plans to allow third-party developers to create such a feature.
Why would that be? Jobs told the developers:
“The full Safari engine is inside the iPhone.
…so you can build great Web 2.0 apps and Ajax apps that look and work exactly like the apps on the iPhone.” But in October 2007, 10 months after the iPhone was unveiled and four months after it went on sale, Jobs changed his mind.
The SDK was announced in March 2008, and the App Store was launched in July of that year.
In the month since, the roughly one million iPhone owners have downloaded 30 percent more apps than the more than 40 million iTunes users have downloaded music.
Jobs told the Wall Street Journal:
“I don’t want to trust predictions anymore.
Like everyone else, Apple has now become an observer of this amazing phenomenon, as it has so far surpassed expectations.” The path forward for the metaverse will likely be largely similar.
Whenever technological innovation occurs, consumers, developers, and entrepreneurs react to these changes.
Seemingly trivial things like cell phones, touchscreens, and video games eventually become necessities, changing the world in ways people predicted and sometimes in ingenious ways they never even imagined.
---From “[In conclusion] Everyone is just an observer, page 511”
Publisher's Review
“Where will you be and what will you be doing when the virtual and the real are reversed?”
ChatGPT, AI, NFTs, blockchain... The emergence of a $10 trillion business encompassing everything.
Public interest in the metaverse has cooled to the point where a meme has been circulating saying, “I’m sorry to bring up the metaverse…”
However, Silicon Valley's Big Tech companies, home to some of the world's brightest minds, are actually moving in the opposite direction of our perception.
Microsoft plans to acquire Activision Blizzard for $75 billion with the aim of building a metaverse worldview, and Meta (Facebook) has announced that it will invest $10 billion annually in the metaverse.
Apple, Amazon, and Google have also increased their research funding for virtual world-related technologies to record highs.
Why are so many top-tier companies, already generating astronomical profits in the real world, staking their lives on building a "second virtual world"? What is so frightening about them that they're investing far more in a metaverse that doesn't generate immediate returns than in established, successful sectors?
Matthew Ball explores the history of 'technological dominance' to find the reason.
When the Internet first appeared, even the world's top experts, including government research institutes, considered it to be nothing more than a technology for sharing digital assets from one server to another.
They even planned to offer paid Internet services to some businesses, assuming that only a small number of people would use the Internet.
The plan was to charge 50 cents to send a text file and $1 to send a JPG image file.
It may sound absurd now, but the idea of charging for internet usage was common sense at the time.
And then again, decades passed.
Compared to how people perceived the internet in the past, how accurate is our understanding of the metaverse today? The current government regulations and public perception surrounding the metaverse are precisely the same as the prejudices people had when the internet first emerged over 30 years ago.
The network should be accessible only to a select few, and the government should control the servers with strong regulations.
But the author asks us in this book:
“Is it possible to block the human desire to share more data, faster, more unrestrictedly, and more widely?” He diagnoses that now, decades later, humanity is once again at a crossroads similar to the Internet revolution, and that in the near future, the world we have experienced and witnessed so far, called ‘reality,’ will collapse.
He asks.
"When all the regulations disappear and countless companies begin to move their real-world assets into the virtual world—when the so-called 'powerful feedback loop' finally comes into play—where will you be and what will you be doing?"
“In 10 years, we will all agree that the metaverse has finally arrived in this world.
But 99% of ordinary people will not even realize that such an era has arrived.” _ From the text
“If a company seizes control of the metaverse, it will undoubtedly become a ‘god on earth’!”
"The change that will overtake the US's high-tech industries begins in Korea." A Silicon Valley mentor's vision for the future.
Matthew Ball says this over and over again in this book:
“What you see is not everything.” In fact, the “meta-revolution”—where all real assets are migrating to virtual assets, ultimately reversing the lines between reality and virtuality—has been slowly unfolding for a very long time.
The change was so subtle and so ingrained in our daily lives that no one noticed it.
From payments to software, from medical technology to entertainment services, when the metaverse transcends the world of avatars and overwhelms this reality, the economy and society will simultaneously explode with tremendous disruption and opportunity.
“Perhaps the Korean readers who read this book will be blessed with both great fortune and a curse.
Because Korea is the country that has been in the most advantageous position in the world in the meta-revolution since birth, and at the same time, has the world's most powerful rival right next to it." _ From the text
The author focuses particularly on the Korean Internet market, one of the most unusual and inexplicable cases in the world.
Korean companies have survived by competing with American companies in the global Internet market dominated by the United States, and have long ago surpassed the software and hardware technology of the Western countries they once considered role models, "on their own."
Moreover, the Korean market is the only one where domestic internet platforms such as Naver and Kakao are overwhelmingly more popular than US-based internet platforms in the internet consumer market.
So, given these unique circumstances, in which technological fields should Koreans and Korean companies focus their resources going forward?
The author asserts that Korea is most likely to produce a company that will surpass Silicon Valley in the global technology war, if only it can design sophisticated numbers.
In this era of fierce technological competition, encompassing software, AI, NFTs, and blockchain, what will be the final puzzle piece that will drive business for the next 30 years? Companies already on the brink of revolution, yet struggling to find the final button, will find their own unique leap forward by using the seven technological innovations the author presents in this book as a springboard.
Just as ChatGPT started from a small startup called 'OpenAI' rather than a large company like Google, Microsoft, or Apple.
ChatGPT, AI, NFTs, blockchain... The emergence of a $10 trillion business encompassing everything.
Public interest in the metaverse has cooled to the point where a meme has been circulating saying, “I’m sorry to bring up the metaverse…”
However, Silicon Valley's Big Tech companies, home to some of the world's brightest minds, are actually moving in the opposite direction of our perception.
Microsoft plans to acquire Activision Blizzard for $75 billion with the aim of building a metaverse worldview, and Meta (Facebook) has announced that it will invest $10 billion annually in the metaverse.
Apple, Amazon, and Google have also increased their research funding for virtual world-related technologies to record highs.
Why are so many top-tier companies, already generating astronomical profits in the real world, staking their lives on building a "second virtual world"? What is so frightening about them that they're investing far more in a metaverse that doesn't generate immediate returns than in established, successful sectors?
Matthew Ball explores the history of 'technological dominance' to find the reason.
When the Internet first appeared, even the world's top experts, including government research institutes, considered it to be nothing more than a technology for sharing digital assets from one server to another.
They even planned to offer paid Internet services to some businesses, assuming that only a small number of people would use the Internet.
The plan was to charge 50 cents to send a text file and $1 to send a JPG image file.
It may sound absurd now, but the idea of charging for internet usage was common sense at the time.
And then again, decades passed.
Compared to how people perceived the internet in the past, how accurate is our understanding of the metaverse today? The current government regulations and public perception surrounding the metaverse are precisely the same as the prejudices people had when the internet first emerged over 30 years ago.
The network should be accessible only to a select few, and the government should control the servers with strong regulations.
But the author asks us in this book:
“Is it possible to block the human desire to share more data, faster, more unrestrictedly, and more widely?” He diagnoses that now, decades later, humanity is once again at a crossroads similar to the Internet revolution, and that in the near future, the world we have experienced and witnessed so far, called ‘reality,’ will collapse.
He asks.
"When all the regulations disappear and countless companies begin to move their real-world assets into the virtual world—when the so-called 'powerful feedback loop' finally comes into play—where will you be and what will you be doing?"
“In 10 years, we will all agree that the metaverse has finally arrived in this world.
But 99% of ordinary people will not even realize that such an era has arrived.” _ From the text
“If a company seizes control of the metaverse, it will undoubtedly become a ‘god on earth’!”
"The change that will overtake the US's high-tech industries begins in Korea." A Silicon Valley mentor's vision for the future.
Matthew Ball says this over and over again in this book:
“What you see is not everything.” In fact, the “meta-revolution”—where all real assets are migrating to virtual assets, ultimately reversing the lines between reality and virtuality—has been slowly unfolding for a very long time.
The change was so subtle and so ingrained in our daily lives that no one noticed it.
From payments to software, from medical technology to entertainment services, when the metaverse transcends the world of avatars and overwhelms this reality, the economy and society will simultaneously explode with tremendous disruption and opportunity.
“Perhaps the Korean readers who read this book will be blessed with both great fortune and a curse.
Because Korea is the country that has been in the most advantageous position in the world in the meta-revolution since birth, and at the same time, has the world's most powerful rival right next to it." _ From the text
The author focuses particularly on the Korean Internet market, one of the most unusual and inexplicable cases in the world.
Korean companies have survived by competing with American companies in the global Internet market dominated by the United States, and have long ago surpassed the software and hardware technology of the Western countries they once considered role models, "on their own."
Moreover, the Korean market is the only one where domestic internet platforms such as Naver and Kakao are overwhelmingly more popular than US-based internet platforms in the internet consumer market.
So, given these unique circumstances, in which technological fields should Koreans and Korean companies focus their resources going forward?
The author asserts that Korea is most likely to produce a company that will surpass Silicon Valley in the global technology war, if only it can design sophisticated numbers.
In this era of fierce technological competition, encompassing software, AI, NFTs, and blockchain, what will be the final puzzle piece that will drive business for the next 30 years? Companies already on the brink of revolution, yet struggling to find the final button, will find their own unique leap forward by using the seven technological innovations the author presents in this book as a springboard.
Just as ChatGPT started from a small startup called 'OpenAI' rather than a large company like Google, Microsoft, or Apple.
GOODS SPECIFICS
- Date of issue: June 5, 2023
- Page count, weight, size: 552 pages | 954g | 152*225*34mm
- ISBN13: 9791130642628
- ISBN10: 1130642623
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