The Problems of Metaverse Market and DV Solution

1.9.1.Certificate of Ownership

Metaverse has established an economic ecosystem based on asset ownership within itself. For example, Roblox, a Metaverse gaming platform, is selling the virtual currency "Robux" to users. Robux allows users to purchase emotion-expressing games for various items. In addition, you can create content within Roblox as a creator and get paid accordingly. However, as the value of the goods being traded increases, proof of ownership of the property becomes more important. For example, Suppose you want to buy a very valuable building in the virtual world. Even if a building is purchased with real money in the virtual world, this cannot be proven. So users must trust and rely on a centralized platform to prove and protect their assets. In this way, as the actual transaction amount increases, the proof of ownership of the property they buy, the larger the actual transaction amount, the more important it becomes.

1.9.2. Diversity of Metaverse Content and Lack of Integrated Platforms

Since 2018, the global VR market has changed from a VR machine (hardware) distribution center to a VR content distribution center. At the same time, global companies like Oculus, SONY and HTC are building their own content platforms to collect users and content. But there is still a lack of a satisfactory unified platform that can integrate the growing number of virtual reality users and Metaverse content for virtual reality applications. Furthermore, in reality most service applications are provided sporadically by individual operators. Consumers are flocking to large global platforms to experience more diverse forms of Virtual reality. In this trend, in order not to let the virtual reality market and the Metaverse market, which are known as the new generation of media, be taken away by multinational companies, there is an urgent need to build a Metaverse content integration platform that can be applied to virtual reality. The diversity of Metaverse is also a variable. This is because there is no need to connect with everyone like in the past. Instead, it is possible to generate a variety of Metaverse versions based on personal preference.

1.9.3. Existed Plomblems of Benefit Structure

Existing content distribution platforms are not structured to return real value added to developers through high margins. This is unreasonable. Steam Epic Games Xbox, a leading game publishing platform, is also generating platform revenue through fees. Even in 2019, when there was fierce competition among global game publishers,Steam maintained a 30% publishing fee. As a result, the development company had to use the remaining 70% to cover all parts including development and operation. Such uneven market income brings difficulties to content development, and from a macro perspective, it will cause the shrinkage of the Metaverse world content market. To solve this problem, in addition to earning revenue from content sales, developers must also be able to leverage the economic ecosystem set up within Metaverse to get additional benefits. Therefore, At present, the metavalse platform should have the necessary conditions to provide users with rich and attractive content for their enjoyment, attract new users, and make the market in a virtuous circle. To do this, a network must be built in which content creators can own and control their creations to the fullest extent possible.

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