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Microsoft’s Activision buy may see more metaverse in the office and crypto in gaming

More signs say the acquisition will boost metaverse applications in business than in gaming as CEO Nadella talks about productivity and metaverse enthusiast Kotick leaves Activision.

A lot was said about the metaverse when the Microsoft deal to acquire Activision Blizzard was announced in January 2022. The attention mainly was on business communications, rather than gaming. If public statements and leaked documents are any guide, the Activision deal could promise more for the future of crypto than the metaverse.

The metaverse had high visibility in Microsoft’s announcement of its deal for Activision in January 2002. “This acquisition will accelerate the growth in Microsoft’s gaming business […] and will provide building blocks for the metaverse,” Microsoft said in the first paragraph. Microsoft CEO Satya Nadella said, “Gaming […] will play a key role in the development of metaverse platforms” a few paragraphs later.

Nadella elaborated on his vision for metaverse development in an interview the following month. Nadella told the Financial Times:

“We are building, quite frankly, metaverse applications, if I could call them that. Or experiences in business applications, in productivity tools, and meetings and games — all three on a common platform.”

Nadella’s emphasis on work is telling. He listed four things and referred to them as “all three” – apparently “meetings and games” count as one. Microsoft’s metaverse platform, Mesh, which began previews this month, is positioned as a complement to its Teams business communications platform.

Mesh contains a gaming component too. While promising “you will transform your two-dimensional (2D) meeting into a 3D immersive experience,” it added:

“Play built-in interactive games for team bonding within immersive spaces. To get started, you can see a few designated areas to roast marshmallows, throw beanbags, answer fun icebreaker questions, and more.”

The metaverse went unmentioned in the Microsoft Gaming statements at the beginning and completion of the deal on Oct. 13, and Microsoft Gaming CEO Phil Spencer made it clear later in 2022 that his enthusiasm for it was weaker.

Related: FTC opposes Microsoft’s metaverse-focused Activision Blizzard purchase

Spencer questioned what the metaverse even is in an interview with Bloomberg in August. “My view on Metaverse is that gamers have been in the Metaverse for 30 years,” he said. He said little about the Web3 metaverse except that he was “cautious” about play-to-earn. He was later quoted as calling the metaverse "a poorly built videogame” and saying "Building a metaverse that looks like a meeting room, I just find that's not where I want to spend most of my time."

Activision CEO Bobby Kotick is enthusiastic about the metaverse. He said in 2021, “We're going to get to a place where that original vision that Neil Stephenson had in Snow Crash or what you see in [Ernest Cline’s] Ready Player One is going to start to materialize as something that is very real."

In an interview on CNBC on the day the Activision deal was announced, Kotick and Spencer appeared together on CNBC. Kotick said, “We’re beginning to see what the metaverse will be like, and in that race for the metaverse, it started to become apparent that there were a variety of resources and talent that we needed,” Kotick said. Spencer did not mention the metaverse.

Kotick will remain with Activision through the end of the year.

Spencer may be more bullish on cryptocurrency, however. Leaked internal documents reportedly revealed that Microsoft planned to integrate crypto wallets into Xbox. Spencer downplayed the leak, saying “so much has changed,” but did not deny any of the information. If the plans to incorporate crypto have not changed, they could potentially be expanded throughout the new Microsoft games holdings.

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Neal Stephenson’s blockchain project holds discovery month as metaverse hype wanes

Lamina1 CEO Rebecca Barkin told Cointelegraph that as long as people continue to invest time and money in digital experiences, the metaverse will continue to come to life.

The blockchain project launched by Neal Stephenson, who coined the term “metaverse” in his 1992 book Snow Crash, is pushing forward with its vision despite the lower interest in the metaverse and some declaring that it’s “dead.” 

Compared to its peak in 2021 and 2022, search interest for the metaverse has declined in 2023, according to data from Google Trends. The lowering interest in the metaverse has also led some to declare that the metaverse hype is dead.

Global search interest for the keyword "metaverse." Source: Google Trends

Despite the waning interest and the declarations that it’s dead, some continue to keep their heads down and build. In a statement, Lamina1, the metaverse blockchain project founded by Stephenson, said it’s holding a month-long event called the Open Metaverse Discovery Month in October. The firm will hold workshops and provide joint quests and bounties to equip builders and creators with the knowledge to explore metaverse experiences.

“We’re co-hosting two interactive workshops for Unity and Unreal Engine developers this month to begin diving in with the toolkit, as well as two Creator Competitions that will allow participants to have their art and experiences featured on our LAMINA1 Hub platform,” the Lamina1 team said. 

Related: Metaverse sneak peek: Project aims to build a creator-focused economy through blockchain

Rebecca Barkin, the CEO of Lamina1, remains optimistic in the metaverse despite assumptions that it’s dead. Barkin told Cointelegraph in a statement that despite the crypto winter and what many describe as the “death of the metaverse,” they were able to attract almost 50,000 builders into their community since they launched the project.

Barkin is optimistic that their founder’s vision of the metaverse will survive as long as there are people willing to invest their time and money. The executive told Cointelegraph:

“As long as people continue to invest time and money in digital experiences, gaming and virtual worldbuilding, buying and selling digital items, and experimenting with new computing and creative technologies, the metaverse will continue to come to life.” 

According to Barkin, Stephenson’s vision of the metaverse wasn’t just about building virtual worlds. The Lamina1 CEO said it’s about challenging “corporate greed and control.” She added that with today’s technology, it’s now possible to “give more autonomy to creators across entertainment, gaming, commerce, fashion, and beyond to build, create, and distribute these worlds on their own.”

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UK politicians don metaverse avatars as they share Web3 roadmap

“Web3 represents a paradigm shift that reimagines the very fabric of the internet,” said British MP Natalie Elphicke.

A group of British politicians took to the metaverse to address global leaders in a 51-nation gathering on Sept. 20, setting out a vision for the United Kingdom’s blockchain and Web3 industries.

The metaverse gathering saw eight British Lords and politicians address global leaders on the opportunities and challenges posed by the growth of Web3 technology

Natalie Elphicke, member of parliament and chair of the new All Party Parliamentary Group (APPG) for Blockchain Technologies, appeared as her unique avatar in the metaverse, where stressed the importance of the next iteration of the internet:

“Web3 represents a paradigm shift that reimagines the very fabric of the internet.”

In her keynote, Elphicke said that the U.K. has the potential to become a blockchain-enabled “smart country” but noted the nation was “lagging competitors” in securing blockchain-related jobs.

The first UK national priority is Web3 industry growth and workforce planning, she said before adding:

“Part of that is about making the UK an attractive hub for Web3 founders, developers, programmers, and companies to work here,”
Natalie Elphicke metaverse avatar. Source: APPG

Elphicke called for more national blockchain roadmaps and collaboration between countries, commenting that so far, fewer than 12 countries have published roadmaps.

She said another priority was taking forward the National Blockchain Roadmap, published in 2021. The roadmap sets out an ambition to build a blockchain-based “digital nation” with the technology being applied to climate mitigation efforts, industrial symbiosis networks, and digital identity programs.

Natalie Elphicke metaverse avatar. Source: APPG

She also mentioned DeFi, stating that it poses “unique challenges and opportunities for regulators and policymakers,” before adding that “ensuring transparency, auditability, and accountability in these ecosystems is paramount.”

Related: Top 5 universities to study blockchain in the UK

The Conservative Party politician also spoke about real-world asset tokenization. “It is unquestionable that our world is being tokenized,” she said before adding “Physical assets are getting tokenized, and this trend will only grow from here.”

However, on Sept. 19, an online safety bill aimed at regulating certain UK internet services including activities in the metaverse passed through parliament.

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Signal hints at leaving UK market following passage of online safety bill

Critics of the U.K. Online Safety Bill had pushed for amendments prior to passage, claiming the legislation could allow authorities a backdoor for end-to-end encryption services.

A bill aimed at regulating certain internet services in the United Kingdom, including activities in the metaverse, has passed through Parliament and awaits King Charles’ approval to become law. 

In a Sept. 19 announcement, the U.K. government said the Online Safety Bill had passed through a final debate in Parliament and will become law in the country “soon." Lawmakers had previously debated whether the legislation aimed at protecting users online — particularly focusing on children — could extend to virtual environments like the metaverse.

According to the government, the final version of the bill will require social media platforms to “remove illegal content quickly or prevent it from appearing in the first place," focusing on material deemed harmful to children. The firms will also need to release risk assessments for users, detailing how to report problems related to online safety.

“If social media platforms do not comply with these rules, [the Office of Communications] could fine them up to £18 million or 10% of their global annual revenue, whichever is biggest – meaning fines handed down to the biggest platforms could reach billions of pounds,” said the government.

Some opponents of the bill had pushed for amendments providing protections for end-to-end encryption, saying the legislation could allow the government a backdoor and undermine user privacy. In June, Apple reportedly said the then version of the bill “pose[d] a serious threat” surrounding "surveillance, identity theft, fraud, and data breaches”.

Meredith Whittaker, president of the Signal Foundation, said in a Sept. 20 X post that the encrypted messaging app could leave the U.K. if the firm were “forced to build a backdoor” under the Online Safety Bill guidelines. Her statement followed the final consideration of amendments in Parliament, in which lawmakers did not specify protections for such encrypted services.

Related: UK considers blanket ban on crypto investment cold calls

The passage of the Online Safety Bill came the same day as the House of Lords moved forward with the Economic Crime and Corporate Transparency Bill, aimed at addressing crypto-related financial crimes in the United Kingdom. Lawmakers will consider final amendments to the legislation before passage, but the most recent version would seemingly allow U.K. authorities to have greater power in investigating and seizing crypto used for illicit purposes.

On Sept. 1, the U.K. Travel Rule applying to crypto firms offering services to residents went into effect, following adoption in countries including the United States, Japan, and Germany. The framework could require firms to halt certain crypto transfers from jurisdictions not already in compliance with the Travel Rule.

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Water & Music’s Cherie Hu says Web3 and AI will revolutionize creativity: The Agenda

Water & Music founder Cherie Hu explains how technology is evolving the music industry — but is it to the benefit of musicians?

Curiosity might have killed the cat, but for musicians, it’s often the launchpad of creativity and innovation. 2023 saw the rapid growth of OpenAI’s powerful ChatGPT artificial intelligence tool, and technologies like Midjourney and Dall-E have provided content creators the ability to literally become a one-man band — or a one-person production studio.

Keeping pace with the rapid evolution of technology and its impact on relevant industries can be a challenge for the average busy person, and one of the goals of Water & Music is to offer a more research-backed approach for music industry professionals to inspect, discuss and experiment with new technologies.

On Episode 19 of The Agenda podcast, hosts Ray Salmond and Jonathan DeYoung speak with Cherie Hu, the founder of Water & Music — “an independent newsletter and research community on a mission to make the music industry more innovative, cooperative, and transparent.”

Change is inevitable

When asked about what’s new in the music industry, Hu recognized that “the old music business very much was driven by a small group of gatekeepers,” and she suggested that the pandemic, new technology and perhaps even some of the ideology that backs the Web3 movement would eventually change this status quo.

“The pandemic, I think, woke a lot of people up,” Hu said. “I think it encouraged people to become a lot more proactive about speaking out about and advocating for changes that they wanted to see.” She added:

“A lot of the most critical, like deeply critical, conversations I’ve heard about streaming have come in the last three years just because, due to the pandemic, artists were put in a position where they had to essentially rely solely on digital sources of income to make ends meet without touring. And then they look at their streaming checks and are like, ‘This is this is nothing. I can’t live off of this.’ And so, there have been a lot more productive conversations around alternative models to monetizing music in a digital context. Web3, of course, has played a huge, huge role in this.”

Historically, breaking into the music industry meant artists either needed to know the right people to get picked up or be able to fund their endeavors in a way that created enough ripples to capture a wider audience. Hu believes that within the traditional music industry, “a lot of those mechanisms haven’t really changed for like the last 10, 20, even 30 years,” but she also acknowledges that new technologies have opened up new methods for creators to completely circumvent the conventional path to success.

Hu said:

“The way that culture is moving, especially if you look at apps like TikTok and the impact that ecosystem has on music culture and what music, what songs get big, it just moves so quickly. The unfortunate part of the music industry is that the financing element has not caught up to it.”

According to Hu, Water & Music aspires to take a more analytical approach to how the music business is evolving and being impacted by emerging technologies.

“So when we think about the new music business, we definitely focus on new technologies that enable people to participate in the music industry. You know, whether it’s creating music, marketing music, building communities around it, monetizing it in totally new ways. We’re interested in that entire stack.”

Related: 5 AI trends to look forward to in 2023 and beyond

Web3 ideas and practices could become endemic to the music industry

Blockchain-based gaming, nonfungible token collections and other Web3 gimmicks were all the rage in 2020 and 2021 when the broader crypto space was in a bull market, but host Salmond wondered how relevant these tactics are today, particularly in the music industry.

Hu explained that with gaming, there are currently “more opportunities for building experiences than for monetizing them and building a business out of them. I would say that element is still missing and still challenging for a lot of indie artists.”

The infrastructure, time and overhead required to build out entire worlds is labor-intensive and not necessarily proven to be sticky, except for major gaming platforms like Roblox. Hu explained that a more pragmatic opportunity for artists might be sync licensing. According to her:

“Sync, or synchronization, licensing is the music industry term for licensing music for any kind of audio-visual multimedia experience, so like a film or a podcast or a game. And there are actually a lot of mobile games, especially, which I think is probably one of the more underexplored areas of music and gaming partnerships. You normally think of these huge games like League of Legends or Fortnite, but there are a lot of emerging mobile games, a lot especially built around music, that are looking for partnerships with the music industry.”

To hear more from Hu’s conversation with The Agenda — including her deeper explanation of how subscribers have benefited from the research published by Water & Music — listen to the full episode on Cointelegraph’s Podcasts page, Apple Podcasts or Spotify. And don’t forget to check out Cointelegraph’s full lineup of other shows!

Related: AI music sending traditional industry into ‘panic,’ says new AI music platform CEO

This article is for general information purposes and is not intended to be and should not be taken as legal or investment advice. The views, thoughts, and opinions expressed here are the author’s alone and do not necessarily reflect or represent the views and opinions of Cointelegraph.

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Failure to tax the metaverse ‘will create a tax haven’ — Harvard legal expert

Harvard scholar Christine Kim writes that income and wealth in the metaverse should be subject to immediate taxation.

Harvard legal scholar and Yeshiva University law professor Christine Kim recently published a research paper detailing arguments for not only taxing the metaverse but treating it as “a laboratory for experimenting with cutting-edge policy.”

In the paper, dubbed simply “Taxing the Metaverse,” Kim argues that the metaverse allows participants to create and build wealth entirely within its ecosystem.

According to Kim, this burgeoning wealth sector should be regulated under tax code:

“Because economic activity within the Metaverse satisfies the Haig-Simons and Glenshaw Glass definitions of income, its exclusion will create a tax haven.”

The paper continues to explain that the metaverse’s ability to “record all digital activity and track individual wealth” means that governments can track and tax income immediately upon receipt — something Kim says could shake up the status quo when it comes to United States tax law.

Related: New tax rules for crypto in the US: Law Decoded

Kim further recommends changes to how taxes are realized. In this context, metaverse users in the U.S. would, according to the research, currently be taxed only upon realization or engaging in a taxable event such as a withdrawal.

Under Kim’s proposals, taxation would occur immediately upon receiving gains, “including unrealized gains and income,” even if they remain in the metaverse. 

The more pressing matter, in such an event, would be enforcement. Kim writes that there are two plausible methods for enforcing tax law in the metaverse. The first would involve individual platforms withholding taxes on behalf of users.

The second, which Kim calls less preferable, is referred to as residence taxation and would rely on platforms sending tax information to users who would then file and pay their own tax obligations.

The paper also argues that taxing the metaverse presents further opportunities for lawmakers, even those who wouldn’t normally be interested in Web3 and metaverse technology. 

“The Metaverse can be a laboratory for experimenting,” writes Kim, adding that it “has the potential to simulate scenarios that are unlikely to ever occur in the physical world.”

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How to host an event in the metaverse

From pre-event planning to virtual execution, discover the steps to create an immersive and engaging digital experience that captivates the audience.

Event management in the metaverse

The planning, coordination and execution of various events within virtual and augmented reality environments are referred to as event management in the metaverse.

The fusion of physically persistent virtual reality with virtually improved physical reality yielded the metaverse, a communal virtual shared place. It includes immersive digital environments like augmented reality (AR), virtual reality (VR), and others.

In this context, event management entails producing and presenting events in these digital spaces, including conferences, concerts, exhibitions, workshops, social gatherings and more. This article will discuss how an event is hosted in the metaverse.

Steps to host an event in the metaverse

Hosting an event in the metaverse involves several key steps to create an engaging digital experience. These stages, which include defining the concept and goals (pre-event preparation), platform selection, content creation and event execution in a virtual setting, pave the way for an immersive event that appeals to a worldwide audience.

In the dynamic metaverse, successful event hosting is completed by post-event activities, including getting feedback and maintaining connections.

Step one: Define the event concept and goals

The pre-event planning phase is the first and most important step in organizing a successful event in the metaverse. This pivotal phase entails several tactical choices and acts that set the stage for the entire event.

It involves setting clear goals, assembling an expert team, selecting the right platform, budgeting adequately, handling legal issues and developing an interesting event concept. This thorough groundwork is essential for the succeeding stages of event conception and implementation within the dynamic and immersive metaverse.

Step two: Technical setup

The technical setup step transforms the event concept into a functional virtual experience. Setting up the selected metaverse platform, producing avatars or digital representations, and developing the virtual space are required.

Furthermore, integrating interactive elements like live chat, virtual networking areas and multimedia presentations is essential to engage the audience. To provide a seamless experience, it is also crucial to ensure flawless audio-visual quality, verify user accessibility and resolve technological issues.

Step three: Marketing and promotion

The emphasis switches to creating buzz and luring attendees during the marketing and promotion phases. It is crucial to use both conventional and metaverse-specific marketing platforms to reach people.

Building interest in an event is facilitated by creating captivating event content, trailers and teasers. Reach can be increased through social media channels, influencer alliances and metaverse community interaction. Moreover, attendance can be encouraged by implementing ticketing systems and developing tier-based access alternatives.

Depending on user preferences and budget, these tiers give guests varied degrees of engagement and benefits. A base tier might, for instance, grant admission to the main event sessions, while premium and VIP tiers might provide extra benefits like exclusive workshops, individualized interactions and unique content. This strategy maximizes inclusivity and gives participants the freedom to select the level of involvement that best suits their needs and interests.

Step four: Event execution

The event execution phase marks the culmination of meticulous planning and preparation. Everything at this stage works together to create an immersive experience. While attendees communicate, network and participate in events, presenters conduct speeches, panels or concerts within the virtual setting.

To solve any problems that may develop, real-time technical support is essential. Making quick adjustments for the optimal experience during the event involves keeping an eye on engagement data, crowd responses and technical performance.

Step five: Post-event activities

The post-event activities phase begins once the event is over. This stage covers several actions, such as getting input from attendees via surveys or polls to determine satisfaction and acquire knowledge for future changes. Sharing highlights or taped sessions keeps people interested long after the actual event.

Utilizing user-generated content, including images and recordings, helps create a buzz on social media after an event. Additionally, maintaining relationships developed during the event is facilitated by arranging follow-up sessions, virtual meetups or networking opportunities.

How much does it cost to host an event in the metaverse?

The cost of holding an event in the metaverse can vary greatly and depends on a number of variables. These factors consist of the complexity of the event itself, the selected metaverse platform, the expected number of attendees, the desired level of customization and the variety of features incorporated into the event experience.

Metaverse platforms may charge users based on various criteria, including event hosting, the number of attendees and the feature set. Investments in 3D modeling, interactive features and immersive visuals are required to create an engaging virtual venue, with prices equal to the complexity of the design.

Expenses include audio-visual gear, streaming services and tech support workers to ensure flawless technical execution. The promotion cost also includes operations like influencer partnerships, social media marketing, creating promotional materials and other similar activities. Additional factors that can affect the cost include content production, avatar customization, networking tools, security precautions, training and post-event engagement activities.

To ascertain a precise estimation of costs, careful budget preparation, quotes from relevant service providers, and an in-depth study of metaverse platforms are helpful. It is also prudent to weigh potential revenue streams from ticket sales, sponsorships or other sources against these costs to gauge the financial feasibility of the event.

Traditional events vs. metaverse events

Traditional events and metaverse events represent two distinct paradigms of gathering and engagement. In conventional events, participants physically congregate at a predetermined site, encouraging face-to-face interactions, relying on physical arrangements and abiding by geographical restrictions.

In contrast, metaverse events take place in virtual 3D settings that transcend geographical boundaries and allow participants to participate through avatars that can be customized and partake in interactive activities.

While traditional events offer a sense of place, metaverse events offer an immersive digital experience, demonstrating the evolving landscape of event hosting in an increasingly interconnected world.

Here are some differences between traditional events and metaverse events:

Risks involved in hosting virtual event spaces in the metaverse

Hosting virtual event spaces in the metaverse entails risks, including increased harassment and inappropriate behavior, as shown by incidents of sexual harassment directed at women. Because of the anonymity of virtual spaces, people may act in ways they might not in real-world settings, which makes the environment uncomfortable and unsafe for participants.

Other issues include privacy violations, technical difficulties and the possibility of a digital divide because of a lack of knowledge of the technology. To reduce these hazards and create a welcoming environment, organizers should develop explicit rules of behavior, practice strong moderation, emphasize data security and provide user-friendly information.

Additional significant risks include infringements on intellectual property, problems with platform dependability and misunderstandings brought on by the lack of tangible cues. These risks can be mitigated by using secure content exchange protocols, cautiously selecting platforms, conducting thorough testing and providing transparent communication channels. Metaverse event planners can create a setting that promotes participation, diversity and an educational experience for all participants by proactively addressing these risks.

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Julian Assange campaign to hold metaverse political rally against extradition

Julian Assange is currently locked in a London jail fighting a four-year court battle against his extradition to the US.

The “Don’t Extradite Assange Campaign,” dedicated to gathering support against the extradition of Wikileaks founder Julian Assange to the United States, is launching a virtual political rally in the metaverse.

Assange has been confined within Belmarsh Prison in London since April 2019, fighting a court battle against his extradition to the U.S., where he could potentially face up to 175 years in prison on charges of espionage for leaking information about the wrongdoings of the US agencies in Iraq and Afghanistan.

Assange founded WikiLeaks, which have been known to publish classified and sensitive information against wrongdoings of various governments in the public domain. However, his journalistic work exposing governments has made him a primary target of several agencies, especially in the United States.

The Julian Assange campaign, backed by Assange and his family, has planned the virtual political rally in a bid to appeal to more people and gather support against the extradition after his last appeal in June against the extradition was rejected by the United Kingdom court.

The virtual event will be held on Aug. 26 in Wistaverse, a not-for-profit metaverse in The Sandbox ecosystem on the Polygon blockchain. The political rally will see speeches by Stella Assange, wife of Julian Assange, Kristinn Hrafnsson, the co-founder and editor-in-chief of WikiLeaks, and other high-profile guests, including British politician Jeremy Corbyn, the former leader of the country’s Labour Party. The speakers at the rally will appear either as characters inside the event or with filmed contributions shown on screens.

Cointelegraph got in touch with John Rees, the founder and director of the Don’t Extradite Assange Campaign, who said that they selected to hold a virtual rally in the hope of reaching a wider audience. Rees added that the reason for the rally is:

“To publicize the Assange case and to mobilize people for the protest at the court. To make sure that people know that this is the 11th hour in the Assange case and that if the government goes ahead with extradition a very real blow will have been struck against the freedom of the press.“

The rally will take place in a virtual auditorium designed to look like the Royal Courts of Justice in London, where Assange is set to face his final appeal in the U.K. court system. The virtual environment “dedicated to protests and social action” will feature a recorded message from Assange, as well.

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Many organizations involved in civil rights and freedom of the press have supported Assange following the WikiLeaks publication and urged U.S. authorities to drop the case for extradition. Amid former U.S. President Donald Trump’s final days in office — prior to the Capitol insurrection on January 6, 2021 — crypto users donated more than $400,000 to Assange’s defense team in hopes of a presidential pardon, while a decentralized autonomous organization raised $53 million for the WikiLeaks co-founder in 2022.

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China proposes to bring its social credit system to the metaverse: Report

Proposals to a United Nations group reportedly show China wants digital IDs and real-world punishments for actions that occur in the Metaverse.

China is reportedly looking to implement a system akin to its social credit system, but in the Metaverse and other online virtual worlds.

Proposals viewed by POLITICO and reported on Aug. 20 show the state-owned telco China Mobile proposed a digital ID for all metaverse and online virtual world users that work with “natural characteristics" and "social characteristics."

The proposals say “to keep the order and safety of the virtual world” the ID would harbor a slew of personal information and identifiable signs including a person’s job and suggested such data be permanently stored and shared with authorities.

An example of the benefits of the system was provided with a problem user that “spreads rumors and makes chaos in the metaverse” — with the digital ID allowing police to quickly find and punish the person.

The proposal mirrors China’s social credit system — an in-development infrastructure designed to improve behavior that scores and ranks citizens across various metrics which has also been an enforcement tool.

In 2019, the Associated Press reported that authorities blocked social offenders from purchasing plane tickets 17.5 million times in 2018. Other social offenders were punished by being barred from purchasing train tickets 5.5 million times.

On July 5, China Mobile put forward the proposals as part of discussions with a focus group on the Metaverse put together by the United Nations’ communications technology agency the International Telecommunication Union (ITU).

The Metaverse focus group meets again in October where the proposals could be voted on.

If passed they could majorly influence telcos and tech firms as the ITU’s Metaverse group is aiming to develop new standards for metaverse services.

Chinese firms taking part in the focus group are purportedly firing off many more metaverse proposals compared to those from the United States and Europe according to one group contributor that spoke to POLITICO.

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They said China is “trying to play the long game” so that its proposals are the standard for the metaverse if its use becomes widespread.

"Imagine a metaverse where your identity protocols are set and monitored by Chinese authorities. Every government must ask themselves: ‘Is that the kind of immersive world we want to live in?’” the person said.

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Futureverse co-founders launch $50M venture fund

The AI metaverse company raised $54 million in a Series A round in July.

Shara Senderoff and Aaron McDonald, co-founders of artificial intelligence and metaverse company Futureverse, have launched a new $50 million venture fund and studio.

According to an Aug. 3 announcement, the fund is dubbed “Born Ready” and will invest in emerging technology ventures possessing collaboration potential with either Futureverse or metaverse blockchain The Root Network. The co-founders say Born Ready has already invested in firms such as FCTRY Lab, Power’d Digital, Polemos and Walker Labs.

Senderoff previously founded Raised in Space, a blockchain venture fund that has invested in over 20 crypto startups. McDonald was the co-founder and managing director of NetX Fund, with investments in more than 60 portfolio companies. 

The firm says it plans to roll out an accelerator program in the near future. Futureverse previously raised $54 million in a Series A round led by 10T Holdings and with contributions from Ripple Labs. The raise saw the consolidation of 11 metaverse companies into one ecosystem. Developers said the funds would be used to build the Futureverse platform The Root Network, a blockchain dedicated to creating metaverse decentralized applications. 

The same day, Cointelegraph reported that Mark Zuckerberg’s Meta and its metaverse subsidiary Reality Labs surpassed $40 billion in losses as of the second quarter of 2023. Nevertheless, the Meta CEO remains adamant that the future is “all going to be smart glasses” and our time spent on digital devices will become “more immersive and look something more like VR."

Meanwhile, Web3 and crypto venture capital funding has fallen 79% year-over-year to $779 million across 62 deals in June. Almost all of the new funding went to blockchain infrastructure projects, compared with less than $2.5 million allocated to nonfungible token projects. 

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