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Car Manufacturer Maruti Suzuki Launches Metaverse Showroom Experience in India

Car Manufacturer Maruti Suzuki Launches Metaverse Showroom Experience in IndiaMaruti Suzuki, one of the biggest car manufacturers in India, has announced that it is taking its customer retail experience to the metaverse. The company announced on Jan. 1, it would launch a VR (virtual reality) network for its Arena showroom series, allowing its users to experience the Maruti Suzuki Cars online or via authorized […]

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

Samsung Is Investing More Than $35 Million in Latam-Focused Metaverse Initiatives

Samsung Is Investing More Than  Million in Latam-Focused Metaverse InitiativesSamsung, the Korean electronics behemoth, has revealed it is currently investing more than $35 million dollars in metaverse initiatives for the Latam audience. The objective behind this move is to help the brand attract and connect with younger audiences, as part of its digital push and growth marketing strategy. Samsung’s Metaverse Push in Latam Many […]

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

Meta Will Continue to Push Metaverse Investments in 2023 According to Head Of Reality Labs

Meta Will Continue to Push Metaverse Investments in 2023 According to Head Of Reality LabsMeta will continue to invest in VR (virtual reality) tech in 2023, according to statements made by Andrew Bosworth, head of Reality Labs, the metaverse division of the company. While Meta has made some changes and adapted to the current shaky economic atmosphere, Bosworth states that the company is still committed to its metaverse pivot. […]

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

Metaverse experience to sway real-world travel choices in 2023: Survey

A survey participated by 24,179 respondents across 32 countries reveal that nearly half, or 43% of the respondents, intend to use virtual reality to inspire their choices.

As borders open up following prolonged COVID-induced travel restrictions, the Metaverse, one of the latest sub-crypto ecosystems, is set to help travelers decide on the destinations they want to experience in person, reveals a new survey conducted by Booking.com personally.

Popular online travel agency Booking.com surveyed 24,179 respondents across 32 countries, which revealed travelers’ strong interest in virtually exploring destinations as they decide on their itinerary. Out of the lot, people most likely to try out travel experiences in the metaverse were Gen Z (45%) and Millennials (43%).

Nearly half, or 43% of the respondents, confirmed their will to use virtual reality to inspire their choices. Among this group, around 4574 participants believe in traveling to new places only after experiencing it virtually.

Moreover, over 35% of the respondents are open to spending multiple days in the Metaverse to get the hang of the surroundings offered across popular destinations. According to Booking.com, supporting technologies such as haptic feedback will help improve this experience by allowing users to experience sandy beaches and tropical sun without stepping outside.

Most popular type of vacation. Source: Booking.com

However, 60% of the respondents believe that the experiences the Metaverse and virtual technologies offer don’t come close to in-person experiences. Some of the most popular destinations for 2023 include São Paulo (Brazil), Pondicherry (India), Hobart (Australia) and Bolzano (Italy).

Related: Metaverse ‘explosion’ will be driven by B2B, not retail consumers: KPMG partner

Tech giant Microsoft’s plan to step into the Metaverse business hit a massive roadblock after the United States Federal Trade Commission (FTC) sought to block the acquisition of Activision Blizzard.

The acquisition of Activision Blizzard for $69 billion would have played “a key role in the development of metaverse platforms,” according to Microsoft CEO and chairman Satya Nadella. However, the FTC pointed out Microsoft’s anti-competitive practices, wherein the company limited the distribution of console games after acquiring rival gaming companies.

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

More than 90% of consumers are curious about the Metaverse: Capgemini

The volatility of the crypto market hasn’t stopped the metaverse from gaining potential as a utility for businesses and consumers alike.

Despite turbulent market conditions over the last year, the metaverse and its potential utility remain steady in the minds of consumers.

According to data from a new survey by Capgemini, a business and technology strategy advisor, over three-quarters of consumers expect their interactions with brands and individuals to be impacted by the metaverse

This also goes for organizations, as 7 out of 10 believe that the metaverse and immersive experiences will be a market differentiator in terms of customer experience.

The report surveyed 8,000 consumers, along with 1,000 organizations in 12 countries across different sectors to understand metaverse competency, interest and impact.

Included in the mix was a group of 380 consumers who self-identified as “metaverse-experienced,” of which three-quarters said they actively participate in the metaverse.

Data revealed that 93% of surveyed consumers said they are curious about the metaverse. Of that number, 51% said they would use the metaverse as it becomes more accessible to them.

Charlton Monsanto, the global immersive experiences offer leader at Capgemini, said the “consumer-facing metaverse” needs to address the challenges of accessibility and privacy among other things in order to move forward.

“The potential of the metaverse is transformative and consumer curiosity remains high."

Education and accessibility go hand in hand for emerging technologies and remain the biggest challenges for tech-savvy brands to communicate with consumers.

Related: DeFi sparks new investments despite turbulent market: Finance Redefined

The survey also touched on the type of metaverse interactions consumers look for, to which 43% of respondents said they would like to interact with friends and family. This was followed by interactions with colleagues (39%), gaming-related experiences (33%), and commercial activity (28%).

With such an emphasis on connectivity, development in the metaverse has seen a rise in events which allow people to connect with one another, such as festivals and concerts.

Entire nations have even begun using the metaverse to preserve their heritage for future communities to interact with.

Recently, the metaverse developer Animoca Brands announced they will open up a billion-dollar metaverse development fund for startups in the space.

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

Metaverse is a new frontier for earning passive income

Those looking to earn passive income in the metaverse have several available options, but how profitable and durable these are isn’t yet clear.

When new technologies and platforms are created, there are incredible discovery phases in which economic activity eventually picks up and starts taking shape. The metaverse is arguably in that discovery phase, with many entrepreneurs finding ways to earn passive income on it.

As economic activity in the metaverse rises, new passive income opportunities are seemingly being created on a regular basis, as are opportunities to actively earn income. While what works and what doesn’t is still up for debate, there are some in the vanguard of metaverse passive income.

What is the metaverse?

Before digging into passive income opportunities in the metaverse, it’s first important to analyze what is actually is. The term “metaverse” has been one of the most popular buzzwords in the Web3 space over the last few months, while millions are moved in digital economies focusing on it.

The word “metaverse” comes from Neal Stephenson’s 1992 cyberpunk sci-fi novel Snow Crash. In the Web3 space, the term is used to describe a digital world where people actually own the assets within it.

The metaverse differs from past digital worlds, like those created in video games, through the use of nonfungible tokens (NFTs). These unique blockchain-based tokens can be freely traded by users but cannot be duplicated or copied. What can be done in the metaverse is still being explored, but so far, real businesses have been created within these metaverses.

Another defining characteristic of the metaverse is interoperability. Virtual worlds like that of popular videogame Roblox could be thought of as metaverses, but unlike the new, blockchain-based iterations, players don’t exercise control or ownership over their assets.

Various companies have been moving into the metaverse, with Walmart seemingly gearing up to enter the space, while fashion brands like Ralph Lauren and Gucci have signaled that virtual clothes could be a major growth area for them. Companies are entering the space as it grows rapidly and is expected to become an $800 billion industry within two years.

Given the potential size, earning passive income in the space could be a great opportunity. Taking advantage of passive income opportunities can be easy for those already deep into the metaverse, but how long each opportunity will allow entrepreneurs to earn isn’t clear.

Renting out metaverse land

One of the most well-known ways of earning passive income in the metaverse is by owning property in it and renting it out. Metaverse platforms like Decentraland and The Sandbox let users rent land for a fee to others.

Recent: Canada crypto regulation: Bitcoin ETFs, strict licensing and a digital dollar

There currently isn’t a lot of data on what type of earnings metaverse landlords can expect, as that information isn’t being widely shared. Nevertheless, it’s known to be an attractive market as companies look to host events on the metaverse.

Pavel Sinelnikov, co-founder and CEO of Ethereum layer-2 scaling solution Metis DAO, told Cointelegraph that metaverses aim to achieve “digital land ownership and the ability to buy, sell, and rent land and other virtual items,” adding:

“Metaverses create an abstraction of real-life, where there is a living virtual economy in the game that is not locked and restricted to the digital domain, but instead extends outside of it; these are real and valued assets, holding value outside of the digital realm.”

According to Sinelnikov, the economies seen within metaverses like Decenraland and The Sandbox impact the “greater and real-world DeFi [decentralized finance] ecosystem,” while allowing for more interoperability opportunities.

Leasing assets

Another way to earn passive income in the metaverse involves leasing out assets, as some users may not want to directly purchase expensive NFTs.

One well-known example of NFTs being leased to other users to earn passive income comes from the popular game Axie Infinity. The game is based on NFTs called on Axies that were, at one point, rather expensive as the game’s popularity exploded during the bull market.

In the game, Axies were needed to compete and earn rewards in the form of Smooth Love Potion (SLP) tokens. Players who could not afford Axies would receive them from so-called team managers in exchange for some of the SLP tokens they managed to earn. The managers were, in essence, earning passive income from their Axies as other players — called scholars — used them to earn rewards. The practice was so popular that some “scholars” in Venezuela were making a living off of leased Axies.

Other metaverse assets can be leased, depending on the platform. Sinelnikov commented that lending, renting and asset fractionalization are interactions that have already been formed on the metaverse, with the best part about them being that “no single provider can restrict the usage or control the market, since the assets belong to you and not to an individual provider.”

Secondary market royalties

Some NFT artists have earned extensive royalties through the secondary market as their creations are traded among collectors. The same type of interaction is possible in the metaverse.

Prakash Somosundram, co-founder and CEO of blockchain game launchpad Enjinstarter, told Cointelegraph that “any wearable creator can earn royalties when the assets they create are sold on the secondary market.”

John Burris, chief of strategy at metaverse app IMVU, told Cointelegraph that the metaverse is “filled with opportunities to earn,” stating that while some metaverse worlds are play-to-earn and others “host gig-like economies,” almost all of them offer item creation and sales:

“With blockchain and NFTs we’ve finally unlocked a true ownership and royalty model where royalties can and will continue to flow back to the original creator, providing well-deserved passive income as those items change hands.”

Per Burris, the metaverse “serves as a great way for people to make money no matter who they are, or where they’re from, in the real world.” The ability to create, own and sell goods, he said, opens up opportunities to people that they would not get otherwise.

Virtual games

Gaming is one of the metaverse’s largest use cases, with most metaverse worlds either being completely focused on gaming or having a large portion of users focusing on it. Some involve gambling, while others generate their revenue in other ways.

Decentral Games’ ICE Poker virtual casino is one of the most popular metaverse gambling operations out there and since it’s based in the metaverse, a lot of the costs traditional casinos have aren’t present.

Other games, however, aren’t related to gambling at all. Some generate revenue through asset sales, secondary market royalties or donations. Roderik van der Graff, the founder of global investment firm Lemniscap, told Cointelegraph that one of the firm’s portfolio companies has launched a tower defense game to generate revenue through the metaverse.

The game is called Spark Defense and allows users to “monetize their land and complete quests to collect, earn and own NFTs which they can use across the game,” van der Graff said.

Advertising

Our final way to make passive income in the metaverse is through advertisements. Setting up large billboards in popular areas can draw in advertisers looking to get the crowd’s attention to sell their products or services, whether these are in the metaverse or outside of it.

Finding advertisers for these billboards may mean the income isn’t completely passive, as after a campaign ends, an advertiser may lose interest and the billboard owner may have to start looking for someone else to rent.

In fact, most of the options above are likely to require some involvement from the entrepreneur. Then again, true passive income doesn’t really exist, as even the most passive investments have to be monitored from time to time.

Is passive income in the metaverse worth chasing?

If generated income isn’t entirely passive, some may consider it not worth chasing, given the drawbacks. According to Burris, downsides include engaging in speculation and dealing with the volatility of the cryptocurrency space, as most transactions are conducted in either NFTs or crypto tokens:

“It’s important users and creators looking to create income in the metaverse examine the platforms and metaverses they use, and look at the product as a whole. Is the team experienced? Is the metaverse active? Can it sustain itself through economic downturns?”

Somosundram said that the sustainability of an income stream “depends on the success of the specific metaverse and/or game where you generate your passive income,” which may mean often moving on to another venture.

It’s also worth pointing out that entrepreneurs may end up betting on a metaverse world that is later on abandoned, making their investment worthless as every passive income opportunity in the metaverse relies on heavy traffic.

On the bright side, Somosundram said that passive income from the metaverse is a “great means of diversification along with traditional financial instruments,” and there can be a rapidly expanding number of opportunities out there as the metaverse industry grows.

As exact figures aren’t widely shared, it’s up to entrepreneurs whether they want to bet on the metaverse and start building their income streams on it or whether they prefer to focus their attention elsewhere. Those who risk making it in the metaverse may have to innovate to stand out, however.

Making it in the digital world

While renting property or a digital billboard won’t require significant innovation, some of the more prolific earners are taking different approaches. Somosundram told Cointelegraph the story of a Singapore-based entrepreneur that created a GameFi guild that built up a pool of assets to lease for a fee.

In another potential example, he pointed to tattoo artists using a service to “mint wearable tattoo art that generates passive income from the secondary market royalties.”

Recent: After FTX: Defi can go mainstream if it overcomes its flaws

Burris noted that on the platform he represents, there are “over 200,000 active creators, making over 350,000 new items for sale every month.” He stated:

 “As more and more people spend their time in virtual worlds, and begin looking toward it as a way to earn a living, it’s important to have both passive and active income opportunities — just like in the real world.”

Whether entrepreneurs want to move forward with passive income ideas for the metaverse, it’s worth pointing out that there are no guarantees that the time or money invested will generate returns, as the space is constantly evolving.

Economic activity in the metaverse is still at an embryonic stage, as many are still figuring things out. As the metaverse evolves, new opportunities will likely present themselves the same way they’re presenting themselves in the broader cryptocurrency space.

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

‘Metaverse’ a top 3 contender for Oxford’s Word of the Year

Oxford University has opened public voting for the first time with polls set to close on Dec. 2.

The word “Metaverse” is one of three in the running to be crowned the Oxford "Word of the Year” (WOTY) in a competition run by the Oxford University Press (OUP), the publisher of the Oxford English Dictionary.

OUP officially announced the launch of the competition and its three finalist words for 2022 on Nov. 22 with this year marking the first time the public can participate in voting for the WOTY.

“Metaverse” will compete against the terms “#IStandWith” and “Goblin Mode”.

In OUP’s video pitch for the Metaverse, it described it as “a hypothetical virtual reality environment in which users interact with one another’s avatars and their surroundings in an immersive way.”

“The term dates back to the 1990s, with the first recorded use in the Oxford English Dictionary in 1992 in the science fiction novel Snow Crash by Neil Stephenson,” the video stated.

Oxford noted that "Metaverse" has quadrupled in usage in Oct. 2022 compared to that of Oct. 2021. The video stated that more lifestyle and work-related activities taking place in virtual reality environments may bring about “more debates over the ethics and feasibility of an entirely online future.”

As for the other two WOTY candidates, “#IStandWith” has become an increasingly used phrase for political activism, while “Goblin Mode” emerged as a post-COVID-19 lockdown concept in which one rejects “returning back to normal” and instead does what they want to do.

As for how the three phrases were chosen, OUP stated that they ran an analysis on a language data system in order to narrow down the candidates to three.

In order to officially vote for “Metaverse” or the other two candidates, voters must cast their vote on Oxford Languages’ website.

Over 237,000 votes have been cast so far, with voting set to close Dec. 2.

Oxford did not state when the winning word would be announced.

Related: What is metaverse in blockchain? A beginner's guide on an internet-enabled virtual world

In what could spell how the votes are panning out, at the time of writing a Twitter poll by OUP shows 63% of 929 voters favored "Goblin Mode", followed by "Metaverse" at 22% then "#IStandWith" at 15%:

Whatever the results of the poll, the Metaverse is predicted to be a significant industry in the near future, with a recent report by international consulting firm McKinsey estimating Metaverse-related technologies to be worth $5 trillion by 2030.

Investment bank Citi upped that prediction, saying the total addressable market for the Metaverse economy may fall within the range of $8-13 trillion over the same time frame.

The understanding of the Metaverse has been most significantly influenced by the blockchain and cryptocurrency industry, along with Meta CEO Mark Zuckerberg’s rebranding of Facebook to Meta in Oct. 2021 and its recent developments on its Metaverse products through its Reality Labs business.

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

Nifty News: Chinese firms to offer World Cup metaverse viewings, X2Y2 backtracks on royalties, and more

In early November the Chinese government made an ambitious plan to boost the nation’s VR industry, now it seems local tech companies are using the World Cup to test-run their products.

Chinese firms bet on ‘Metaverse-like’ experiences for FIFA World Cup

China-based technology companies are reportedly working on tech that would give Chinese soccer fans the ability to watch the FIFA World Cup within the Metaverse.

The efforts are part of a five-year plan released by the Chinese government in early November to boost the capabilities and development of the local Virtual Reality (VR) industry.

Video streaming platform Migu is one of six Chinese firms that has secured the rights to show the World Cup and plans to create a “Metaverse-like” space accessed through VR headsets for users to watch a live stream of the game, according to a Nov. 20 report from the state-run media outlet Global Times.

ByteDance, who owns TikTok and its Chinese version Douyin received licensing rights to air the competition, with ByteDance’s VR headset subsidiary Pico offering live broadcasts of the World Cup with the ability for users to create and hang out in “digital rooms” to watch the game together.

The World Cup is seemingly being used by China’s nascent VR industry as a testbed for the technology, as the country’s Ministry of Industry and Information Technology along with four other agencies pushed an ambitious industry plan on Nov. 1.

The five-year plan from 2022 until 2026 outlined that China wants to bolster its VR industry and ship over 25 million units to the tune of $48.56 billion, although the plan doesn’t clarify if its unit target is annually or cumulative over the life of the plan.

The stated plans don’t mention whether the Metaverse will utilize blockchain technology, such as the one posed by the Chinese city of Wuhan which was later revised to remove reference to nonfungible tokens (NFTs).

X2Y2 rolls back optional royalties

NFT marketplace X2Y2 has backtracked on its opt-in royalties play, saying in a Nov. 18 Twitter thread that it will again enforce creator royalties on all existing and new collections.

The marketplace was one of the first to introduce optional royalties in August moving to a “Flexible Royalty” allowing buyers to set the amount they want to pay, receiving mixed reaction from the NFT community.

X2Y2 said it decided to reinstate royalty enforcement after taking a page from its peer Opensea, which decided on Nov. 9 to enforce royalties.

X2Y2 also admitted many new collections are using OpenSea’s royalty enforcement tool that blacklists NFTs being sold on markets that don’t enforce royalties.

In response, OpenSea said it was “proud to stand” with X2Y2 adding it removed the marketplace from its blacklist.

Givenchy drops ‘phygital’ NFTs

French luxury fashion brand Givenchy has become the latest company to offer “phygital” NFTs — a physical good backed by a digital token.

On Nov. 18, the company released a collection of physically backed NFTs as part of a collaboration with streetwear label Bstroy.

The collaboration between the two brands sees a new limited “capsule collection” of six items that include a “complimentary NFT twin” of the physical piece.

As expected of a luxury brand, the items don’t come cheap with the lowest priced item being a $595 t-shirt and the most expensive, a $5,450 wool and leather bomber jacket.

Screenshot of a selection of items listed on Givenchy’s site that include an NFT. Source: Givenchy

Givenchy Creative Director Matthew M. Williams was quoted saying how Bstroy’s founders are “longtime friends” who “share [his] vision of fashion” and that Givenchy and Bstroy “focused on creating streetwear with unexpected treatments” that “enters the realm of contemporary art on the street and in Web3.”

Other recently offered “phygital” NFTs include the Azuki NFT project, which created a Physical Backed Token (PBT) standard that has sold skateboards and been used in streetwear collaborations. The sandals of the late Apple founder Steve Jobs were also sold as a “phygital” NFT at auction.

Johnnie Walker keeps on walking into Web3

Scotch whisky maker Johnnie Walker has continued its Web3 push by allowing NFT holders to vote on the design of a bottle for a limited-edition drop of its top “blue label” range.

The whisky company has partnered with BlockBar, a luxury alcohol NFT marketplace, and streetwear designer Junghoon Vandy Son, known as VANDYTHEPINK, the latter of who will be creating the bottle’s design.

Johnnie Walker has left the design up to NFT holders, who will vote on the final design or artwork that Son will make for the bottle.

It’s the designers first time taking on a Web3-related project according to the brand.

Related: Helping mainstream artists into Web3: The triumphs and struggles

Once the physical bottles are made, they’ll be held by BlockBar who will only release the physical bottle to an NFT holder once they’re ready to swap, “burning” their NFT “bottle”, initially priced at $355, for a replacement of the real thing.

The brand has delved into Web3 in the past partnering with Gary Vaynerchuk's NFT project VeeFriends in May giving holders of particular NFTs spirits-related offerings. This collaboration was also spearheaded alongside Vayner3, Vaynerchuk's Web3 consultancy firm.

More Nifty News

Metaplex is feeling the sting of the collapse of crypto exchange FTX with the NFT protocol laying off “several members” of its team on Nov. 18 citing the “indirect impact” of FTX’s fall. Its treasury wasn’t directly affected but Metaplex CEO Stephen Hess said a “more conservative approach moving forward” was needed for the company.

A partner for the Australian arm of Big Four accounting firm KPMG, James Mabbott, told Cointelegraph on Nov. 18 he believes the Metaverse “explosion” will be driven by businesses. The company created a new Head of Metaverse Futures role that looks to build its own metaverse for the company’s internal business operations and business-to-business services.

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

Apple job listings and patents hint at foray into ‘3D mixed-reality world’

A “mixed-reality world” by Apple could be fast approaching as recent job openings show the tech giant is hiring a number of engineers with AR and VR experience.

Technology giant Apple appears to be working towards the development of a metaverse-sounding “3D mixed-reality world,” according to related patent filings and recent job postings.

Since Nov. 1, over 30 jobs have been listed on Apple’s careers page related to augmented and virtual reality (AR/VR) with the Big Tech player seeking a mix of software and hardware engineers to be mostly based in its Technology Development Group (TDG).

TDG is a secretive team within Apple that may reportedly stem as far back as 2017, which is understood to be working on developing AR and VR technology. Apple has never officially confirmed such a device was in the works, though it is widely considered a tech industry “open secret.”

While Apple is currently hiring for over 150 positions according to its careers page, one particular job opening from August makes particular mention to a type of “3D mixed-reality world”.

The job ad is for an AR/VR network engineer, with part of the description reading:

“In this role you will work closely with other developers and build tools and frameworks to enable connected experiences in a 3D mixed-reality world.”

A Nov. 9 Digitimes report citing unnamed sources said an Apple AR/VR headset will be assembled by Taiwanese electronics firm Pegatron — a company Apple currently uses for its iPhone 14 device — with mass production expected in Q1 2023.

A spokesperson for Pegatron told Cointelegraph it was “not able to comment on information related to a specific customer or product due to confidentiality.”

Cointelegraph contacted Apple for comment but did not receive a response.

Meanwhile, patent filings from the United States Patent and Trademark Office (USPTO) reveal in August that Apple trademarked “Reality One” and “Reality Pro”, both described as “photographic and optical apparatus and instruments” and “virtual and augmented reality headsets, goggles, and glasses.”

The filings were made under a Delaware shell company called “Immersive Health Solutions LLC”, a tactic often used by large companies such as Apple in an attempt to keep their future product plans private.

A search of Delaware’s business entities shows the company was created on Feb. 11 by “The Corporation Trust Company” the world’s largest registered agent service firm used by Apple and other well-known companies such as Google, Walmart, and Coca-Cola.

The same firm was used in a trademark application for a “RealityOS” in Dec. 2021 in what’s believed to be Apple’s operating system used for its reported upcoming headset.

Other trademark filings, such as one made in China under Apple Inc., show a haptic “VR glove” tracking the movement of individual fingers which further point to the company’s play at a possible Metaverse space.

Related: Trademarks filed for NFTs, metaverse and cryptocurrencies soar to new levels in 2022

Apple CEO Tim Cook has already stated his thoughts on the Metaverse, on a Q1 2022 earnings call in January when asked about the company’s Metaverse opportunities said “we see a lot of potential in this space and are investing accordingly.”

Multiple reports emerged in Jan. 2022 that Apple was slated to release the headset during its June Worldwide Developer Conference but didn’t come to fruition due to a series of development challenges.

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close

Metaverse losses top $3.6B for Meta with spending set to increase

The tech giant is just over $500 million away from topping its more than $10 billion Metaverse department losses in 2021, but it said its spending will only grow next year.

Big Five technology player Meta is still burning cash through its Metaverse research and development arm Reality Labs with a $3.67 billion loss posted for the third quarter of 2022, stating those losses will further deepen next year.

The company’s Q3 2022 earnings released on Oct. 26 show the biggest-ever quarterly losses for Reality Labs from earnings dating back to the fourth quarter of 2020, the business also made $285 million in revenue for the third quarter, its lowest on record within that time.

With its Reality Labs business marking its third straight quarterly loss totaling $9.44 billion so far in 2022, Meta is shaping up to beat its 2021 losses on its metaverse play which saw just over $10 billion in losses last year.

Those year-on-year losses are set to deepen as Meta CFO Dave Whener stated in the earnings:

“We do anticipate that Reality Labs operating losses in 2023 will grow significantly year-over-year. Beyond 2023, we expect to pace Reality Labs investments such that we can achieve our goal of growing overall company operating income in the long run.”

On Meta’s earnings call, CEO Mark Zuckerberg continued to be unfazed by the company’s big investment in what he called the “next computing platform.” He said it was the firm’s top priority and told investors that building a Metaverse and its related hardware is “a massive undertaking.”

“It's often going to take a few versions of each product before they become mainstream,” he added. “I think that our work here is going to be of historical importance and create the foundation for an entirely new way that we will interact with each other and blend technology into our lives as well as the foundation for the long term of our business.”

Overall the company slightly exceeded its revenue expectations from Wall Street analysts, bringing in $27.71 billion in revenue for the quarter but bought in $1.64 earnings per share, missing its estimate of $1.88 per share.

Meta’s stock price has fallen over 19.5% in after-hours trading at the time of writing according to Yahoo Finance with the company’s shares down over 61.5% since the start of 2022.

Related: Meta’s Web3 hopes face challenge of decentralization and market headwinds

Meta’s big bet on its virtual world has some investors urging the firm to scale back its investment, with Brad Gerstner, founder of technology investment firm Altimeter Capital and Meta shareholder penning an open letter to Zuckerberg and the board of directors.

Gerstner said its “investment in an unknown future is super-sized and terrifying” and that it could take a decade for its Metaverse to start making a profit, he said the firm should focus on an artificial intelligence offering as it has the potential to better the company’s results.

Some are not optimistic about the future of the Metaverse in the hands of Zuckerberg, Meta whistleblower Frances Haugen in April said its virtual world will repeat “all the harms of Facebook” if the company doesn’t commit to transparency.

Bitcoin analysts warn of $95K ‘bear trap’ despite record $102K monthly close