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Rapport Metaverse

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Dear reader,

Welcome to our metaverse report in collaboration with Newzoo.

What is the metaverse? This is by no means a simple question. In sci-fi literature it is referred to as a convergence of physical, augmented and virtual reality in which users can interact with a computer-generated environment and other users. Although this would seem to be a simple definition, it is one that has complicated layers in practice. Matthew Ball, a venture capitalist who wrote an influential essay on the metaverse in 2020, set out several key characteristics of what a metaverse needs to include, namely:

  • Scaling (ability to increase the size of the metaverse).
  • Persistence (unlocking technical limitations to improve the immersiveness of the metaverse).
  • Interoperability (the merging of different virtual worlds and systems).
  • Economy (allowing for trading across the metaverse).
  • Identity (evolving current online identities for avatars for a stronger connection to the user).
  • Digital and physical (spanning across many aspects of life).
  • Multiple contributors (content from all sorts of stakeholders from individuals to commercial organisations).

As you can see from these characteristics, the concept of a metaverse is a complicated one.

Understanding the metaverse requires looking at the world differently. Like many modern-day technological advancements, the metaverse was conceived in science fiction, but the games industry has always been a driver of new technology. While the metaverse has yet to live up to its true potential - and will take some time to do so - there are already early signs of the metaverse all around us. These early-stage metaverses, or proto-metaverses, take many forms, including games embracing blockchain technology and online games hosting non-game social events, such as live musical performances. The early metaverse is already here, and the sector (and its underlying technology) is already attracting considerable investment. The development of the true metaverse is no longer an "if" but a "when."

We are excited to release this report in collaboration with our partners at Newzoo, which is proud to work with some of the world's most successful businesses in entertainment, technology, and media, helping them target their audiences, increase brand awareness, spot opportunities, and make data-backed strategic and financial decisions.

In this report, we examine how the video games industry has started to shape the metaverse. We analyse the legal issues connected with the metaverse from three separate viewpoints: the user, the make-up of the metaverse and regulation.

We hope you find our report interesting. If you would like to discuss any aspects of it, please get in touch with your usual Osborne Clarke contact, any of the authors, or Newzoo.

 

The commercial reality of the metaverse

While most sectors will eventually find themselves in the metaverse, early activities have centred around brands collaborating with games. These collaborations give players a means to express themselves or engage with their favourite content. In return, brands receive exposure, bigger audiences and opportunities to tap into new revenue streams. Music, TV and film, fashion, sports, art, automotive and others are already testing the metaverse waters, and medicine, defence, cities and transportation are en route.

Why the metaverse matters for gaming

Simply put, the metaverse is creating – and will continue to create – new forms of engagement, not only with gamers but also with non-gamers too. To that end, the next big shift in gaming is from games as a service, or GaaS to games as a platform (GaaP), and it's already happening:

  • Gaming has evolved over the last decade to become an experience, including playing but also viewing and social engagement. The latter has also led to non-gaming events within games.
  • The metaverse is the next logical stage of non-game integrations, driven by a combination of technology and the evolving ways consumers interact with games.
  • This evolution allows games to become platforms in which multiple stakeholders can create and capture value beyond the core game or product.
  • Publishers are driving new experiences through these non-gaming experiences, such as virtual concerts and fashion shows, intellectual property (IP) activations, and media and product partnerships. The broad appeal of non-gaming experiences is powerful; virtual concerts can and do attract non-gamers.
  • Meanwhile, players are driving metaverse-like experiences by using games GaaP to express their identities, host social events and even create their own games and game modes.

The metaverse will redefine some gaming concepts

Game design

Beyond standard single/multiplayer modes, metaverse games will have creative, social and in-game event modes designed for people to create shared experiences beyond the core game.

Content

The community will have a much larger role in game development, powered by artificial intelligence and other non-coding tools that simplify creation aspects (we are already seeing this in Roblox, Dreams and Minecraft – among others).

Business model

The metaverse will open up economic possibilities, both inside games and out. Below are just some of the new possibilities the metaverse unlocks:

  • Consumers paying to attend digital concerts, talks or other non-game events.
  • Opportunities to sell and trade non-fungible tokens (NFTs) or persistent digital items outside of the game.
  • Powered by the blockchain, players can earn game rewards for contributions to the game ecosystem, which they can exchange outside the game markets for real money (via secondary markets).
  • Exemplified by NBA Top Shot and CryptoKitties, collecting NFT items is a new way for players to engage with game IP and might even attract those who don’t play the game.
  • Monetisation mechanics designed to encourage in-game social activities.

Marketing

Interruptive advertising may be harder to translate to immersive worlds, leading to growth of native ads. Native brand integrations/activations, influencers (both real and virtual), and IP will be fixtures of metaverse marketing tools. Limited-edition NFT releases can help generate a buzz as well.

The ever-expanding gaming ecosystem represents the perfect mix of elements for brand and entertainment collaborations. Games offer the perfect means to reach highly engaged consumers via:

  • Live-service features: During the last decade, post-launch support for games has become a popular business model. With consistent updates, gameplay balancing, and an evolving game world, games are already built to nurture audiences receptive to experimentation and new content.
  • Mainstream penetration among a deeply engaged and hard-to-reach audience: Games have grown to become a bigger business than other entertainment sectors. Especially with younger audiences, games have become completely mainstream. At the same time, young people are notoriously hard to reach through other traditional advertising methods or linear entertainment.
  • New game-native brand integration with authenticity: It has historically been challenging to include brands in games in an authentic and non-intrusive way. With platform games, the players are there for the shared experience – of which the collaborations have become a part.

Zooming in on key metaverse themes (and their commercial realities)

GaaP

  • An increasing amount of non-game social activities is happening in games, not only community events like weddings, graduations and birthday parties but also official brand-driven events like virtual concerts, activations and fashion shows.
  • Games are replacing social media for casual connection, enabled by the enrichment of in-game social engagement features.

User-generated content (UGC)

  • The metaverse requires community-sourced creation to scale effectively. Game platforms such as Roblox, Crayta, and Core lead the trend of user-created experiences, games, mods, and worlds.
  • There has been a growth of in-game creator tools and no-code development to simplify the creation process.
  • There has also been growth in AI-assisted UGC.

Merging of virtual and physical worlds

  • Real places, cities and objects that are mapped digitally 1:1 (for example, NVIDIA Omniverse and Digital Twins).
  • Virtual fashion that can be "tried on" using augmented reality (AR).
  • Improving AR lenses/glasses.

Cloud and scalability

  • Large-scale persistent simulations.
  • Increasing mass concurrency from 100 users per shard/instance to 10,000+.
  • Expanding accessibility and entry into the metaverse through instant-join experiences that don’t require download or installation.
  • Games designed without processing power limits in mind.

AI and procedurally generated content

  • Rich and dynamic AI avatars/NPCs (non-player characters), enabling interactivity and influencing behaviour via community input (for example, Rival Peak).
  • Rapid auto-generation of maps, worlds, and other elements, especially in open worlds.
  • Real-time creation and simulation/visualisation.
  • Hyperrealistic digital humans adapting to real-time situations and able to read emotional states.

Persistent avatar and identity

  • Concept of a persistent digital identity that accumulates unique digital assets (fashion, land, art) that can be used or interacted with in various games/metaverse gateways.
  • Increasing importance and complexity of digital avatars as representation in virtual worlds, with associated digital assets to match, such as pets, land or vehicles.

Digital identities go far beyond character customisation

Gamers already greatly value their in-game representations, as demonstrated by the universal popularity of in-game cosmetics. But, beyond the expansion of customisation options and the blurring of virtual and real selves, the identity trend is also about a growing interest in the idea of a persistent interoperable and decentralised digital identity, often referred to as self-sovereign identity (SSI).

One identity, multiple avatars

The SSI movement aims to protect user privacy through decentralised identifiers (DIDs), which can be thought of as digital passports.

DIDs can verify identity and ownership between two parties without needing to reveal detailed personal information or having that information stored (and therefore accessible) on a centralised server.

Ready Player Me, for example, has an avatar system that can be integrated with virtual worlds and game engines. Users can create one or multiple 3D avatars to be used across games as they travel through the metaverse.

Self-expression amplified

Metaverse citizens will be interested in more than just their avatar. Games following the metaverse trend are expected to let players own and customise assets as well, such as pets, vehicles, houses or real estate.

Aside from avatar-based assets, several companies are pursuing virtual clothing for users’ real-life selves, which they can "try on" using AR or simply collected and viewed gallery-style. Influencers can also use avatars to interact with fans. For example, Genies has partnered with many artists who use avatars for promotional activities or fan interactions.

A commercial reality?

The commercial reality of the metaverse is already beginning to materialise. While the metaverse can feel like an impossibly "far away" concept in the eyes of many already living among protometaverses, and the future will be here before we’re truly ready for it, companies and sectors that move early will be better positioned to reap the commercial benefits of our imminent metaverse future.

 
 Author : Peter Warman Co-Founder and CEO, Newzoo peter@newzoo.com +31 20 66 35 816
 
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User-generated content and 'cheats'

An objective of the metaverse is to enhance the online experience by allowing users to express themselves however they wish and to move within various metaverses. This poses the difficult challenge of trying to get users to interact with intellectual property (IP) in a respectful way. There are two particular areas where this has been an issue for online environments that are dependent on users interacting: user-generated content (UGC) and 'cheats'.

User-generated content and IP

The ultimate form of IP interaction and expression is UGC. In most cases, video games have been able to reduce risks by keeping content within a closed environment (a game) without the ability to take their customised experiences to external environments and by putting in sufficient reporting tools to be notified of a complaint.

In the metaverse, users will have the ability to create and use digital assets across different environments. For example, digital sculptures for others to admire could feature in exhibitions, or an avatar representing someone within the metaverse could appear in games such as Fortnite. The development of tools to facilitate the creation of UGC are also becoming increasingly more user-friendly with games, such as Minecraft, Roblox or Dreams, making it easy for younger children to build entire games with these tools.

 
UGC gaming is on a roll: The pandemic is boosting user engagement and Roblox’s $70 billion IPO shows how this is valued".

Source: Newzoo Trend Report 2021 - Intro to the Metaverse report.

Provisionally, from an IP perspective, the relationship with UGC is fairly clear: digital creations are likely to be protected by, at least, copyright, with the creator owning the content unless they are under an employment contract (for most jurisdictions) or have otherwise assigned the right. In most cases, companies will require a non-exclusive licence to host UGC on their platform (and perhaps other uses such as on social media).

The situation becomes more difficult when UGC infringes a third party's IP. What if you enter a metaverse using the likeness of Will Smith or Master Chief? While the latter would probably be an infringement of registered or unregistered IP, the former is likely to be an issue under what is broadly referred to as "image rights". Like all IP, image rights are territorial and their strength will depend on the country in which the IP owner decides to litigate. In the US, image rights are quite strong and there has been a history of cases where celebrities and political figures have claimed an infringement. Whereas the UK does not expressly recognise image rights, a weaker form of protection may be available under the common law tort of passing off.

Finally, interoperability of metaverses will inevitably require the mixing of IP. Video games are unlikely to be able to rely on closed environments anymore – therefore, entering the metaverse unprepared may mean that you find your IP being misused. You could find a user with a legitimately acquired avatar being used in an unforeseen way (for example, Peppa Pig appearing in a zombie post-apocalypse survival game). Companies will need to reconcile their marketing team's desire for users to interact with IP in novel ways to strengthen a connection with customers while also ensuring that the way IP is used is respectful and consistent with their branding. This is particularly important since the opportunities for identifying and dealing with infringement issues within a metaverse are not clear.

Cheats

The world of cheats has progressed far from its early days when video games included additional hidden features to prolong engagement with their players and allow developers to express themselves. One of the earliest examples is the fabled "Konami Code" for the arcade game Gradius for the NES.

The modern form that cheats take tend to be external software taking advantage of various glitches or gaps in the system that disrupt the fine balance the developers create within games. This sort of behaviour varies from inserting bots within a game to assist with a player's progression to software that will display the location of opponents on a battlefield through walls or that takes over the controls to give an unfair improvement to a player's performance. These types of cheats have a significant impact on games and disrupt a carefully crafted user experience. Left unchecked this can have a devastating effect, driving players away from what would have been extremely popular releases.

Thanks to the increasing popularity of esports and streaming gameplay on social media and video-streaming platforms, there is now a great emphasis on online competitive gameplay. Taking this to the next (metaverse) level, competitive gameplay will happen in an environment where performance could result in the earning of in-game currency or other in-game assets, which may attract real-world value as part of proposed "play to earn" gameplay mechanics. In other words, this could be the beginning of a more democratised system of gameplay where more players will get money for playing well, not just the winners of major esport competitions. When this very real benefit is factored in then the likely result will be that the demand for cheat software grows. Furthermore, with the advancements of artificial intelligence we are already starting to see cheat software using machine learning as a means to avoid detection.

Defensive armoury

Video games companies will have an armoury to tackle such issues: from the practical measures of outsourcing or developing anti-cheat software in-house to taking legal action against those that develop or propagate cheat software. Most legal action can be distilled into three causes of action:

  • Breach of contract or inducement of breach of contract – typically an End-user Licence Agreement (EULA) will prohibit cheat software from being used.
  • IP infringement and/or quasi-IP infringement – this will usually take the form of trade mark infringement (where developers refer to trade marks), copyright infringement (this can vary from jurisdiction and subject to how the cheat software operates) and circumvention of technological protection measures.
  • Joint liability – this type of relief tends to be more discrete to common law jurisdictions that recognise joint liability principles. For example, in the UK, cheat software developers can be held jointly liable for acting in common design with players who implement cheat software.

'Arms race'

Overall, there is an "arms race" afoot and, as the video games industry explores different monetisation mechanics that enable the players to commercially exploit games for themselves, there is a greater risk that cheat software developers will be motivated to provide more advanced cheat software.

 
Author: Nick Kempton Senior Associate, UK nick.kempton@osborneclarke.com +44 207 105 7333
 
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Are advertising rules the same in the metaverse?

The metaverse and, more generally, "virtual universes" have started to come under the scrutiny of French and UK authorities. Although there is currently no regulatory framework for the metaverse, the French advertising authority recently updated its digital communication guidelines to provide some rules for virtual universes. These are defined as universes or worlds artificially created by software that can host a community of users who can act, interact and move in the form of avatars.

In the UK, the Advertising Standards Authority (ASA) has not yet released guidance on the metaverse. However, it has an established track record of acting on in-game ads and has additionally commented on various topics that are relevant to the metaverse at large. For example, the ASA has upheld complaints where the in-game ads were misleading to the likely audience of the game. It also released draft guidance in early 2021 on requirements for in-game purchases, such as ensuring that the prices of in-game purchases are presented in a way to readily show the "real world" price of items and not only the in-game currency price.

These guidelines and rules that are already applicable to video games can help with understanding the regulation framework of advertising in the metaverse. This framework mostly relates to the need to identify the advertising content and the regulation of the advertising content itself.

Identification of in-metaverse ads

Standard rules of fairness and transparency apply. French authorities deem that advertising content must be identified as such in a virtual universe and that the advertiser’s identity must be known. In the UK, similarly, marketing communications must be "obviously identifiable" as ads.

The advertising nature of content can be disclosed through the ad presentation itself. For example, content displayed in an ad space similar to those existing in the real world (such as an advertising billboard on the street in the metaverse) may reduce the risk of ads being mistaken for other content. For advertisers and brands themselves, it is important to ensure the ad copy itself makes clear that the content is an ad, for example by incorporating "ad" in the ad copy, image or graphic shown, particularly where the context of the ad space alone may not be clear. These disclaimers must be clearly visible and directly accessible. Disclaimers that are only visible to users taking a specific action or clicking on an information box will not meet these criteria.

In relation to in-game ads in France, the ARPP, the French advertising authority, deems that ads must not be to the detriment of the game playability, including by hindering access to the features or control of the game or by lessening the visibility of the elements that are part of the game. Such a rule could be transposed in the metaverse, especially when consumers not only interact but can also undertake different missions and playing actions.

Newzoo notes:

Interruptive advertising may be harder to translate to immersive worlds, leading to growth of native ads. Native brand integrations/activations, influencers (both real and virtual), and IP will be fixtures of metaverse marketing tools. Limited edition NFT releases can help generate buzz as well."

Newzoo's survey undertaken in their 2021 Trends Report shows that, free content funded by advertisers and sponsors are ranked 5.26/7.

image

Source: Newzoo Trend Report 2021 - Intro to the Metaverse report.

Influencers in the metaverse

Brands can use popular avatar characters or bots for advertising when they want to target the metaverse community. The ARPP stated in 2020 that such practices would come under its scrutiny, as virtual influencers were expected to represent a multi-billion euro industry. It also expressed concern over new technologies enabling the creation of fake persons (very difficult to tell apart from humans) and the possible need, in future, to discuss with industry players how to inform users whether they are facing a real person or a bot.

In the UK, the ASA is an active regulator in the influencer advertising space. Where an influencer receives compensation of some kind to advertise a brand, and where that brand has editorial control over the message or content that is being conveyed by the influencer, this is likely to fall under the remit of the ASA as an ad. This means that the ad must be clearly identified, for example, by using a clear disclosure such as "ad".

There are practical challenges around ad disclosure in the metaverse. Marketers will need to find ways to ensure the ad disclosure is clear and upfront. For example, where an influencer is running an event in the metaverse that contains product placement, influencers should use the tools that may be available to make any commercial relationship clear, even if it is by way of a verbal disclosure at the beginning of the event.

There may be circumstances where labelling is more difficult. For example, where the influencer may be using a paid-for branded avatar, this can be more difficult to disclose because the user interface might not easily support the display of the "ad" label through the avatar. In such an example, the details of the brand partnership could be included in the influencer's fixed profile pages or biographies as a way to help mitigate the risk of enforcement action.

In France, guidelines on influencers are also clear. The person or brand controlling the avatar must be clearly identified and must not hide behind its creation. Any advertising avatar or influencer avatar and its advertising content (such as contributions, dialogue and statements) must clearly disclose their advertising nature, for example, through disclaimers such as "sponsored by" or "in partnership with". The advertiser must also be identifiable.

Advertising content rules

Misleading practices in advertising are prohibited and highly sanctioned. But will rules applying to advertising content be less strict in the metaverse than for traditional ads, because users know they are in a virtual context? If so, will this be the case both in terms of not being misleading on the features of products or services and with regard to the prohibition of some forms of content (such as violent content)?

In order to decide whether content misleads consumers or not, courts in France and the UK usually take into account the average consumer, defined as a normally informed and reasonably aware consumer (taking into account social, language and cultural factors).

One could expect that the average consumer for the metaverse will be deemed to have an average knowledge of the metaverse and of the fact that its content is imaginary and can be surreal. This could allow some exaggerated and hyperbolic representations of products. However, in the UK, if the brand purports that the effect of its products are realistically shown in the metaverse, rather than fantastical or clearly exaggerated, this is likely to increase the risk of the ASA deeming the ad to be misleading if the brand has overstated the effect. This is an untested area, and this issue should be monitored closely by brands.

Enforcing regulations?

There is not much perspective yet on whether the prohibition of violent content, the regulation of behaviour and the representation of individuals will be less stringent in the metaverse. However, it appears that when depicted situations are close to reality, the rules governing advertising content should remain exactly the same. For example, in France, it is unlikely that it would be found acceptable for a food brand to advertise a fake person eating in front of the TV within the metaverse (which is prohibited under the French advertising ethical rules). There is likely to be some room for lenience when the universe is clearly imaginary and cannot be mistaken for reality.

In relation to violent or shocking scenes, Jury de Déontologie Publicitaire (JDP), the French advertising ethical jury, has sometimes deemed that the perspective that could be taken by viewers, because of an imaginary context or universe, allowed more tolerance towards this type of content. An ad that shows a car crash, which was represented as an imaginary scenario and looked clearly unreal was, for example, found to be compliant with advertising ethical rules on violence. The same conclusion was reached for an ad for a show depicting a hanged horse, because the scene was surreal and clearly distant from reality.

The same could apply to the representation of avatars: the fact that metaverse characters do not clearly look like a human and perform a surreal role mitigates the risk that some representations be found degrading. For example, the JDP deemed that an ad was not in breach of the rule that advertising content must not objectify women or be degrading, because of its unreal and stylised universe. This was helped because the character was not represented as human but closer to a statue. Of course, some safeguards were taken (the character was not naked and the content was not indecent).

Finally, the JDP has found that ethical rules stating that cars can only be depicted as being in compliance with the driving code is only applicable when showing a normal use situation. This is not the case when the car is depicted in an unreal and fantastic atmosphere, which could be the case for the metaverse.

Advertisements and children

Though, based on the above, more tolerance could be expected in the metaverse in France, this is not applicable when the targeted audience is composed of children.

The ARPP recommendations state that ads inserted in virtual universes must never harm children. The JDP is also stricter when reviewing content that targets children or, because of their universe, can be appealing to children. For example, an ad that was deemed compliant with the prohibition of violent content, because it showed an unreal and imaginary scene with fictional characters, was still found to be contrary to advertising ethical rules, because its content was appealing to children and therefore no form of violence could be tolerated.

In the UK, there is likely to be some regulatory appetite regarding the metaverse from the ASA or the Competition and Markets Authority (CMA). This is because younger audiences are more likely to be engaged in the metaverse, and, therefore, the UK and CMA will seek to ensure these spaces or any areas in the metaverse specifically targeted at children only include ads that are child appropriate.

The ASA has also recently released draft guide for in-game purchases, which is likely to be another busy area of enforcement in the UK when it comes to the metaverse. Particularly where children are concerned, clarity and transparency on pricing for in-game purchases is paramount, and marketers should ensure such in-game ads do not unduly pressure consumers to make a purchase (for example, by using count-down timers or limited offers).

Generally, the ASA is keen on taking a technology-first approach in its monitoring of ads and has made it clear that new technologies are not a boundary or a blocker for the ASA when regulating advertisements. For example, the ASA used technology to assess the distribution of ads for certain regulated items on websites, such as alcohol, as part of a proactive monitoring sweep.

Technology agnosticism

On the whole, advertising regulations in the UK and France were intended to be technology agnostic, so current advertising regulations will be applicable to the metaverse. However, the specificities of this new universe should be taken into account when implementing them.

 
 

Authors

Claire Bouchenard Partner, France claire.bouchenard@osborneclarke.com +33 1 84 82 45 30

Chloe Deng Associate Director, UK chloe.deng@osborneclarke.com +44 20 7105 7188

Julia Darcel Senior Associate, France julia.darcel@osborneclarke.com +33 1 84 82 45 42

Marie-Laure Pidoux Senior Associate, France marie-laure.pidoux@osborneclarke.com +33 1 84 82 41 02

 
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Media regulation and the metaverse

Games and social networks evolving into metaverses need to consider a regulatory landscape that is also evolving – and that may place these networks in different regulatory categories as functionalities and content are added.

Where a metaverse includes live content and streaming, on-demand video catalogues or enables users to upload videos of their own, providers may fall within the purview of media regulation with which game companies and social networks have not traditionally been concerned.

One of the core pieces of regulation, the EU Audiovisual Media Services Directive (AVMSD), was updated in 2018 with national implementations still ongoing, but there is also room for Member States to regulate on top of the harmonised rules – a domain in which Germany, in particular, has been very active.

Tread lightly

When dealing with any form of audiovisual content, providers should tread lightly. Video functionalities are tempting within any service – and metaverses are no exception. Newzoo reports <a class="im-link" tabindex="0"

2021-10-01 2050-07-21 Rapport Metaverse