When Pixel Vault founder Sean Gearin pictures the metaverse, the word “community” comes to mind.
“You can’t create a new world without creators and collaboration. So, the metaverse is constantly changing, accessible, and inclusive – by and of the community,” he said.
Community is core to Pixel Vault, a media group fostering unique IP for crypto-native assets across gaming, film, television, print media, and merchandise. Its next project, a decentralized gaming platform called MetaHero Universe, is integrating Chainlink VRF to fairly and transparently distribute NFT rewards to its early supporters.
“Our community’s support is not something we take lightly – after all, these early proponents are building along with us,” Gearin told Chainlink Today in October.
2021 was most people’s introduction to the concept of a decentralized metaverse populated by on-chain NFTs. In the wake of Facebook’s campaign to claim the metaverse as a single entity, there are still many misconceptions about what the metaverse actually is and how it might take shape.
“People like to put the metaverse in a box,” Gearin explained. “The challenge is that the metaverse isn’t one type of technology or one platform. It’s much bigger.”
He described the metaverse as “the convergence of a variety of technologies – virtual reality, PCs, mobile, cryptocurrency, etc. – at any given time.” Because the metaverse is generated by constantly changing culture and technology, the metaverse itself is always in flux.
“As technology advances, so too will the metaverse,” Gearin said. “There is no final form; the potential is limitless.”
He believes we’re currently witnessing the very early days of the metaverse’s mainstream adoption. “We have the attention of major brands (Adidas, Budweiser, etc.), but these companies are considered ‘early adopters,'” he said.
There will very likely come a time when the metaverse offers experiences comparable – perhaps even preferable – to those in real life. Gearin thinks that future could be right around the corner.
“In ten years, every major sporting club, clothing brand, music label, etc. will have a virtual environment,” he said.
“Think of it this way: Super Bowl 2030. You don’t have to get on a plane, book a hotel, or stand in a line. You can buy a ticket from anywhere in the world and get the full immersive experience. Some may scoff at that idea and say it won’t ever be as good as it is in real life. But at the rate at which VR and AR are developing, it could be comparable (different) with outcomes that are advantageous to both brands and consumers.”