On entering WimbleWorld, for example, your avatar is likely to meet and have a conversation with Andy Murray’s avatar (where he could endorse socks or a brand of a tennis racquet). It is obvious that Andy himself won’t be responding to what could be thousands of simultaneous interactions, and these will likely be limited to automated responses with a bit of AI in the background. It brings into the notion that influencers in the metaverse will not always be real people. Andy Murray is a real person, but the interaction is staged. How this affects the key influencer ingredients of perceived authenticity and relatability will be interesting to observe. It also brings into the prospect that some influencers in the metaverse will only exist within that virtual world with a personality that is in no way correlated with that of their author.
Furthermore, it is fascinating to consider where interaction will end up as the metaverse morphs and evolves. Avatar interaction is set to be integrated with virtual reality and ultimately there will be a morphing of the real world and the virtual world via augmented reality. This becomes more intriguing as we add haptic and other sensory feedback. In theory, it will be possible to walk through a real-life mall complete with sights and sounds with other shoppers, both real and virtual; try on a new pair of
shoes through a connected physical device on your end, order, pay, and have them delivered to you – all from the comfort of your home. Perhaps, a macro-influencer will be “placed” in the store steering you to a particular brand, or perhaps a nano-influencer that you have an acquaintance with will “come with you” to the store to show you the pair that they are promoting.
As technology advances, access and ownership of the internet become more democratised, and transactions become more secure, the internet will be more central to everyday life and commerce. Within that, the metaverse is set to be a massive, if not the biggest, component of interaction for people and brands. Influencers/creators can and should, therefore, play a significant role within that environment. Scott Guthrie, Director, Influencer Marketing Trade Body agrees, “It’s communities not companies who hold power on
Web3. And it’s creators who can mobilise those communities.” It is in essence an environment that offers a blank canvas for creativity.
The possibilities are boundless – literally.
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