Money in the Metaverse
The Metaverse introduces an unprecedented level of abundance—limitless virtual land, replicable 3D assets, teleportation, and worldbuilding unconstrained by the physical world. Yet despite this abundance, artificial scarcity and capitalist dynamics are already taking hold.
Digital Abundance vs Artificial Scarcity
In theory, there’s no reason for virtual land to be scarce. You can create more space with a few lines of code. Yet platforms like Decentraland and Sandbox have introduced limited plot systems, leading to multi-thousand-dollar purchases and speculative value. One buyer even spent \$450,000 to be Snoop Dogg’s virtual neighbor. The desire for status symbols—like proximity or exclusive access—continues even in a world where location is meaningless.
This mirrors the psychology behind luxury goods and NFTs. People want originals, rarity, and digital expressions of identity. That drive will shape virtual economies far beyond utility.
The Role of Marketing and Manufactured Demand
The Metaverse isn’t yet essential. But neither was the internet in the 90s. Through marketing, lifestyle integration, and strategic scarcity, digital spaces became vital to everyday life. COVID-19 showed how reliant we are on the web. If a pandemic like that had struck in the 1980s, isolation would have been vastly worse.
Silicon Valley’s vision of the Metaverse is still shaped by gamers and sci-fi enthusiasts. But just as Web2 transitioned from geek forums to universal platforms, the Metaverse is following a similar arc. Its AR and VR features promise real utility—live restaurant reviews as you walk, directional arrows floating in your vision, or immersive training environments.
How Will VR Companies Make Money?
Running immersive platforms is expensive. Here are eight revenue strategies already emerging:
- Product Placement – Ads as objects in the world (e.g., branded soda cans, billboards).
- User Data – Not just clicks and likes, but body tracking, gaze direction, and emotional metrics.
- VIP Areas – Premium zones behind paywalls.
- Subscriptions / Rent – Monthly fees for access, tools, or ownership rights.
- Transaction Fees – Meta once proposed a 47.5% fee on purchases; expect pushback, but fees will remain.
- NFT Integration – Companies mint NFTs as assets and collect royalties on secondary sales.
- Hardware Sales – Headsets, gloves, sensors, and third-party components.
- Cloud Infrastructure – GPU rentals and server access for smaller developers or creators.
Advertising and Ad Space
Billions are already spent on digital ads. The Metaverse promises immersive, interactive campaigns—from subtle billboards to product demos in fully simulated spaces. Companies like Admix are building VR-native ad formats, and marketers are exploring ways to measure emotional response using biometrics.
However, as with all ads, tone matters. Zuckerberg’s attempt to use a Puerto Rico hurricane tour to market Oculus was widely panned for insensitivity. Advertisers will need to walk a fine line between engagement and exploitation.
Cryptocurrency and the Ownership Economy
Traditional currencies are geographically bound, but the Metaverse is global. Crypto offers fast, borderless transactions that fit the Metaverse’s decentralized ethos. Users can own assets—land, fashion, tools—via NFTs, trade them in crypto, and retain control across platforms.
- Bitcoin offers capped supply and trustless value.
- Ethereum supports smart contracts and dApps.
- NFTs function as deeds, ID cards, collectibles, and more.
Ownership in Web3 is about identity, access, and creative power. One user might mint a 3D jacket NFT, wear it across platforms, and sell it on an open market—retaining royalties from every resale.
Examples in Practice
- NeoWorld uses Ethereum for in-world economic activity.
- Second Life pioneered virtual economies with its Linden Dollar.
- Ready Player Me offers interoperable avatars as NFT passports.
- Helium incentivizes community-owned IoT infrastructure.
Paywalls, Gatekeeping, and Profit Models
While open-source and decentralized systems promise accessibility, centralized companies may recreate today’s paywalls in virtual form. Premium zones, ad-driven UX, and behavioral monetization could turn the Metaverse into a hyper-commercialized layer atop our digital lives.
This raises the question: will users own their experiences, or merely rent access to them?
Future Directions and Bonus Frontiers
- Interoperability and Asset Portability: Can digital goods move across platforms? Just like you can log in to various websites with a Google account, users may expect to bring NFTs and avatars from one platform to another. Standards for true digital ownership will be critical.
- Inflation and Deflation in Virtual Economies: With abundant asset creation tools, how will platforms avoid value collapse? Tokenomics, scarcity controls, or algorithmic governance might be necessary to stabilize markets.
- Real World to Virtual Economy Bridging: Hybrid work may rise—imagine remote freelancers earning in crypto and spending it in virtual worlds. Entire livelihoods could be managed without touching a bank or fiat currency.
- AI and Automated Commerce: Bots might run stores, generate content, or manage whole companies. If AIs begin to dominate production, what roles are left for human creators?
- Virtual Unions and Labor Rights: As XR jobs increase, workers may organize. DAO-based unions or smart contract-driven rights enforcement might emerge to protect gig workers in immersive roles.
- Hyperpersonalized Pricing and Dark Patterns: With biometric feedback and predictive algorithms, prices may adjust in real-time to maximize conversions. Ethical concerns about exploitation and manipulation will follow.
- Cultural Currency and Reputation: Platforms might implement social scoring or digital reputation metrics that influence access, pricing, or opportunities. Reputation could become more valuable than money in some digital economies.
- Virtual Labor & Economic Roleplay: Metaverse economies could simulate full societies with taxes, employment, and governance. Roleplay servers like GTA RP offer a preview.
- Digital Inequality: XR platforms could mirror real-world economic gaps. Will there be virtual sweatshops? Gold farming? Invisible labor behind luxury experiences?
- Creator Economies & Microtransactions: Artists, coders, and performers could earn through patronage, micro-sales, or subscription spaces. Think Patreon in XR.
- Legal Infrastructure: As assets gain real value, questions arise: Who arbitrates fraud or theft? What happens to a virtual property dispute across jurisdictions?
- Youth and Economic Education: Virtual entrepreneurship could become a teaching tool. Kids might earn, save, and invest in ways that blur into real financial literacy.
- Sustainability and Energy Use: As XR grows, so does its carbon footprint. Mining coins, rendering 3D objects, and storing data all carry environmental costs.
With blockchain, XR, and user-generated content converging, we’re entering an Ownership Economy where creation, trade, and participation all hold abstract value. Whether this economy will be open and user-driven, or closed and corporation-owned, remains to be seen.
Money will flow where attention goes. And in the Metaverse, attention will be immersive.
