GLOBAL WEB 3 VENTURES
Our collaborative cyber solutions allow us to diversify and align a multitude of specialties consultations, services, industries, consultations, and cyber product manufacturing operating globally through our networks and partnerships.
VALUE CREATION IN THE META VERSE
2021 BILLION $
+
0
2022 BILLION $
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0
2030 TRILLION $
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0
four LAYERS OF THE METAVERSE
Content & Experince
META VERSETILE
INFRASTRUCTURE HARDWARE
META VERSATILE
PLATFORMS
META VERSETILE
ENABLERS
META VERSETILE
- GLOBAL WEB 3 VENTURES
Web 3 Global Quantum Tech & Cyber Defense Solutions
- Individuals
- Companies & Goverment
- Military Globally
Cyber Ranges and Drills, Cyber Education with Online Training and Testing
- Cyber Ranges And Drills
- Cyber Education
- Online Training and Testing
Cyber Certification, Compliance, ISO Training, and Oversight
- Cyber Certification
- Compliance
- ISO Training, And Oversight
GAMING
AR/VR
WEB 3
FACTS
VIRTUAL REALITY
SECURITY SOLUTIONS
GAMING
Gaming platforms are evolving to address multiple use cases, such as virtual concerts being held in Fortnite. And
while gaming is indeed the most common activity across all generations and the most popular among Gen Z (87
percent of Gen Z respondents in our survey said they were engaged in gaming), fitness, education, and shopping are
popular among millennials, while baby boomers also engage in shopping. That points to the existing and growing
appetite among consumers to engage with companies well beyond gaming: 62 percent of consumers we surveyed
have engaged with one or more branded virtual experiences, 36 percent are excited about technology brands
entering the metaverse, and 30 percent are excited about apparel, fashion, and luxury brands doing so
AR/VR
Augmented and virtual reality (AR/VR) are important interfaces to help users experience the metaverse and point to some of
its potentially more exciting experiences (for instance, our research found 62 percent of respondents were excited or very
excited by the possibility of travel in the metaverse, especially the ability to visit “places I can’t physically go”—including
space). Yet AR and VR join technologies such as smartphones and laptops as just one of many ways people can interact with
the metaverse. And we may use very different devices to access metaverse platforms in the future
WEB 3
The first generation of the internet is typically defined as the period from 1991 to 2004 when web pages were largely
static, and users simply consumed content. The next generation—Web 2.0—was marked by the emergence of social
networking and user-generated content.11 The metaverse sounds a lot like Web3. But while Web3 contributes to the
metaverse by espousing decentralization and interoperability, it’s not the metaverse, which is anchored on immersive
experiences that can be both centralized or decentralized (for more on the difference, see the sidebar “Advances from
Web 2.0 to Web3 give rise to the metaverse”). “Why do these two terms get mixed together?” Matthew Ball, the
managing partner of EpyllionCo and McKinsey knowledge partner, said on McKinsey’s At the Edge podcast. “Well,
Web3, by definition, succeeds Web 2.0. The metaverse, by definition, succeeds our current computing and networking
paradigm. The fact that they both succeed in what we experience as the internet today naturally intertwines the two.”
FACTS
The Metaverse is not only for a Small Group of Users
We have already noted there are three billion gamers in the world, spanning geographies, generations, and genders.
a202212 and generated $1.9 billion in revenue in 2021.13 Minecraft has about 140 million monthly active users,14 and
Fortnite about 80 million.15 Gaming has acclimated consumers to the concept of the metaverse: our survey found a
share of millennials very excited about the metaverse
VIRTUAL REALITY
Virtual Reality
In Metaverse, users are able to experience Virtual Reality (VR) through the possession of VR glasses, computer, or
mobile phone technologies. Occasionally, festivals and special events rendering 4G-5G multi-location cross-platform
VR technology are hosted and allow participants to select their concert seats, and enjoy real-time handshaking or
gift-sending moments with their favorite artists.
The 4G to 5G VR multi-location cross-platform enables both artists and audiences from different locations in the
physical world to simultaneously share a virtual experience.
Augmented Reality
AR technology is an interactive 3D experience that enhances a real-life environment with digital visual elements.
With the current digital technologies and features, users can enjoy the benefits of such technologies within the
Metaverse, as you can experience a virtual tour of digital estates and architectures, which are placed over images of
the real world, through an AR application.
Voting
In Metaverse, there is a voting feature that is available at the community hall called “Town Hall”. This feature helps to
stipulate a more vibrant and diversified experience in the governance of the game by using META tokens to vote
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