To draw an analogy for the Metaverse, consider SimCity. Ideally, the "mayor" i.e., the player would first design their metropolis, then build it out from day one to their final vision. But in the game, as in real life, you don't just "build" a 10MM-person city. You start with a small town and optimize it first e., where are the roads, where are the schools, utility capacity, etc.. As it grows, you build around this town, and occasionally when there's a problem lack of power or a disaster fire, you wisely demolish and replace the "old" part. Unlike SimCity, the Metaverse will have many mayors, not just one - and their desires and motivations will often conflict.
We don’t know exactly what the Metaverse will entail, let alone which existing standards will shift, how, to what effect, when or by which applications and groups. It is therefore important to think about how the Metaverse emerges, not just around which technical standards.
Just as the standards for the Metaverse cannot be simply “announced,” consumers and businesses will not accept a prototype of what would become the Metaverse simply because it is available.
Real World A shopping mall that can hold a hundred thousand netherlands mobile database people or a hundred stores does not mean it will attract a single consumer or brand. "Town squares" emerge naturally around existing infrastructure and behaviors to meet existing civil and commercial needs. Ultimately, any place of congregation - whether it is a bar, a basement, a park, a museum or a carousel - exists because of the people or things that are already there, not because it is a place in itself.
The same is true for digital experiences. Facebook is the world’s largest social network because it first started as a campus hot or not hot thing, then became a digital yearbook, then became a photo sharing and messaging service. Like Facebook, the metaverse needs to be “filled”, not just “fillable”, and then those people must fill this digital world with things to do and content to consume.