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BtoC and BtoB

BtoC

Metaverses' BtoC models, both current and emerging, are based on the models that currently prevail in the organisation of digital sociability and online trading. They appear to be variations or combinations of the monetisation models widely used in the world of video games and Web 2.0 (particularly by online platforms). From this perspective, the classic models for monetising attention would continue to develop in metaverses, as would transactional models, which would be given a new lease of life by their extension to digital goods.

BtoB

From a BtoB perspective, most of the business models that can be observed in the fields of training, healthcare, and workplace relationships currently represent a limited version of the Metaverse concept, in that they originate from or relate to the fields of professional software, digital twins, and virtual reality. Often, revenue models involve selling or renting a digital space or immersive experience, depending on the size and characteristics of the simulated environment and the number of users. These spaces, or the experiences offered in them, often have a limited lifespan (in the sense that they have an objective to achieve, for example) and most of the time relate to internal training matters for employees or external communication matters through pre-established scenarios. However, this type of approach diverges from the concept of the Metaverse, for reasons discussed in the sub-section "The Metaverse’s alter egos".

"Private versions" of metaverses are marketed in the form of software purchased by an organisation, either as a licence or as a Software as a Service (SaaS) [[["Software as a Service, also known as SaaS, is a cloud-based service where, instead of downloading software that your desktop PC or business network can run and update, you access an application via a web browser. The software application can be office automation or unified communications software from a wide range of other available business applications”. Oracle,”What is SaaS (Software as a Service)?https://www.oracle.com/fr/cloud/definition-saas/]]] subscription. For example, players in the collaborative working software sector are attempting to transform their current virtual meeting services into immersive digital spaces by introducing avatars instead of video streams from personal webcams. Microsoft Mesh, which is compatible with Microsoft Teams, is an example of this attempt to move professional practices towards immersive digital spaces by arguing that online co-presence enhances participation (and productivity), or that it combats "zoom fatigue", which is linked to prolonged exposure to online meetings [[[Shockley K.M. et al. (2021), “The Fatiguing Effects of Camera Use in Virtual Meetings: A Within-Person Field Experiment”, Journal of Applied Psychology, Vol. 106, No. 8, 1137–1155 : https://psycnet.apa.org/fulltext/2021-77825-003.pdf. Voir aussi : “Three Cures For Virtual Meeting Fatigue, According to New Microsoft Research”, Forbes, 16 juillet 2020 : https://www.forbes.com/sites/carminegallo/2020/07/16/three-cures-for-virtual-meeting-fatigue-according-to-new-microsoft-research/?sh=ad2c13ae6d11]]].

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