The text discusses the hype and subsequent failure of the Metaverse, an open-world virtual reality platform. Many major architects and companies, including Zaha Hadid Architects and Jose Cuervo, invested in creating virtual cities and social spaces within the Metaverse. However, it was revealed that the platform had very few active users and generated minimal revenue. The author criticizes the architecture industry for blindly following tech trends and engaging in “PRchitecture” to gain attention. They argue that the tech industry does not value architecture or the arts, and architects should be wary of its exploitative nature.
Signal | Change | 10y horizon | Driving force |
---|---|---|---|
Architecture firms building in the Metaverse | Adoption of virtual reality | More practical and popular uses of virtual reality | Desire to be on the cutting edge of technology trends |
Hype around the Metaverse fails to materialize | Perception and valuation change | Decreased interest and value in the Metaverse | Lack of practical use cases and overinflated expectations |
Virtual reality has potential for architecture | Adoption of virtual reality | Increased use of virtual reality in architectural design | Need for spatialized sound, teaching tools, and socialization in virtual spaces |
Kids prefer virtual spaces like Roblox | Shift in virtual space preference | Architecture needs to adapt to the preferences of younger generations | Popular virtual games like Roblox, Minecraft, and Fortnite |
Architecture industry tied to PR fluff | Shift in focus and priorities | Recognition of the need for more substantial architectural production | Short attention spans and content creation era prioritize PR over building and theory |
Tech industry not a friend to architecture | Shift in perception and relationship | Recognition of the negative impact of the tech industry on architecture | Tech industry profits off architecture but is hostile toward the creative process |