Hi Weijian,
This is a complex matter and need to be seen in context.
IMHO, Facebook's recent name change is motivated by many issues.
(1) It's a distraction for their many scandals and poor reputation of the "Facebook" brand name. It's not the first time Facebook used this tactic: IGTV (failed) -> Reels; Libra (failed) -> Diem; Calibra (failed) -> Novi
(2) Facebook did it from a position of weakness. They have tried, but failed to gain traction to create a social media platform for younger audiences. IG been losing ground with younger users to other platforms such as TikTok, Snapchat, and YouTube in the last couple years: https://www.socialmediatoday.com/news/ne...-a/610376/
This will start to seriously impact both top and bottom line growth, in a few years, as the demographic of their monetizable user base change.
(3) Apple's new privacy policy has hurt their cross app/website tracking, limiting the effectiveness of their targeted ads: https://www.macrumors.com/2021/10/26/app...-earnings/
Facebook wants to create an own it's own platform (like Google's Android and Apple's iOS); hence, they sought to create this, VR-first platform; which they hold an advantage, since they acquired Oculus a while back.
However, the "Metaverse" trend has started, way before Facebook did the name change. Most notably with Minecraft and Roblox: https://debugger.medium.com/the-metavers...9c89ed8ba2
Unlike traditional gaming with limited user freedom and shelf-life. "Metaverse" games focuses on User-generated Content (UGC). Where users are not only able to interact with in-game Universe and other users on the platform. They are also able to freely create their own UGC, and even monetize them. They can monetize their creations directly, like they can with Roblox and Minecraft, or indirectly through YouTube and Twitch for other games.
These gaming Metaverse platforms are their own ecosystems, users spend time creating content on it, and spend time with one another on it through their digital avatar (digital "co-experience"). I believe, due to technological advancement, and the pandemic, such platforms has reached critical mass of adoption. As users on such platforms increase, game developers and content creators (Youtube and Twitch streamers) also flocked to these platforms, improving the content variety and quality (ie flywheel effect): https://digitalnative.substack.com/p/rob...e-building
Also, brands are also starting to flock to these platforms as they are creating their own content/virtual "experiences" on it, and are getting much better engagement compared to traditional advertising: https://www.marketingsociety.com/empower...know-about
So the emergence of the Metaverse (interactive 3D digital worlds where people spend long duration of their time on) is actually a competitive threat to Facebook. As they both steal younger users away from Facebook's traditional, passive-consumption social media platform; as well as advertising dollars.
This is Facebook's defensive attempt to pivot themselves away from their maturing social media business that is facing increasing competition and regulatory scrutiny; to a more burgeoning business of the "Metaverse" with lot's of potential growth ahead of it.
IMHO, Facebook do not understand the Metaverse, nor do they understand what users (especially younger users) want. Mark Zuckerberg is a great businessman, but not the best innovator, nor leader (many high-profile founder-employees have left Facebook over the years, including Kevin Systrom, Brian Acton, and more recently David Marcus). The last innovative product they made was Facebook Marketplace. They will ultimately fail in their attempt to create a VR-First Metaverse that users (especially younger users) actually care about, and will spend time on.
Just my 2c. I have only briefly scratched the surface of the Metaverse trend, and I might be completely off base with my assessment of the situation. And as a Roblox investor, I'm of course biased.
This is a complex matter and need to be seen in context.
IMHO, Facebook's recent name change is motivated by many issues.
(1) It's a distraction for their many scandals and poor reputation of the "Facebook" brand name. It's not the first time Facebook used this tactic: IGTV (failed) -> Reels; Libra (failed) -> Diem; Calibra (failed) -> Novi
(2) Facebook did it from a position of weakness. They have tried, but failed to gain traction to create a social media platform for younger audiences. IG been losing ground with younger users to other platforms such as TikTok, Snapchat, and YouTube in the last couple years: https://www.socialmediatoday.com/news/ne...-a/610376/
This will start to seriously impact both top and bottom line growth, in a few years, as the demographic of their monetizable user base change.
(3) Apple's new privacy policy has hurt their cross app/website tracking, limiting the effectiveness of their targeted ads: https://www.macrumors.com/2021/10/26/app...-earnings/
Facebook wants to create an own it's own platform (like Google's Android and Apple's iOS); hence, they sought to create this, VR-first platform; which they hold an advantage, since they acquired Oculus a while back.
However, the "Metaverse" trend has started, way before Facebook did the name change. Most notably with Minecraft and Roblox: https://debugger.medium.com/the-metavers...9c89ed8ba2
Unlike traditional gaming with limited user freedom and shelf-life. "Metaverse" games focuses on User-generated Content (UGC). Where users are not only able to interact with in-game Universe and other users on the platform. They are also able to freely create their own UGC, and even monetize them. They can monetize their creations directly, like they can with Roblox and Minecraft, or indirectly through YouTube and Twitch for other games.
These gaming Metaverse platforms are their own ecosystems, users spend time creating content on it, and spend time with one another on it through their digital avatar (digital "co-experience"). I believe, due to technological advancement, and the pandemic, such platforms has reached critical mass of adoption. As users on such platforms increase, game developers and content creators (Youtube and Twitch streamers) also flocked to these platforms, improving the content variety and quality (ie flywheel effect): https://digitalnative.substack.com/p/rob...e-building
Also, brands are also starting to flock to these platforms as they are creating their own content/virtual "experiences" on it, and are getting much better engagement compared to traditional advertising: https://www.marketingsociety.com/empower...know-about
So the emergence of the Metaverse (interactive 3D digital worlds where people spend long duration of their time on) is actually a competitive threat to Facebook. As they both steal younger users away from Facebook's traditional, passive-consumption social media platform; as well as advertising dollars.
This is Facebook's defensive attempt to pivot themselves away from their maturing social media business that is facing increasing competition and regulatory scrutiny; to a more burgeoning business of the "Metaverse" with lot's of potential growth ahead of it.
IMHO, Facebook do not understand the Metaverse, nor do they understand what users (especially younger users) want. Mark Zuckerberg is a great businessman, but not the best innovator, nor leader (many high-profile founder-employees have left Facebook over the years, including Kevin Systrom, Brian Acton, and more recently David Marcus). The last innovative product they made was Facebook Marketplace. They will ultimately fail in their attempt to create a VR-First Metaverse that users (especially younger users) actually care about, and will spend time on.
Just my 2c. I have only briefly scratched the surface of the Metaverse trend, and I might be completely off base with my assessment of the situation. And as a Roblox investor, I'm of course biased.
“If you buy a business just because it’s undervalued, then you have to worry about selling it when it reaches its intrinsic value. That’s hard. But if you can buy a few great companies, then you can sit on your ass. That’s a good thing.” - Charlie Munger