62 EXTENDED REALITY W hen people think of the metaverse – granted they picture anything at all – they probably conjure up images of a Ready Player One -style virtual world, where everyone is wearing VR goggles, using digital currency and falling alarmingly out of touch with what we might call reality. But the metaverse, as it stands today, is not so science- fiction. It’s also inherently hard to define. In the strictest sense, the metaverse could be limited to – or synonymous with – virtual reality. It’s a world that exists only digitally, accessible via spatial computer (if borrowing Apple’s terminology; otherwise, it’s a headset), but one that continues to exist whether or not you log on. More broadly, the metaverse might include everything from social media and video games to virtual environments and other immersive experiences – anything on a screen or smart device. No matter which definition you side with, the metaverse, above all, refers to a shift in the way technology shapes our lives. One such shift is entertainment. Immersive experiences are all the rage, with live events designed to stimulate every sense and reduce the barriers – real or imagined – between artist and audience. We’ve seen it in sport with AI-enhanced streams, and in film with 4D cinemas. But music in particular is taking new shape; today’s concerts are light years away from the old-fashioned bonfire singalongs or casual garage band jam sessions. Music is booming in the metaverse, and for good reason. From livestreamed concerts to virtual club nights, these events are convenient, accessible and relatively inexpensive for audiences, once they have the necessary gear to get involved. For artists, metaverse-based performances present new money- making avenues and unconventional ways of connecting with fanbases. While it isn’t all sunshine and rainbows – there are, of course, downsides to virtual-only experiences – technology seems to be inextricable from the way we currently
Today’s concerts
experience live music. It’s worth exploring exactly what music in the metaverse looks like, how it works and why it’s catching on. THE RISE OF QUARANTINE CONCERTS The early days of the Covid-19 pandemic sent society into a spiral. As our routines were abruptly interrupted, we adapted to new ways of living, working and playing. A socially distanced world meant the downfall of in-person events; college courses went virtual, sports stadiums emptied, cinemas closed indefinitely and concerts were cancelled – that is, until someone realised they could give audiences a live stream instead. We largely have Covid-19 to thank for how live music looks today. Indeed, it exacerbated many things – music in the metaverse being one, as well as working from home, straight-to-streaming and other pandemic-era phenomena. There’s perhaps no better example of this than One World: Together at Home , a benefit concert that took place in April 2020. Arranged by charity organisation Global Citizen and curated by Lady Gaga, Together at Home ’s goal was to bring people closer despite their physical distance from each other. The concert ultimately benefited the World Health Organization (which, at the time of writing, the US has since withdrawn from) and its Covid-19 Solidarity Response Fund. The all-day event blended a six-hour online pre-show – hosted on YouTube – with a two-hour televised broadcast, which aired on CBS, ABC, NBC, the CW, Univision and other global networks such as BBC One. Together at Home saw swathes of celebrities, including actors, musicians and other artists, join up for a good cause; it raised nearly $128 million for frontline healthcare workers – a number that rivals Live Aid ’s impact in 1985. Over 19 million viewers tuned in via broadcast or cable in the US alone. While the charity concert succeeded in its fundraising efforts, it also had a lasting impact on live music, proving that physical togetherness isn’t a
are light years away from the old-fashioned bonfire singalongs or casual garage band jam sessions
Epic Games released themed skins, emotes and gliders as part of the Astronomical set, making the event a creative success
prerequisite. Later that year, popular artists such as Dua Lipa, John Legend, Clairo and Coldplay took to social media, offering fans intimate performances from their living rooms. They typically didn’t charge for these ‘concerts’, despite needing to make a living (professional musicians tend to earn peanuts from streams and record sales, making the bulk of their cash from touring). Instead, some embraced a ‘pay what you can’ model or urged viewers to open their wallets in other ways, such as by aiding artist relief campaigns. This era marked a new frontier for the artist-fan relationship, suggesting that social media could be used not to replace in-person concerts, but rather to supplement them once the world returned to stasis. Social media is now an indispensable tool for on-the-rise indie artists especially, allowing them to strengthen their fanbases one live stream at a time. DIGITAL DOUBLES As far as the metaverse goes, social media is only the tip of the iceberg. Video games and virtual worlds also see their fair share of gigs, with Unreal Engine-powered Fortnite and others like Roblox and Minecraft ramping up their live event offerings. These modern video games are more than simple esports; they’re hugely popular digital realms that blend realistic
Powered by FlippingBook