# data[].attributes.attachment_link.readable_text
More people are jumping into cryptocurrency, many because of how easy it's become to trade the digital assets, a CNBC/Momentive Invest in You survey found.

More than 10% of those surveyed said they're invested in cryptocurrency, ranking the digital coins fourth after real estate, stocks, mutual funds and bonds.

Some 65% of those cryptocurrency investors jumped into the asset class in the last year, according to the survey. In the same timeframe, the prices of some of the top cryptocurrencies have displayed trademark volatility. Bitcoin, for example, surged to an all-time high of more than $63,000 in April, slumped afterwards and then recently rallied again to nearly $50,000.

Among those who do trade cryptocurrencies, the top reasons cited are that it's easy to make trades, it's exciting to invest in and there's potential for high growth in a short period of time, according to the survey.

"There are a lot of things that make crypto very attractive; the biggest one is the opportunity to make a lot of money," said Douglas Boneparth, a certified financial planner and president of Bone Fide Wealth in New York.

Education is key

Of course, there is still risk associated with investing in cryptocurrency, as there is with any other asset.

The space may be exciting and cool, said Boneparth, "but it doesn't change the fact that you're still putting risk on your money."

For people who are interested in jumping in, experts recommend that they first do their research on cryptocurrency to make sure they really understand what they're buying.
More from Invest in You:
New investors are breaking the traditional mold: survey
As interest in investing grows, people of color still lag behind, survey finds
How you should be investing your money in your 20s, 30s, 40s and beyond
That's because while crypto is gaining traction as an asset that can be part of a well-balanced portfolio, it is still unlike any other, according to Ben Weiss, co-founder and CEO of CoinFlip, one of the largest bitcoin ATM companies in the U.S.

"Unlike banks and stock exchanges, there are virtually no fail-safes to protect you if you make a mistake," he said. "Cryptocurrencies allow you to be your own bank, which includes the responsibility of keeping your investments secure."

That means that in addition to understanding the coin you'd like to purchase, you have to decide what kind of crypto wallet you're going to use and how you'll keep your passwords and other sensitive information safe.

Invest with caution, like any other asset

Once you've got the basics of cryptocurrency down, there's another step - making sure you know how to trade it in line with your long-term goals.

"At the end of the day, if you're going to invest, treat it no different than you would the rest of your money," said Boneparth. This includes having a clear idea of where it fits into your overall financial plan, which you should formulate if you don't already have one, Boneparth said.

Many new cryptocurrency investors have taken to trading their digital coins frequently, the CNBC survey found. About a third of investors said they trade crypto on a monthly or weekly basis, and nearly one-quarter said they trade the asset daily.

# data[].attributes.attachment_link.title
1 in 10 people currently invest in cryptocurrencies, many for ease of trading, CNBC survey finds

# data[].attributes.attachment_link.description
More people are jumping into cryptocurrency, many because of how easy it's become to trade the digital assets, a CNBC/Momentive Invest in You survey found. More than 10% of those surveyed said they're invested in cryptocurrency, ranking the digital coins fourth after real estate, stocks, mutual funds and bonds.

# data[].attributes.headline
NFTs and Crypto involvement (famous people)

# data[].attributes.subject
NFTs and Crypto involvement (famous people)

# data[].attributes.attachment_link.readable_text
Our Mission

Brain-computer interfaces have the potential to change lives for the better. We want to bring this technology from the lab into peoples' homes.

Create a generalized brain interface to restore autonomy to those with unmet medical needs today and unlock human potential tomorrow.

Implant

Our brain-computer interface is fully implantable, cosmetically invisible, and designed to let you control a computer or mobile device anywhere you go.

Surgical Robot

The threads of our implant are so fine that they can't be inserted by the human hand. Our surgical robot has been designed to reliably and efficiently insert these threads exactly where they need to be.

A Seamless BCI Experience

To restore independence and improve lives, we've built a brain-computer interface (BCI) experience that enables fast and reliable computer control and prioritizes ease of use.

Patient Registry

If you're interested in learning whether you may qualify for current and/or future Neuralink clinical trials, consider joining our Patient Registry.
Join Our Patient Registry

Careers

Developing brain-computer interfaces is an interdisciplinary challenge. We are looking to hire a wide range of people with diverse engineering, scientific, and operations expertise.

# data[].attributes.attachment_link.description
Creating a generalized brain interface to restore autonomy to those with unmet medical needs today and unlock human potential tomorrow.

# data[].attributes.attachment_link.description
The metaverse is the next evolution of social connection. Our company's vision is to help bring the metaverse to life, so we are changing our name to reflect our commitment to this future.

# data[].attributes.attachment_link.description
How many users does Facebook have? The company reported over 2.9 billion monthly active users in Q3 2021, making Facebook the largest social network worldwide.

# data[].attributes.attachment_link.readable_text
We begin by exploring the weekly updated figures on the number of phones, which is divided into smartphones, then smart and feature phones. This separation allows us to get an idea of the total number of all cell phone users in the world, and also the adoption of smartphones only.

Number of smartphones

Number of mobile phones

2020

3.5

4.8

2019

3.2

4.7

2018

2.9

4.6

2017

2.7

4.4

2016

2.5

4.3

According to Statista, the current number of smartphone users in the world today is 3.5 billion, and this means 44.85% of the world's population owns a smartphone. This figure is up considerably from 2016 when there was only 2.5 billion users, 33.58% of that year's global population.

In 2020, including both smart and feature phones, the current number of mobile phone users is 4.78 billion, which makes 61.51% of people in the world a cell phone owner. Feature phones are the basic cell phones without apps and complex OS systems, more prominent in developing countries.

The machines have officially taken over with almost 1.6 billion additional mobile connections than there are people - To put this in perspective, since the cell phones inception in 1973, mobile device connections have surpassed the number of people in the world, making it the fastest-growing human-made technology phenomenon ever.

According to GSMA real-time intelligence data, today, there are 5.20 Billion people that have a mobile device in the world. This means that 67.11% of the world's population has a mobile device. Back in 2017, the number of people with mobile devices was only 53% and breached the 5 billion mark. Statista predicts that by 2023 this number of mobile device users will increase to 7.33 billion.

According to GSMA real-time intelligence data, there are now over 10.01 Billion mobile connections worldwide, which surpasses the current world population of 7.79 Billion implied by UN digital analyst estimates. This data means there are 2.22 billion more mobile connections than people worldwide.

It's important to state that not every person in the world has a mobile device. We're talking mobile connections that come from people with multiple devices, and a fraction with dual SIM's or other integrated devices like cars.

The adoption of smart cell phones isn't the same in every country or region around the globe. Below we show the latest smartphone penetration data, showing population versus the number of smartphone users by country.

Highest number of users: China is leading with the most physical smartphone users at 851 million only due to population size, with 59.9% market penetration

Lowest number of users: Switzerland has the lowest number of smartphone users at 6.2 million, with 72.9% market penetration

Highest market penetration: The United Kingdom has the highest smartphone penetration, with 82.9% of its population owning a smartphone, totaling 55.5 million.

Lowest market penetration: Nigeria has the lowest user to population ratio at 14.9%, with 30.0 million

Tip: Filter table columns by clicking on the headings

RANK

COUNTRY/MARKET

TOTAL POPULATION

SMARTPHONE USERS

SMARTPHONE PENETRATION

According to a recent report by Newzoo, this is the global split of smartphone users by region, much like the breakdown by a country above, China takes the lion's share of active users.

Statista data suppliers estimate that the USA has 272.6 million smartphone users in 2020 and is ranked the 4th highest country for the smartphone to population penetration, at 79.10%. It only falls behind the UK, UAE and Mexico in the number of people owning a phone.

The United States has been a thriving smartphone market with steady increases in people ditching feature phones. Back in 2010, there were only 62.6 million smartphone users in the US, and the current figures quoted above have smashed all estimates. Source: 11. Statista

Smartphone ownership in America is comparatively consistent across surveyed areas such as gender, ethnicity, and regional development. The most significant contrasts are presented where age, income and education are studied. For example, 94% of 18-29-year-olds have a smartphone, whereas only 46% of the 65+ age group has adopted it.

Another contrast is where 67% of people that earn less than $30,000 a year own a smartphone. Further to this affluence data, 57% of Americans with less than a high school graduate attainment have a smartphone.

ANY CELL PHONE

SMARTPHONE ONLY

CELLPHONE ONLY (NON SMARTPHONE)

The statistics below show the market share of the top 6 leading smartphone OEMs in America. The stat counter data from January 2020 shows significant market share figures from Apple (55.55%) and Samsung (26.95%), which combine to 82.50% of the smartphone market.

PR Requests:
If you have any questions regarding the data on this page, please visit our press room for contact details.

To get an idea of the values you can get when selling your old phone in the US, check out our latest phone trade-in pricing below:

https://www.bankmycell.com/

# data[].attributes.attachment_link.title
Report: How Many People Have Smartphones Worldwide

# data[].attributes.attachment_link.description
We begin by exploring the weekly updated figures on the number of phones, which is divided into smartphones, then smart and feature phones. This separation allows us to get an idea of the total number of all cell phone users in the world, and also the adoption of smartphones only.

# data[].attributes.attachment_link.readable_text
The global AR and VR market is expected to grow to $209.2 billion by 2022.

Global VR video gaming revenues reached $22.9B in 2020.

There are more than 171M VR users worldwide.

78% of Americans are familiar with VR technology now.

The consumer VR market worldwide is set to reach $2.6 billion by the end of 2020.

Demand for standalone VR devices will grow over 16 times between 2018 and 2022.

70% of VR headset-owning consumers have bought a game on it.

14 million AR and VR devices were sold in 2019.

Thanks to a number of factors-more affordable hardware, faster internet speeds, and a receptive audience-the growth figures have been striking over the last 4-5 years. The projections for the next few years are even more awe-inspiring.

That said, let's check out the latest VR stats:

The Real Virtual Reality 2021 Statistics

1. The consumer VR market worldwide is predicted to reach $3.7 billion at the end of 2021.
(Source: Statista)
Although the COVID-19 pandemic harmed the VR market worldwide, it is expected to make a good recovery this year.

VR statistics for 2021 indicate that the consumer virtual reality (both hardware and software) market size is projected to experience an increase of $1.1 billion, compared to what we had in 2020.

2. China is projected to have the most substantial AR/VR spending worldwide in 2024.

Virtual reality market projections show that worldwide spending on AR/VR is likely to reach $72.8 billion by 2024.

Predictions have been made that China will have the most significant AR/VR spending at 36% by the same year. Closely followed by the United States and Western Europe.

3. VR/AR devices will see a growing increase in demand over the next few years.
(Source: Statista)
Virtual reality sales statistics show that the number of VR/AR devices shipped worldwide is expected to increase to 68.6 million units in 2023. What's more, AR and VR headsets are projected to have massive sales of over 30 million units annually by the end of 2023.

4. The engineering industry will derive great benefits from the adoption of VR.
(Source: Swag Soft)
According to VR statistics for 2021 , the implementation and development of VR in engineering can reduce model design time by 10%, and construction time by 7%. This results in an increase in overall efficiency.

5. VR is gradually gaining ground in e-commerce.
(Source: Swag Soft)
VR stats for 2021 show that For comparison, the the adoption of VR in e-commerce can boost online shopping conversion by 17%.average eCommerce conversion rate is 2%. VR experiences can significantly influence the purchasing decision of customers.

6. In 2021, 17.7% of people will use VR in the US.
(Source: eMarketer)
Virtual reality market statistics predict that 58.9 million and 93.3 million people in the United States will use VR and AR respectively at least once a month this year. It accounts for 17.7% and 28.1% of the total US population.

This is a significant boost compared to what we had in 2020 - 52.1 million and 82.1 million people in the US used AR and VR at least once per month.

7. User experience is one of the greatest obstacles to VR adoption.
(Source: Statista)
VR adoption stats for 2021 show that 27% of VR industry experts claim that user experience (e.g. bulky hardware and technical glitches) is an obstacle to the mass adoption of VR. Reports go further to reveal that 20% cite customer and business hesitation as an obstacle to embracing VR. Also, a poor content offering by the VR industry was cited as an obstacle by 19% of respondents.

8. Facebook was the world's largest vendor of VR headsets in 2020.
(Source: Finances Online)
In 2020, there were 5.5 million units of VR and AR headsets shipped.

Virtual reality statistics for 2020 show that as of the second quarter of the year, Facebook was the market leader when it came to headset shipments, accounting for 38.7%.

Sony followed with 21.9%, and Pico placed third with 9.2%.

Virtual Reality Market Statistics

Let's start with some general facts about the market.

9. The worldwide AR and VR market size is forecast to grow 7.7X between 2018 and 2022.
(Source: Statista, Greenlight Insights)
Augmented reality refers to the addition of digital elements to a live view (e.g., Google Glass, Pokemon Go) while VR implies a complete immersion into a simulated world. In 2018, the size of the worldwide augmented reality and virtual reality market was estimated to be $27 billion. This number looks a bit small, considering there were about 1 billion AR users alone in 2020.

However:

This is expected to grow to a whopping $209.2 billion in just 2 years.

According to another recent report by Greenlight Insights, global AR and VR revenues will total $209 billion by 2021. VR revenues will account for about 36% of this sum.

10. The consumer sector accounted for the largest share (53%) of global VR and AR spending in 2020.
(Source: IDC, Finances Online)
The estimation of the combined global VR and AR market by IDC for 2020 was $12 billion.

The same source stated that the largest VR spending was in the consumer sector, amounting to 53%.

It is followed by the distribution and services sector with 15.8%, and the manufacturing and resources sector at 13.8%.

11. The VR worldwide market share was $6.1B in 2020.
(Source: Finances Online)
So, how much is the VR market worth? Unfortunately, the lackluster performance of the VR industry in 2020 has forced many stakeholders to revise their predictions.

That said, recent reports predict that the global virtual reality market size will be worth $20.9 billion by 2025.

12. Recent stats show that China was the largest AR/VR spender in 2020 at $5.8B.
(Source: IDC, Finances Online)
The US was the second biggest spender with $5.1 billion, followed by Western Europe at $3.3 billion.

13. 26 million AR and VR headsets were owned in 2020.
(Source: CCS Insight, Finances Online, CNBC)
This is an impressive improvement, considering that only 14 million VR devices were sold in 2019.

14. The sales of smartphone VR devices consistently fell over the years.

(Source: CCS Insight, IBC)

A significant reason for the dip in the sales of devices is the decreasing interest among people for smartphone-based VR devices. Some of them have several issues, including that they are heavy and tie up the phone for the duration of use.

However, standalone devices like Oculus Quest are expected to drive future sales.

The company, which sold an estimated 1.2 million units of the Quest device in 2020, expects its sales to skyrocket by 2025, predicting 5.6 million units to be sold.

15. Demand for standalone VR devices will grow over 16 times between 2018 and 2022.
(Source: CCS Insight)
The latest forecasts show that the sale of standalone devices will grow from nearly zero in 2017 to more than half of the total AR and VR devices market in 2022 (29 million units). Tethered headsets, which require a connection with a computer, smartphone, or gaming console for use, will stay around for a while, selling 18 million units in 2022.

16. Worldwide spending on VR content and apps is forecast to reach $3.77B in 2021.
(Source: Statista)
17. VR video gaming revenues are expected to reach $2.4B in 2024.
(Source: Finances Online)
VR stats for 2021 show that the VR gaming revenue sits at $1.1 billion. This value is expected to grow to $1.6 billion by 2022 and eventually reach $2.4 billion by 2024.

18. A cosmetic brand in 2020 recorded outstanding growth in sales after creating an AR filter.
(Source: Finances Online, Big Commerce)
In 2020, a brand called "We Make Up" created an AR filter on Facebook, which had a surprisingly positive effect on the brand.

The clickthrough rate went up by 53%. It also experienced a 28-point increase in sales and a 7.9-point rise in brand awareness.

19. Gaming will also remain the sector with the maximum VR investment, though its share is expected to come down.
(Source: Perkins Coie)
According to a worldwide survey of startup founders, tech company executives, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of AR/VR technology.

This number has come down from 78% in 2017 earlier. Other major sectors seeing investment are education, health care, and real estate. The largest growth is expected in marketing and advertising, retail, manufacturing, and automotive.

20. The number of VR startups has increased by 14% in less than a year.
(Source: AngelList)
How many virtual reality companies are there? As of January 2020, the number of VR startups worldwide listed on AngelList was 2,270, a significant jump from a little over 1,800 in May 2018. The list also mentions 978 investors, meaning that many of these startups have also managed to find significant funding to develop their projects.

Virtual Reality User Statistics

We now know the size of the market. But how keen are users on VR?

21. In 2020, there were more than 57 million VR users in the US.
(Source: Finances Online)
The number of virtual reality users has been growing at an extraordinary pace in the last six years.

VR adoption stats for 2020 showed that there were 57.4 million VR users in the US and 90.9 million AR users.

And it looks like the only way is up, as predictions have been made that the number of AR users in the US will reach 95.1 million by 2022.

22. 70% of VR headset-owning consumers have bought a game on it.
(Source: CCS Insight)
That gaming is the most popular use that VR is put to by consumers is also reflected in the high number of VR users who buy games. Nearly 70% of consumers who own a dedicated VR headset such as Oculus Rift, HTC Vive, or Sony Playstation VR have bought games for it. More than half of smartphone VR headset owners have also bought games for their gaming phones.

23. 78% of Americans are familiar with VR technology now.
(Source: Greenlight Insights, GlobalWebIndex)
Apart from simpler and cheaper devices like Google Daydream coming into the market, the rise in familiarity is also attributed to the coverage VR has received in the news.

Movies like Ready Player One and partial VR viewability of events like the Super Bowl and the Winter Olympics have also contributed.

24. Only 28% of VR set owners use these devices daily.
(Source: Greenlight Ventures)
39% say they use VR sets once a week, 19% once a month, 8% once every six months, and 6% just about once a year. This compares poorly with other technologies like smartphones, tablets, and laptops.

VR sets have traditionally been complicated, with multiple wires and controllers, or time-consuming to set up, and the variety of content has also not grown as fast as it has with other devices. Simpler devices like Oculus Go are likely to solve some of these issues.

25. Younger and male users are more likely to have used a VR headset.
(Source: GlobalWebIndex)
26. 77% of people who use VR want more social engagement in it.
(Source: Greenlight Ventures)
27. 70% of VR users intend to increase their use in the next year.
(Source: Greenlight Ventures)
With increasing familiarity and more content, there seems to be the possibility of a noticeable increase in VR use in the coming months. 38% of VR users say they intend to increase the use a lot more; 32% say they want to do so by a little more. Only 7% want to decrease the amount they are spending on VR devices.

28. Hardware cost is the biggest entry barrier keeping the VR adoption rate down.
(Source: GlobalWebIndex)
Users of high-end VR devices are slightly more likely (54%) to consider hardware cost as the primary reason preventing more users from adopting VR compared to budget (48%) or mid-range (50%) users. Budget and mid-range users are more likely to find issues with the user interface or the viability of VR.

Issues like motion sickness with prolonged use or lack of viable use-cases are not a major concern for high-end device users. The second biggest entry barrier turns out to be the lack of sufficient content that can justify the investment in VR.

29. 64% of VR users think VR has the greatest potential in gaming.
(Source: GlobalWebIndex)
30. 53% of AR and VR-aware users believe VR has a higher chance of hitting the mainstream first.
(Source: GlobalWebIndex)
31. In 2020, 55% of users found the VR experience satisfying.
(Source: ReportLinker, Finances Online)
The reality of VR technology has failed to live up to the hoopla around it for many consumers. Hardware issues, lack of content, and low growth beyond gaming are some of the problems making people think of VR as an overhyped fad. This is a matter of particular concern for the consumer VR industry that has failed to sustain the momentum behind the technology.

32. Samsung is the most widely known brand in VR technology.
(Source: Nielsen, ReportLinker)
Which VR is the best? Given the wide choice available, right from the very cheap Google Cardboard to the high-end HTC Vive and Oculus Rift, it depends on what you want and how much you are willing to spend.

The most well-known brand in VR, however, is Samsung, thanks to its Gear VR headset. This was also the case in 2017 when Samsung Gear VR was the most well-known device among the general population as well as gamers, even though the brand's awareness seems to have come down in the last two years.

The next most popular brand is Sony with its PlayStation VR.

33. More professionals are considering adopting VR/AR for training purposes in 2021.
(Source: Finances Online)
The benefits of VR/AR are just about limitless. Research has shown that training that incorporates VR reduces the chances of work-related injuries by 43%.

VR can be used by many companies. Let's see some of the possibilities.

34. 43% of manufacturing companies say VR will become mainstream in their organization within the next three years.
(Source: Capgemini)
According to this survey of manufacturing companies from across the world, an additional 38% believe it will be mainstream technology in their organization in three to five years. However, AR is seen as more relevant and is more widely implemented than VR in manufacturing.

35. The implementation level of VR in manufacturing is the highest in China at 51%.
(Source: Capgemini)
Through focused research and development efforts, direct investment, and building of human capital, Chinese firms, along with the Chinese government, have launched a concerted campaign to become the leader in VR technology. France is the European leader in this regard. The US scores very high on companies that have proof of concepts or pilots but lags a bit in terms of wider-scale implementation.

36. 82% of companies implementing AR/VR indicate that benefits exceed expectations.
(Source: Capgemini)
37. Repair and maintenance are the most popular focus of AR/VR implementation efforts in manufacturing.
(Source: Capgemini)
Other parts of the value chain where AR and VR are seeing major implementation are design and assembly, immersive training, and inspection and quality assurance. Within repair and maintenance, jobs that get done using AR and VR include viewing of reference videos and digital manuals, remote expert assistance, visualization of specific components and functions behind physical barriers, and superimposition of step-by-step instructions.

38. Early achievers constitute 6% of all VR experimenters and implementers but derive more than twice the benefits compared to other companies.
(Source: Capgemini)
Virtual reality data clearly shows that early achievers are witnessing, on average, a 57% increase in efficiency as compared to 23% for other companies. Similar contrasting figures for other metrics are 55% vs. 23% for safety increase, 52% vs. 21% for productivity increase, and 47% vs. 19% for complexity reduction.

39. Investing in R&D teams or an innovation center is the top strategy for expanding AR/VR initiatives among manufacturing companies.
(Source: Capgemini)
This opinion is shared by both early achievers and other companies. This is closely followed by upskilling employees by in-house specialized training, partnering with academic institutions, and hiring people with AR/VR expertise, in that order.

40. 80% of consumers feel positive about experiencing branded VR tactics.
(Source: Touchstone Research)
This is great news for marketers. Jaded by conventional forms of advertising, consumers are keen on trying out new formats that allow them to experience brand stories in a more intimate manner. This virtual reality report on marketing shows that the environment is ripe for marketers to move fast to capture audience interest.

41. 20% of consumers say a branded VR experience would make them feel more positively towards the brand.
(Source: Touchstone Research)
Only 1% would feel negative about it while the remaining consumers are neutral. If you have an advertising format where 1 in 5 customers are already in your favor for just using that format, it's your battle to lose. According to the same research, VR also has high word-of-mouth marketability, with 81% of people who had already experienced VR reporting they had told their friends about it.

42. 13% of consumers say VR experiences will cause them to shop more in physical stores.
(Source: Walker Sands)
43. 75% of Forbes World's Most Valuable Brands have invested in some form of AR/VR experience.
(Source: YouVisit)
Leading brands are catching up to the potential of VR. The number of these experiences, which could be meant for consumers or employees, is likely to be much higher considering that this data is from a 2015 research.

44. 13% of people who experience a vacation in VR go on to book a trip or get in touch with hospitality companies.
(Source: YouVisit)

A 16% increase in donations to Amnesty International UK's donations after people experienced conditions in war-torn Syria through VR.

A 190% increase in Thomas Cook's VR-promoted New York excursion revenue.

51% of Marriott's customers expressing intent to travel to more hotels in the chain after the company showed VR travel stories from other locations to them.

45. Virtual reality trends indicate an upward movement in the VR adoption rate in the US.
(Source: Finances Online, ARtillery Intelligence)
It looks like more and more people in the US will be using VR soon.

Twenty-five percentage of internet users will be using VR in the US by 2023, which amounts to about 70.2 million people.

Conclusion

A VR world for us all is not happening yet. The whole idea of VR is still new to the mainstream market and it is still unclear whether the public will take to it or not. But the industry is growing and there are surely amazing things ahead.

Wanna keep up with the latest VR trends? Keep on visiting us.

# data[].attributes.attachment_link.title
45 Virtual Reality Statistics That Rock The Market [2021]

# data[].attributes.attachment_link.description
The global AR and VR market is expected to grow to $209.2 billion by 2022. Global VR video gaming revenues reached $22.9B in 2020. There are more than 171M VR users worldwide. 78% of Americans are familiar with VR technology now. The consumer VR market worldwide is set to reach $2.6 billion by the end of 2020.

# data[].attributes.attachment_link.keywords[]
ar and vr display market premium insights

# data[].attributes.attachment_link.title
AR and VR Display Market Market Insights, Analysis by Segments | MarketsandMarkets™ KnowledgeStore

# data[].attributes.attachment_link.description
Get insights into the AR and VR Display Market market insights and latent opportunities, along with detailed analysis by segment, research methodology, premium insights, market overview.

# data[].attributes.headline
Will Metaverse make their own Crypto Currency?

# data[].attributes.subject
Will Metaverse make their own Crypto Currency?

# data[].attributes.body
Created the first NFT

# data[].attributes.attachment_link.readable_text
Bored Ape #8585 just sold on OpenSea for $2.7 million.

This is the third non-fungible token (NFT) from the Bored Ape Yacht Club (BAYC) to sell for more than $1 million in the last 30 days.

BAYC is currently the fifth most valuable NFT collection in the crypto universe.

Bored Ape #8585 is officially the most expensive non-fungible token ( NFT) in the Yacht Club collection. The trippy ape, with a king's crown, heart sunglasses, and a psychedelic body - basically the ape you want to take with you to Tomorrowland - sold for a whopping $2.7 million on the OpenSea market today.

OpenSea

And, it's the third Bored Ape to sell for more than $1 million in the last 30 days. The other two contenders are Bored Ape #2087 and Bored Ape #5199. Coincidentally, the former also has psychedelic skin.
Source:OpenSea, NFT Stats Note: Dates as per Indian Standard Time

The average price of a Bored Ape has nearly doubled since August

The Bored Ape Yacht Club (BAYC) is currently the fifth most valued NFT collection in the crypto universe, with an all-time sales volume of $567 billion.

Until two months ago, the average cost of buying one of BAYC's NFTs was under $100,00. However, today, that figure stands at $196,000.

What seems to have triggered this jump, is the legacy auction house Sotheby's wanting a piece of the action. On August 30, it announced that it would be putting 101 Bored Ape's on sale. The mini-collection sold for a massive $24.4 million on September 11.
Cryptocurrency miners are taking a toll on power grids worldwide - Russia and Belarus join other countries look to separate them from other power users
SEE ALSO:
Bitcoin's market value hits a new all-time high of $1.2 trillion

# data[].attributes.attachment_link.title
Bored Ape NFT sells for $2.7 million, making it the most expensive in Yacht Club collection

# data[].attributes.attachment_link.description
Bored Ape #8585 just sold on OpenSea for $2.7 million. This is the third non-fungible token (NFT) from the Bored Ape Yacht Club (BAYC) to sell for more than $1 million in the last 30 days. BAYC is currently the fifth most valuable NFT collection in the crypto universe.

# data[].attributes.attachment_link.readable_text
There's nothing like an explosion of blockchain news to leave you thinking, "Um... what's going on here?" That's the feeling I've experienced while reading about Grimes getting millions of dollars for NFTs or about Nyan Cat being sold as one.

In the year since NFTs exploded in popularity, the situation has only gotten more complicated. Pictures of apes have sold for tens of millions of dollars, there's been an endless supply of headlines about million-dollar hacks of NFT projects, and corporate cash grabs have only gotten worse.

All this news may have left you wondering: what is an NFT, anyhow?

After countless hours of research and discussions (most of which were against my will), I think I know. I also think I'm going to cry.

Okay, let's start with the basics.

What is an NFT? What does NFT stand for?
That doesn't make it any clearer.
Right, sorry. "Non-fungible" more or less means that it's unique and can't be replaced with something else. For example, a bitcoin is fungible - trade one for another bitcoin, and you'll have exactly the same thing.

A one-of-a-kind trading card, however, is non-fungible. If you traded it for a different card, you'd have something completely different. You gave up a Squirtle, and got a 1909 T206 Honus Wagner, which StadiumTalk calls "the Mona Lisa of baseball cards. " (I'll take their word for it.)
How do NFTs work?
At a very high level, most NFTs are part of the Ethereum blockchain, though other blockchains have implemented their own version of NFTs. Ethereum is a cryptocurrency, like bitcoin or dogecoin, but its blockchain also keeps track of who's holding and trading NFTs.
How do you pronounce NFT?
Almost everyone spells it out, saying "en eff tee." The brave call them "nefts." The enlightened have never had the word cross their lips.
What's worth picking up at the NFT supermarket?
NFTs can really be anything digital (such as drawings, music, your brain downloaded and turned into an AI), but a lot of the current excitement is around using the tech to sell digital art.
You mean, like, people buying my good tweets?
I don't think anyone can stop you, but that's not really what I meant. A lot of the conversation is about NFTs as an evolution of fine art collecting, only with digital art.

But yes, someone could buy your good tweets. The founder of Twitter sold one for just under $3 million shortly after we originally posted this article.
Could you do a real quick rundown of what the blockchain is?
Well, they're pretty complex, but the basic idea is that blockchains are a way to store data without having to trust any one company or entity to keep things secure and accurate. There are definitely nuances and exceptions there, which you can read about in our blockchain explainer, but when most people say "blockchain," that's the kind of tech they're talking about.

There's also... a lot of nuance about whether NFT's are on the blockchain or not, which we'll dig into in a bit.

I know, I feel like a real writer.
So do people really think this will be the future of collecting?
I'm sure some people really hope so - like whoever paid almost $390,000 for a 50-second video by Grimes or the person who paid $6.6 million for a video by Beeple. Actually, one of Beeple's pieces was auctioned at Christie's, the famou-
Sorry, I was busy right-clicking on that Beeple video and downloading the same file the person paid millions of dollars for.
Wow, rude. But yeah, that's the awkward bit. You can copy a digital file as many times as you want, including the art that's included with an NFT.

But NFTs are designed to give you something that can't be copied: ownership of the work (though the artist can still retain the copyright and reproduction rights, just like with physical artwork). To put it in terms of physical art collecting: anyone can buy a Monet print. But only one person can own the original.
No shade to Beeple, but the video isn't really a Monet.
What do you think of the $3,600 Gucci Ghost? Also, you didn't let me finish earlier. That image that Beeple was auctioning off at Christie's ended up selling for $69 million, which, by the way, is $15 million more than Monet's painting Nymphéas sold for in 2014.
Whoever got that Monet can actually appreciate it as a physical object. With digital art, a copy is literally as good as the original.
But the flex of owning an original Beeple...

Sales have absolutely slumped since their peak, though like with seemingly everything in crypto there's always somebody declaring it over and done with right before a big spike. Am I predicting that NFTs are about to make a comeback? Absolutely not, but I'm sure there are plenty of folks in NFT-based communities that are sure they're still on the gravy train.
Oh no you're about to talk about the apes aren't you?
If you haven't heard about the Bored Ape Yacht Club, it's one of the most successful NFT projects, with apes (which are procedurally generated and have unique characteristics) selling for millions of dollars. The company behind the series of NFTs has created a spin-off cryptocurrency, broken the blockchain for a few hours with how popular one of their sales was, and even acquired other massive NFT brands. And a reminder: this all happened because people really like saying that they own a picture of a Bored Ape.

People like, for instance, Jimmy Fallon and Paris Hilton, who discussed their apes on TV in a clip that went viral for being soooo uncomfortable.

This kind of club isn't really a new phenomenon - people have long built communities based on things they own, and now it's happening with NFTs. It could be argued that one of the earliest NFT projects, CryptoPunks, got big thanks to its community.
What's the point of NFTs?
That really depends on whether you're an artist or a buyer.

First off: I'm proud of you. Way to go. You might be interested in NFTs because it gives you a way to sell work that there otherwise might not be much of a market for. If you come up with a really cool digital sticker idea, what are you going to do? Sell it on the iMessage App Store? No way.

Also, some NFT marketplaces have a feature where you can make sure you get paid a percentage every time your NFT is sold or changes hands. That makes sure that if your work gets super popular and balloons in value, you'll see some of that benefit.

One of the obvious benefits of buying art is it lets you financially support artists you like, and that's true with NFTs (which are way trendier than, like, Telegram stickers). Buying an NFT also usually gets you some basic usage rights, like being able to post the image online or set it as your profile picture. Plus, of course, there are bragging rights that you own the art, with a blockchain entry to back it up.
No, I meant I'm a collector.
Ah, okay, yes. NFTs can work like any other speculative asset, where you buy it and hope that the value of it goes up one day, so you can sell it for a profit. I feel kind of dirty for talking about that, though.
So every NFT is unique?
In the boring, technical sense that every NFT is a unique token on the blockchain. But while it could be like a van Gogh, where there's only one definitive actual version, it could also be like a trading card, where there's 50 or hundreds of numbered copies of the same artwork.
Who would pay hundreds of thousands of dollars for what basically amounts to a trading card?
Well, that's part of what makes NFTs so messy. Some people treat them like they're the future of fine art collecting (read: as a playground for the mega-rich), and some people treat them like Pokémon cards (where they're accessible to normal people but also a playground for the mega-rich). Speaking of Pokémon cards, Logan Paul sold some NFTs relating to a million-dollar box of the-
Please stop. I hate where this is going.
Yeah, he sold NFT video clips, which are just clips from a video you can watch on YouTube anytime you want, for up to $20,000. He also sold NFTs of a Logan Paul Pokémon card.
Who paid $20,000 for a video clip of Logan Paul?! It would be hilarious if Logan Paul decided to sell 50 more NFTs of the exact same video.
Linkin Park's Mike Shinoda (who also sold some NFTs that included a song) actually talked about that. It's totally a thing someone could do if they were, in his words, "an opportunist crooked jerk." I'm not saying that Logan Paul is that, just that you should be careful who you buy from.
Are NFTs mainstream now?
It depends on what you mean. If you're asking if, say, my mom owns one, the answer is no.

But we have seen big brands and celebrities like Marvel and Wayne Gretzky launch their own NFTs, which seem to be aimed at more traditional collectors, rather than crypto-enthusiasts. While I don't think I'd call NFTs "mainstream" in the way that smartphones are mainstream, or Star Wars is mainstream, they do seem to have, at least to some extent, shown some staying power even outside of the cryptosphere.
But what do The Youth think of them?
Ah yes, excellent question. We here at The Verge have an interest in what the next generation is doing, and it certainly does seem like some of them have been experimenting with NFTs. An 18 year-old who goes by the name FEWOCiOUS says that his NFT drops have netted over $17 million - though obviously most haven't had the same success. The New York Times talked to a few teens in the NFC space, and some said they used NFTs as a way to get used to working on a project with a team, or to just earn some spending money.
Okay, but what does Keanu Reeves think of NFTs? That moment would make a great NFT.
Someone thought that too, and minted that clip as an NFT. It wasn't us though! Rampant copyright infringement is an ongoing problem in the space. One of the post popular NFT trading sites estimated that over 80 percent of the artwork minted using its free tool were "plagiarized works, fake collections, and spam." Which is, you know, not a great look?
Can I buy this article as an NFT?
No, but technically anything digital could be sold as an NFT (including articles from and , provided you have anywhere from $1,800 to $560,000). deadmau5 has sold digital animated stickers. William Shatner has sold Shatner-themed trading cards (one of which was apparently an X-ray of his teeth).
Gross. Actually, could I buy someone's teeth as an NFT?
There have been some attempts at connecting NFTs to real-world objects, often as a sort of verification method. Nike has patented a method to verify sneakers' authenticity using an NFT system, which it calls CryptoKicks. But so far, I haven't found any teeth, no. I'm scared to look.

There are several marketplaces that have popped up around NFTs, which allow people to buy and sell. These include OpenSea, Rarible, and Grimes' choice, Nifty Gateway, but there are plenty of others.
I've heard there were kittens involved. Tell me about the kittens.
NFTs really became technically possible when the Ethereum blockchain added support for them as part of a new standard. Of course, one of the first uses was a game called CryptoKitties that allowed users to trade and sell virtual kittens. Thank you, internet.
Arrrrrggggg!
Same. At one point I thought that the kittens would be used in games in a somewhat interesting ways. That glimmer of hope has been decimated by the fact that almost every salesperson in the NFT space promises that their tokens will be part of a game or metaverse.

When real game developers like Ubisoft and the studio behind STALKER have said they'd integrate NFTs into their games... people reacted VERY negatively. The companies have either had to scrap their plans entirely or severely tone down the amount of blockchain stuff in their games.

Of course, there have been a few fun experiments in the NFT space (though I'll admit that at least one of them was poking fun at the concept of NFTs), but... listen, one of the most successful NFT-based games is kind of a weird version of feudalism, and also got mega-hacked. So there's that.
At least it's not digital pet rocks... right?
In fact, there are people who spent tens or hundreds of thousands of dollars on NFT pet rocks (the website for which says that the rocks serve no purpose other than being tradable and limited).
Can I cry on your shoulder?
Only if I can cry on yours.
Could I pull off a museum heist to steal NFTs?
That depends. Part of the allure of blockchain is that it stores a record of each time a transaction takes place, making it harder to steal and flip than, say, a painting hanging in a museum.

Or at least that's the theory. In reality, many, many people have gotten their NFTs stolen by attackers using a variety of tactics. To be clear, hackers aren't always playing 5D chess here. For the ever complicated hack of the programs that control the flow of crypto, there's a case where someone was tricked into signing a transaction they shouldn't have through run-of-the-mill phishing.

Note: Please don't steal.
Should I be worried about digital art being around in 500 years?
Probably. Bit rot is a real thing: image quality deteriorates, file formats can't be opened anymore, websites go down, people forget the password to their wallets. But physical art in museums is also shockingly fragile.
But wait, doesn't the fact that they're on the blockchain make them permanent?
Okay, so this is a whole thing. Technically, yes: when you say NFT you're referring to an entry on the blockchain. However, the actual media, like the picture, GIF, or flagrant flaunting of copyright law is very rarely actually stored on the blockchain - it'd be too expensive to do that.

Sometimes the media the NFT points to is stored on a cloud service, which isn't exactly decentralized. Since this has come up as an issue, with people worried that their NFT proving they watched the Lions lose could go poof if one company goes under or changes their URL scheme, many in the NFT space have been turning to decentralized storage solutions like the InterPlanetary File System that use torrent-like technology. It's not bulletproof, but it's better than having your million-dollar JPG stored on Google Photos.
Torrent-like? So people are pirating NFTs?
No... Well, kinda, but hold that thought. The idea behind IPFS is that files are stored on a peer-to-peer network, meaning they could be stored on several computers at once. Files are given an identifier, and when a computer goes to load the file it asks the IPFS network to give it the file with that ID. Any of the computers storing it can say, "Oh, here it is!"

When you make an NFT, the content link is baked into the token. If that link goes to IPFS, it'll be pointing to something that's more permanent than, say, an image on a regular server.

In theory, anyways. Of course, distributed does not equal perfect. Experts have warned that files could still end up on a single computer, and could be lost in the case of a hard drive crash.
Okay, so what's that you said about pirating?
So someone created this site called The NFT Bay as a sort of art project, where they put up a torrent pointing to a 19TB ZIP file, which they said included every NFT on the Ethereum and Solana blockchains. There's some doubt about whether was actually a treasure trove of NFTs (if such a thing could be referred to as "treasure"), but in theory it's actually possible to scan the blockchain to find every record of an NFT being minted, and download the media it links to.

Real or not, it was an incredible piece of performance art, sparking a conversation (okay, closer to a flame war) about the right-clicker mindset.
Sorry, what on Earth is a right-clicker mindset?
Ah, sorry. "Right clicker" is sort of a joking derisive term used by NFT boosters to deride people who just don't get it. The thought is that you're completely missing the point if you think that just downloading (or pirating) a JPEG will actually get you the valuable part of an NFT.

Has anyone ever had their feelings hurt when someone tells them they have a right click mindset? Probably not, but their eyes may get a little sore from rolling so hard.
I want to maximize my blockchain use. Can I buy NFTs with cryptocurrencies?
Yes. Probably. A lot of the marketplaces accept Ethereum. But technically, anyone can sell an NFT, and they could ask for whatever currency they want.
Will trading my Logan Paul NFTs contribute to global warming and melt Greenland?
It's definitely something to look out for. Since NFTs use the same blockchain technology as some energy-hungry cryptocurrencies, they also end up using a lot of electricity. There are people working on mitigating this issue, but so far, most NFTs are still tied to cryptocurrencies that generate a lot of greenhouse gas emissions. There have been a few cases where artists have decided to not sell NFTs or to cancel future drops after hearing about the effects they could have on climate change. Thankfully, one of my colleagues has really dug into it, so you can read this piece to get a fuller picture.
Can I build an underground art cave / bunker to store my NFTs?
Well, like cryptocurrencies, NFTs are stored in digital wallets (though it is worth noting that the wallet does specifically have to be NFT-compatible). You could always put the wallet on a computer in an underground bunker, though.
What if I wanted to watch a TV show that's somehow related to NFTs?
Believe it or not, you have options! Steve Aoki is working on a show based on a character from a previous NFT drop, called Dominion X. The show's site says that it'll be an episodic series launched on the blockchain (the first short video is on OpenSea), and there are hundreds of NFTs already associated with the show.

There's also a show called Stoner Cats (yes, it's about cats that get high, and yes it stars Mila Kunis, Chris Rock, and Jane Fonda), which uses NFTs as a sort of ticket system. Currently, there's only one episode available, but a Stoner Cat NFT (which, of course, is called a TOKEn) is required to watch it.
Random question: what's an NFT party like?
My colleague went to an event linked to NFT.NYC. It sounds like it was a... unique (or should I say non-fungible?) experience.
Are you tired of typing "NFT"? This story was first published March 3rd, 2021. It has been updated to reflect new developments in NFTs.

# data[].attributes.attachment_link.title
People are spending millions on NFTs. What? Why?

# data[].attributes.attachment_link.description
NFTs, or non-fungible tokens, have been A Thing for a while now, but what's the meaning of "NFT"? A couple of high-profile stories have made us stop and go "Hey... what exactly are these things?" And you may have had the same question.

# data[].attributes.headline
Bored Ape NFTs - private club invitations

# data[].attributes.subject
Bored Ape NFTs - private club invitations

# data[].attributes.attachment_link.readable_text
Celebrities and everyone on NFT Twitter are changing their profile pictures. But why?

A few of the people who are using an NFT avatar as their profile picture on Twitter

Despite how quickly NFTs have taken off in 2021, it's still extremely early days for this new technology. We've barely scratched the surface of what it will enable and how it will change our lives.

# data[].attributes.attachment_link.title
Why Are People Using NFT Avatars As Their Profile Pictures?

# data[].attributes.attachment_link.description
Despite how quickly NFTs have taken off in 2021, it's still extremely early days for this new technology. We've barely scratched the surface of what it will enable and how it will change our lives.

# data[].attributes.attachment_link.readable_text
The nonfungible token (NFT) market is growing. According to a new report by analytics platform DappRadar, NFT trade volume soared past $10 billion during the third quarter of 2021, a sevenfold increase from the previous quarter's figure. Although a significant slice of that action comes from runaway hits like NBA Top Shot, CryptoPunks and gaming platform Axie Infinity, NFT use cases are rapidly proliferating as creators recognize their potential.

In the not-too-distant past, celebrities keen to profit from the burgeoning crypto scene had few options. Mostly, they were limited to shilling an initial coin offering (ICO) or investing their own money in a startup they deemed promising. Thanks to NFTs, however, they can now leverage their star appeal by releasing sought-after digital collectibles representing, well, just about anything: artwork, albums, trading cards, or merchandise. These tokenized collectibles can then, in turn, be traded on the open market among fans and investors.
When dollars meet the hype: The biggest NFT hits from celebrities
The music industry is a perfect proving ground for NFTs

From musicians and athletes to actors and supermodels, prominent celebrities are busy minting and auctioning a dizzying array of blockchain-based assets and commodities that appeal to the digitally-savvy crowd. Through NFTs, public figures can connect with fans in a digital realm and open up a new revenue stream into the bargain.

Earlier this year, Canadian musician Grimes sold almost $6 million worth of NFTs encompassing artwork and audio-visual animations. While some tokens were one-of-a-kind, other cheaper items had thousands of copies. Although this fact appears to contradict the NFT concept - isn't every NFT supposed to be provably unique? - the "duplicates" in question raised over $5 million.

Dropping NFTs tomorrow at 2pm EST. enter the void pic.twitter.com/l9fNFUCheX
- Grimes ᚷᚱᛁᛗᛖᛋ (@Grimezsz) February 28, 2021

It is perhaps unsurprising that musicians are increasingly leveraging NFTs to supplement their income: The shift to streaming over the last decade has massively impacted the earning power of artists. The global COVID-19 pandemic also dealt a huge blow to the industry, since many musicians had relied on live performance for income. Acts joining Grimes down the NFT rabbit hole include Snoop Dogg, Eminem, Jay-Z, Shakira, Lewis Capaldi, Steve Aoki, Shawn Mendes, Kings of Leon, Soulja Boy and Aphex Twin.
NFTs are a game changer for independent artists and musicians
Of all of the above names, Kings of Leon made perhaps the biggest splash by tokenizing their new album, When You See Yourself, and raised $2 million in the process. Interestingly, the release included half a dozen Golden Ticket auctions, with the resultant tokens entitling the holder to front-row seats to one show from every Kings of Leon tour for life. Album tokens priced at $50, meanwhile, included a limited-edition vinyl.

We are proud to support Katy Perry's highly anticipated NFT launch in December that celebrates her upcoming Play residency at the Resorts World Las Vegas hotel. Katy is one of the world's best-selling artists with all six of her albums surpassing one billion streams on Spotify. Interestingly, the NFTs will include both digital collectibles and IRL experiences - so there's something for everyone.

Creativity is at the heart of these ventures, and new NFT use cases are emerging all the time. Take blockchain-powered marketplace Royal, for instance, which allows users to purchase shares of songs they enjoy - and earn royalties as those same tracks achieve popularity. Artists, meanwhile, get to retain the majority of rights to their work while accessing direct funding from their biggest supporters. According to Royal, it's a system "where artists and fans can benefit mutually without relying on middlemen taking most of the profits." A nice idea, to be sure, and one wonders what the record label bosses make of it.

From TopShot to Topps

Music may very well prove to be the single biggest driver in pushing NFTs into the mainstream - but sports stars are also embracing NFTs en masse.

Of course, we cannot discuss the intersection of blockchain and sport without referencing NBA Top Shot, the basketball card trading game that has turned its creator Dapper Labs into a multi-billion dollar company. Top Shot gives NBA fanatics the opportunity to buy, sell and trade officially-licensed video highlights of iconic moments like Lebron's two-handed reverse windmill slam against the Houston Rockets last February - $219,000 is the lowest ask, FYI. Lest you believe that trading is concentrated among a core of diehards, Top Shot has facilitated over 13 million transactions while onboarding over a million users.

Needless to say, this formula is being replicated across other sports including baseball ( Topps MLB), soccer ( Sorare, Socios) and motor racing ( F1 Delta Time). ONE Championship, the largest mixed martial arts (MMA) promotion in Asia, also recently announced that they will be launching a marketplace on the Theta blockchain with NFTs offering exclusive access to real-world benefits such as backstage passes, ringside seats and other personalized fan experiences. Individual sportsmen and women are also mobilizing their fan bases through special NFT drops, with heavyweight champion Tyson Fury selling a one-of-a-kind token for just shy of a million dollars. The buyer also received a physical painting of the artwork, signed boxing gloves and a personal video from the self-professed Gypsy King.

It's natural to wonder where we go from here. Will the NFT bubble burst, leaving fans and investors holding a hoard of digital collectibles? Or, will we see more creative use cases emerging, with NFTs granting fans all kinds of nifty perks?
This article does not contain investment advice or recommendations. Every investment and trading move involves risk, and readers should conduct their own research when making a decision. The views, thoughts and opinions expressed here are the author's alone and do not necessarily reflect or represent the views and opinions of Cointelegraph.

# data[].attributes.attachment_link.title
Celebrities are embracing NFTs in a big way

# data[].attributes.attachment_link.description
The nonfungible token (NFT) market is growing. According to a new report by analytics platform DappRadar, NFT trade volume soared past $10 billion during the third quarter of 2021, a sevenfold increase from the previous quarter's figure.

# data[].attributes.headline
Moving towards Digital Currency over Physical Currencies 

# data[].attributes.subject
Moving towards Digital Currency over Physical Currencies 

# data[].attributes.attachment_link.readable_text
Facebook will be focusing on the metaverse.

NFTs, or nonfungible tokens, are the key to the metaverse, experts say.

With the digital tokens, people are becoming owners on the internet, instead of simply renters.

The world is still only in the very early stages of the metaverse, said crypto podcaster Andrew Steinwold.

And just like that, the term "metaverse" has gone mainstream.

Last week, social media giant Facebook announced it would change its name to "Meta" in an effort to move into the future of the internet, called Web3 or the metaverse.

Now, headlines about the metaverse, blockchain, and NFTs are dominating the news, and you might be wondering how they're all connected.

But let's start with the basics. What even is the metaverse?

Think of your physical world, the things around you, what and who you interact with. Now think of that physical world being digital. That's it. That's the metaverse.

Cathy Hackl, who has earned the title of godmother of the metaverse, put it like this to Vogue in an interview in September: "It's about the internet breaking free from the rectangles in our hands, desks and walls and being all around us."

It's like that Sims game so many grew up with, but better. Platforms like Decentraland and Cryptovoxels are already the social media of the metaverse in a way, said Andrew Steinwold, who hosts the crypto podcast Zima Red.

There, "you can build a gallery; you can put photos of yourself, just like regular social media. You can get creative, scratch that itch. You can be social. You can go talk to your neighbors, go attend events."

But what do NFTs and crypto have to do with all this?

Everything!

NFTs are the digital key to unlocking the metaverse, Shreyansh Singh, the head of Polygon's NFT and gaming arm, wrote in a Decrypt article.

An NFT, or a nonfungible token, is a unique digital asset stored on a blockchain, the same technology that underpins cryptocurrencies like bitcoin. The tokens give users ownership in the digital world.

"That was kind of the missing piece of the puzzle," said Steinwold, who's also a managing partner of NFT-focused firm Sfermion. "Now that that's enabled, the metaverse is actually coming to fruition."

Wait ... what?

Let's say you have a Fortnite skin, Steinwold said, referring to a digital outfit for your video game character. You don't actually own it, even if you spent countless hours getting it. Epic Games, which makes Fortnite, owns it.

"It's kind of up to Epic Games' total purview whatever they want to do with it," Steinwold said. "If they want to delete my account, then they can do that ... They can just say, 'You know what, Andrew tweeted "screw Epic Games" this morning, we're going to delete all this stuff.'"

It's a communist system in the sense that users add value to the system but get nothing in return, Steinwold said. With NFTs, the internet is becoming more capitalistic, "where your time-money effort is actually rewarded through ownership."

"It's like if I use Facebook, and they somehow gave me some portion of stock from commenting, from liking, from uploading photos, because I'm adding value to that platform," he said, adding that people on the internet are becoming owners, instead of renters.

Will Facebook - I mean Meta - be part of the metaverse?

Some, including a key architect of Facebook's metaverse, have been skeptical of the company's plan.

As Steinwold put it, "If Facebook turned into a decentralized organization where it was user owned and governed, that would be a true part of the metaverse."
So what's next?
We haven't seen anything yet. You may remember, perhaps, the early days of "dial-up" internet in the 1990s when aol.com was the main platform. That's where we are with the metaverse and NFTs, Steinwold said.

"It's almost like if you asked me about Google or Airbnb or Uber back in the 1990s. I couldn't even explain to you what those are," he said.

"We are not even in the first inning, like the game hasn't started. We're still warming up."

# data[].attributes.attachment_link.title
Why NFTs and the metaverse will make you an owner - not just a renter - on the internet

# data[].attributes.attachment_link.description
NFTs, or nonfungible tokens, are the key to the metaverse, experts say. With the digital tokens, people are becoming owners on the internet, instead of simply renters. The world is still only in the very early stages of the metaverse, said crypto podcaster Andrew Steinwold. And just like that, the term "metaverse" has gone mainstream.

# data[].attributes.attachment_link.description
View the full list of all active cryptocurrencies.

# data[].attributes.attachment_link.readable_text
From April 12 to October15, 2021, the total value of sales involving non-fungible tokens (NFTs) in the art segment fluctuated. As of April 12, 2021, NFT sales recorded during the previous 30 days generated an aggregated value of nearly 64 million U.S. dollars. As of October 15, 2021, the aggregated sales value over 30 days amounted to roughly 336.6 million U.S. dollars.

What is an NFT?

Non-fungible tokens are unique digital goods that are stored in blockchain. They are mainly used within the art market to prove the authenticity of digital works of art. While digital artworks could be indefinitely shared online, digital art in the form of an NFT becomes a unique asset. The process of turning a digital file into an NFT is called minting, while the art created through this process is usually defined as crypto art.

The NFT art market

Once an artwork has been minted, it can be purchased. In March 2021, auction house Christie's sold an NFT digital collage by American artist Beeple for the staggering price of 69.3 million U.S. dollars, making it the most expensive NFT sold worldwide. After the auction, NFT interest exploded. However, the 30-day aggregated sales volume of NFTs in the art segment fluctuated significantly from April to October 2021.

# data[].attributes.attachment_link.title
NFT sales value in the art segment October 2021 | Statista

# data[].attributes.attachment_link.description
From April 12 to October15, 2021, the total value of sales involving non-fungible tokens (NFTs) in the art segment fluctuated. As of April 12, 2021, NFT sales recorded during the previous 30 days generated an aggregated value of nearly 64 million U.S. dollars.

# data[].attributes.headline
Question: How will the Metaverse expand through Crypto and NFTs and how does it clash with the real world?

# data[].attributes.subject
Question: How will the Metaverse expand through Crypto and NFTs and how does it clash with the real world?

# data[].attributes.attachment_link.title
NYPD using VR to train for active shootings and real-life scenarios

# data[].attributes.attachment_link.title
An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective

# data[].attributes.attachment_link.description
Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism…

# data[].attributes.attachment_link.title
The Metaverse and How We'll Build It Together -- Connect 2021

# data[].attributes.body
Ethereum (ETH)
Litecoin (LTC)
Cardano (ADA)
Polkadot (DOT)
Bitcoin Cash (BCH)
Stellar (XLM)
Dogecoin (DOGE)
Binance Coin (BNB)
Tether (USDT)
Monero (XMR)