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Strategies & Market Trends : 2026 TeoTwawKi ... 2032 Darkest Interregnum -- Ignore unavailable to you. Want to Upgrade?


To: Cogito Ergo Sum who wrote (180127)11/8/2021 8:18:53 PM
From: TobagoJack  Read Replies (2) | Respond to of 217588
 
I think the FED should support national security imperative based on current mandate of price stability and employment near-full, and QE directly into metaverse by buying coins

:0)

Cannot let the CCP China China China do a rare-earth number in metaverse

TikTok was and remains a non-issue, comparatively

Whereas the metaverse is consequential, or as the Jack says, “a big-brain problem”

archive.ph

China Has the Jump on Building the Metaverse | Barron's

Nov. 4, 2021 6:25 pm ET


The Beijing headquarters of ByteDance, the parent company of video-sharing app TikTok.GREG BAKER/AFP via Getty Images

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Mark Zuckerberg lately introduced Western financiers to the metaverse, an immersive online realm that may someday yield enormous profit. Chinese investors were all over it already.
Young companies such as AVIT (ticker: 300264.China), which builds cool virtual-reality gear, and cutting-edge game designer Shenzhen Zhongqingbao Interaction Network (300052.China) have multiplied in value this year based on their metaverse promise.

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Chinese tech giants are catching the meta bug, too. Tencent Holding(700.Hong Kong), TikTok parent ByteDance, and e-commerce champion Alibaba Group Holding (BABA) are busy trademarking meta versions of existing “two-dimensional” services and making nine-figure investments in meta start-ups.
“The key assets for the metaverse are scale and the IP [intellectual property] to create an immersive, synchronous experience,” says Igor Tishin, an analyst at Harding Loevner. Companies with those assets are concentrated in two places: the U.S. West Coast and China’s South Coast.

Tencent has a big head start over Meta Platforms, Zuckerberg’s re-christened Facebook empire, through its huge franchise in online gaming, the main portal for early metaverse adopters, says Marko Papic, chief strategist at the Clocktower Group. Millions of Chinese already earn money acting as “game partners,” playing with strangers for a fee, or “gold farming,” acquiring online trinkets and selling them for real-world money. “Chinese interactive mobile platforms, and Tencent in particular, have innovated beyond the U.S. or anyone else,” Papic says.
The only thing that can stop them is China itself, and it might. Beijing once cheered the development of virtual and “augmented” reality, the building blocks of the metaverse. The disciplines got a nod in China’s last five-year plan, and were included in the China 2025 blueprint for matching the U.S. as a technology power.

Now, such next-gen wizardry has become suspect, along with the rest of internet-based commerce. The state-owned Securities Times took a whack at highflying metaverse stocks in September. Those who “blindly invest in such a grand and illusory concept as metaverse will be burnt in the end,” it warned.

The admonition may be warranted, says Brendan Ahern, chief investment officer at KraneShares, which operates a suite of China-focused exchange-traded funds. “You might see some of these companies as the GameStops of China,” he says. “Enthusiasm is somewhat detached from fundamentals.”

More ominous for meta entrepreneurs is Beijing’s broader tilt against gaming. It recently limited minors to three hours a week, at least in theory, and coerced the industry into a pledge to avoid game content that “distorts history,” enhances “money worship,” or encourages “sissy pants” gender erosion. These elastic prohibitions could undo China’s early advantage in building the metaverse, Papic argues. “Chinese policy makers may be handing Facebook an open lane because they decided that computer games are a waste of time,” he says. They have certainly cast a shadow over Tencent, whose shares are down 15% this year.
It’s early days in the metaverse race, however. Tishin and Papic envision a decade’s gestation period, giving China time to fine-tune policy. Nor will the race have just one or two winners. Multiple breakthroughs are needed in hardware—virtual-reality headsets that don’t weigh a ton, sensors that convey subtleties of movement and body language—and software that can bring thousands or millions together for a common virtual experience; current gaming systems max out at 100.

Chinese companies, new and established, will have a big role to play.

Email: editors@barrons.com

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