Johannesklingebiel Hype NFT Metaverse VRForget about Gartner's Hype Cycle for a moment — which after all, having been around since 1995, has lost much its hype– here's a really interesting chart from researcher Johannes Klingebiel for thinking about hype. (At right; to read each category description, click to embiggenate.)

Background from Johannes here:

Hype is an interesting thing. It‘s rightfully often spurred as misleading bullshit or ignorant boosterism but it also has its uses. In short: when it comes to creating a new technology you need to sell a vision to attract the resources you need (people, investment, etc.). Hype can also act as glue. At its best, it can create a shared vision pulling the actors in the same direction and thus creating a self-fulfilling prophecy.

One important component of hype is thus a set of promises of what the technology can achieve in the future for you dear reader. These might range from solving a particularly annoying problem to creating new markets, making you heaps of money, or even revolutionizing a whole field and changing society as a whole.

Open question for readers: When it comes to the categories that New World Notes regularly writes about — virtual worlds, the Metaverse, VR, and (sometimes) NFTs and cryptocurrency — where does each one currently fit?

My take below:

  • Virtual worlds: Marketing Claims. 
  • Virtual reality: Exaggerated Returns.
  • The Metaverse: Utopian Futures as it's usually described in the current hype wave, Marketing Claims if it's written in relationship to metaverse-type platforms with actual mass market user bases.
  • NFTs: Magical Thinking verging on Othering.
  • Cryptocurrency:  Very much Othering.

Discuss! 

Via Kottke.org

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One response to “Where Do Virtual Worlds, the Metaverse, VR, NFTs & Cryptocurrency Sit on Klingebiel’s Hype Scale?”

  1. RolandLegrand Avatar

    I think a category like NFT is a bit broad. Yes, there are Othering-like phenomena, but there are also marketing claims of very concrete projects such as in the indie fashion industry, often building bridges between physical and virtual realms.

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