Is the Metaverse useful and how to use it for business

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<p>In October 2021, Facebook renamed itself Meta and bet the company on a word most people couldn&rsquo;t define. Reality Labs, the division building that bet, has since become one of the most expensive experiments in corporate history — losing $13.7 billion in 2022, $16.1 billion in 2023, and $17.7 billion in 2024, and climbing. That is not a rounding error; that is the GDP of a small country, spent annually, on a thing your business is now being told it must have a strategy for.</p> <p>So let me offer the sceptic&rsquo;s version, because the breathless one is everywhere already. I self-host most of my own tools and I&rsquo;m allergic to being sold a platform, which makes me exactly the wrong audience for metaverse marketing and, I&rsquo;d argue, exactly the right person to ask whether any of it is actually useful. Some of it is. Most of it, for most businesses, is expensive theatre. Here&rsquo;s how to tell which is which.</p> <h2 id="what-the-metaverse-actually-is-and-isnt">What the &ldquo;metaverse&rdquo; actually is (and isn&rsquo;t)</h2><div class="ad-unit ad-in-article" aria-label="Advertisement"> <span class="ad-label">Advertisement</span> <ins class="adsbygoogle" style="display:block;text-align:center" data-ad-client="ca-pub-3726833845844946" data-ad-slot="3291553914" data-ad-format="auto" data-full-width-responsive="true"></ins> <script>(adsbygoogle = window.adsbygoogle || []).push({});</script> </div> <p>Strip away the marketing and there is no single thing called <em>the</em> metaverse. There is a bundle of real technologies — VR headsets, AR overlays, persistent 3D spaces, spatial audio — and a marketing narrative that these will fuse into one shared, persistent, interoperable virtual world. The technologies are real and improving. The unified world is, for now, aspirational: today&rsquo;s &ldquo;metaverses&rdquo; are walled gardens that don&rsquo;t talk to each other, which is roughly where the web was before hyperlinks. Meta&rsquo;s Horizon doesn&rsquo;t connect to anyone else&rsquo;s platform, and there&rsquo;s no shared standard forcing it to.</p> <p>The useful mental model is not &ldquo;a new internet&rdquo;. It&rsquo;s &ldquo;video calls, but you can share a 3D space&rdquo;. That&rsquo;s a much smaller, much more honest claim, and it&rsquo;s the frame that tells you where the technology earns its keep and where it doesn&rsquo;t. If a task is genuinely improved by feeling like you&rsquo;re standing next to someone in a room that doesn&rsquo;t exist, VR helps. If it isn&rsquo;t, you&rsquo;re paying for headsets to do a job a Zoom call already does better.</p> <p>It&rsquo;s also worth separating two technologies the marketing deliberately blurs together. <strong>VR</strong> (virtual reality) replaces your view entirely — you&rsquo;re inside a fully synthetic space, and you can&rsquo;t see the real room. <strong>AR</strong> (augmented reality) overlays digital content onto the real world you can still see. These have almost nothing in common as business tools despite being sold under one umbrella. AR&rsquo;s killer use — a technician seeing repair instructions overlaid on the actual machine in front of them, hands free — is genuinely valuable <em>because</em> it keeps you in reality. VR&rsquo;s value comes from the opposite: total immersion for training or design where the real world would be a distraction or a hazard. Conflating them is how you end up buying the wrong hardware for your problem. Decide which one your use case actually needs before anyone shows you a demo, because the demo will always be gorgeous and always be selling.</p> <h2 id="the-handful-of-cases-where-it-genuinely-pays-off">The handful of cases where it genuinely pays off</h2> <p>I&rsquo;m not a blanket cynic here — there are real, defensible uses, and they cluster around one property: <strong>spatial presence</strong>. When the value of the interaction comes from being <em>in a space</em> rather than just <em>seeing a face</em>, VR does something a flat video call can&rsquo;t.</p> <p><strong>Training for physical, high-stakes, or expensive-to-rehearse tasks.</strong> This is the strongest case by a distance. Surgeons rehearsing a procedure, warehouse staff learning a picking route, technicians practising on equipment that costs a fortune or is dangerous to get wrong — VR lets people build muscle memory without the real-world cost of failure. Walmart, Boeing, and several medical schools have run programmes here with measurable results, because the alternative (real equipment, real risk, real downtime) is genuinely more expensive.</p> <p>The economics here are unusually clean, which is why these programmes survive when the flashier ones get quietly cancelled. If training on the real thing means taking a production line offline, flying instructors to a site, or risking damage to hardware worth six figures, then a headset and a simulation that a hundred trainees can run repeatedly is straightforwardly cheaper. The value isn&rsquo;t the novelty of VR; it&rsquo;s that you&rsquo;ve replaced a scarce, expensive, dangerous physical resource with software. That&rsquo;s a real substitution with a real number attached, and it&rsquo;s the pattern to look for. When someone pitches you a VR project, the first question is always: what expensive or dangerous real-world thing does this let us stop doing? If there&rsquo;s a clear answer, keep listening. If the answer is &ldquo;well, it&rsquo;s more engaging&rdquo;, you&rsquo;re being sold theatre.</p> <p><strong>Design review of physical objects and spaces.</strong> Architects walking clients through a building before it&rsquo;s built, car designers evaluating a full-scale model without milling one, factory planners checking sight-lines on a line that doesn&rsquo;t exist yet. Reviewing a 3D thing in 3D beats reviewing it as a rendering on a monitor, and the saving — a design flaw caught before it&rsquo;s poured in concrete — is large and concrete.</p> <p><strong>Distributed teams that share visual or spatial work.</strong> A whiteboard you can all stand around, a data visualisation you can walk through, a 3D model you can point at together. This overlaps heavily with the tooling questions any remote team faces; if you&rsquo;re already thinking hard about the cost and lock-in of your collaboration stack, it&rsquo;s worth reading how <a href="/story/the-saas-trap-how-per-seat-pricing-pushes-you-toward-self-hosting/">per-seat SaaS pricing quietly pushes you toward self-hosting</a>, because metaverse platforms are per-seat SaaS with an unusually expensive hardware dependency bolted on.</p> <h2 id="where-its-expensive-theatre">Where it&rsquo;s expensive theatre</h2><div class="ad-unit ad-in-article" aria-label="Advertisement"> <span class="ad-label">Advertisement</span> <ins class="adsbygoogle" style="display:block;text-align:center" data-ad-client="ca-pub-3726833845844946" data-ad-slot="3291553914" data-ad-format="auto" data-full-width-responsive="true"></ins> <script>(adsbygoogle = window.adsbygoogle || []).push({});</script> </div> <p>Now the part the vendors won&rsquo;t tell you. For a great many &ldquo;metaverse for business&rdquo; pitches, the honest analysis is that a video call does the job better, cheaper, and without asking anyone to wear a headset that makes them nauseous after forty minutes.</p> <p>Ordinary meetings are the clearest example. The pitch is that a VR meeting recreates &ldquo;being in the room&rdquo;. In practice you get a legless cartoon avatar, no eye contact, a device strapped to your face, and worse audio than a decent conference call. The body language that supposedly makes VR meetings special is mostly synthesised and mostly wrong. For a status update or a planning session, VR adds friction and subtracts nothing. Meta&rsquo;s own internal meeting tool is a fine tech demo and a poor daily driver, which is why even Meta employees mostly use flat video calls like everyone else.</p> <p>The honest test is simple: <strong>would this interaction be meaningfully worse as a video call?</strong> If the answer is no, you don&rsquo;t need the metaverse for it. If the answer is &ldquo;yes, because the spatial dimension is the point&rdquo; — a building walkthrough, a hands-on training sim — then the headset earns its place. Most day-to-day business interaction fails that test, which is exactly why the trillion-dollar consumer metaverse hasn&rsquo;t materialised even after tens of billions in spend.</p> <h2 id="the-practical-cost-nobody-budgets-for">The practical cost nobody budgets for</h2> <p>If you do have a real use case, budget honestly, because the headset price is the smallest line item. VR content is expensive to produce — a good training simulation is closer to commissioning a small video game than making a slide deck. Headsets need managing, updating, charging, cleaning, and replacing; they are shared devices with hygiene and inventory problems ordinary laptops don&rsquo;t have. And the platforms are walled gardens, so whatever you build on one vendor&rsquo;s system is a bet on that vendor still existing and still charging a price you can stomach in five years.</p> <p>This is the same trap that catches every &ldquo;just adopt the platform&rdquo; decision, and it&rsquo;s worth being as ruthless about it here as with any other infrastructure choice. The same accounting discipline I&rsquo;d apply to whether <a href="/story/the-home-lab-upgrade-trap-when-good-enough-should-be-good-enough/">a home lab upgrade is actually worth it</a> applies tenfold to a corporate VR rollout: what problem does this solve that the boring existing tool doesn&rsquo;t, and is the delta worth the total cost of ownership rather than the sticker price? If you can&rsquo;t answer that in one sentence, you&rsquo;re buying theatre.</p> <h2 id="a-sane-strategy-if-you-want-one">A sane strategy, if you want one</h2> <p>For most businesses, the correct metaverse strategy in the near term is: <strong>watch, pilot narrowly, commit to nothing broad.</strong> Concretely:</p> <ul> <li><strong>Find the one spatial use case that actually pays.</strong> Training, design review, or a specific customer-facing showpiece. Ignore the &ldquo;virtual office&rdquo; fantasy entirely.</li> <li><strong>Pilot with a handful of headsets and a fixed budget</strong>, and measure against the boring alternative you already have — not against the vendor&rsquo;s demo.</li> <li><strong>Avoid deep platform lock-in.</strong> Prefer tools and content you can move if the vendor pivots or triples the price, and treat interoperability promises as marketing until a standard actually ships.</li> <li><strong>Keep your everyday collaboration flat.</strong> Video calls, shared docs, chat. The metaverse is a specialist tool, not a replacement for the tools that already work.</li> <li><strong>Watch the hardware curve before scaling.</strong> Headsets are getting lighter, cheaper, and less nauseating every generation. A pilot that fails today on comfort or price might pass in two years on the same use case. There&rsquo;s no prize for being first, and a great deal of money to be lost being early.</li> </ul> <p>The through-line in all of this is discipline. The metaverse pitch works precisely because it&rsquo;s vague — &ldquo;you need a strategy for the future of work&rdquo; is unfalsifiable, so it can&rsquo;t be argued with, only bought. Refuse the vagueness. Insist on a specific task, a specific cost it removes, and a specific way to measure whether it worked. Every genuinely successful VR-in-business story I&rsquo;ve seen shares that shape: someone identified one expensive physical problem and pointed a headset at it. Every failure I&rsquo;ve seen shares the opposite shape: someone bought the vision first and went looking for a problem afterwards.</p> <h2 id="the-verdict-useful-narrowly">The verdict: useful, narrowly</h2> <p>Is the metaverse useful for business? Yes — for a small, specific set of tasks where spatial presence is genuinely the point, and where the cost of doing it in the real world is high. For those, VR is a real tool that saves real money, and I&rsquo;d happily recommend it.</p> <p>For everything else — the vast majority of meetings, collaboration, and &ldquo;engagement&rdquo; the marketing gestures at — it&rsquo;s a solution hunting for a problem, and the honest answer is that your existing video calls and shared documents are already better. The companies that will benefit are the ones that treat it as a precise instrument for a specific job, not as a strategic imperative because a trillion-dollar company renamed itself after it. Spend on the use case, not on the word. And if a vendor can&rsquo;t tell you, in one plain sentence, what the headset does that a screen doesn&rsquo;t — smile politely, keep your headset in its box, and keep your money in the bank where it belongs.</p>
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Smarc
Written by Smarc

Founder and editor of vo.rs. A lifelong tinkerer who self-hosts far more than is sensible, hardens Linux boxes for fun, and prods the latest AI tools to see what they can really do. The how-to guides here are the notes Smarc wishes had existed the first time round.