Immersive VR Worlds

The Sinespace Metaverse Is a Full Engrossing VR Social Experience

Social virtual reality has generated quite a bit of buzz, but the Sinespace metaverse may be the first perfect VR social hub. Since the release of commercial VR headsets, such as the Oculus Rift, HTC’s Vive and Samsung’s GearVR, numerous social VR projects have been released. While projects such as Facebook Spaces, Altspace, VR Chat and Sansar have produced admiral content, none have cracked the code the same way Sinespace has. The metaverse created by Sinespace claims to be the first true VR metaverse and already has thousands of users, as well as institutions like the U.S. Department of Defense, the Smithsonian, the University of Edinburgh, Michigan State University and many more.

The Sinespace metaverse is currently only available for PC and will run on HTC’s Vive, the Oculus Rift and Microsoft’s Windows Mixed Reality. Part of the success of Sinespace is the engine the metaverse is built on. By utilizing the Unity engine -- a common engine used in creating games -- the developers can easily address issues and add content without breaking the experience. This makes the metaverse completely modular and allows for evolution in design.

Social Virtual Reality
Opportunities arise for businesses to create social VR experiences with increased immersion and modular design using engines like Unity.
Full VR Metaverse
Innovation is needed to create VR experiences and environments for a full and truly immersive metaverse that users can easily access and use.
Institutional VR Use
New disruptive innovation opportunities can be created by utilizing VR in institutional settings like the U.S. Department of Defense, the Smithsonian, and universities.

Who This Affects Most

Gaming
Gaming industries can benefit from creating VR experiences with increased immersion and modularity using engines like Unity.
Social Media
Social media industries can innovate by incorporating virtual reality into their platforms to create VR social experiences like Sinespace.
Education
Education and research industries have the opportunity to develop new and innovative virtual reality curriculum and experiences for students and staff.
SCORE
2.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 44%
Activity 31%
Freshness 8%