This includes the production of wearable devices, specialised optics and displays, as well as audio and sensory equipment.
These companies are expected to allow end-users to transcend physical spaces and fully immerse themselves into the metaverse.
Apple is a key example here, being a pioneer of wearables in the form of its Apple watch. Notably, however, Apple is reportedly working on headsets that could replace smartphones as the interface for metaverse users in the future.
Creator economy
The second segment, creator economy, refers to companies that offer consumer software tools, social media, and other distribution platforms that make it possible for individual creators to create, share, and transact directly with their consumers.
This includes the provision of programmes and services used for editing and sharing user-generated content.
These companies are expected to unlock the value chain of the creator economy in the metaverse.
A key example here is Autodesk, a design software company. Notably, Autodesk recently acquired an XR software developer called The Wild, showing its metaverse potential.
Digital infrastructure
The third segment is digital infrastructure. Companies in this segment are those engaged in the development, operation and distribution of technologies, services and hardware related to network infrastructure, big data, digital platforms and cloud computing.
Examples are F5 and Nutanix.
Digital marketplace
The fourth segment is companies engaged in the provision of a digital marketplace. This includes platforms and services to facilitate virtual interactions and online commerce, as well as the integration of social network platforms.
These companies are expected to play a key role in the digital economy of the metaverse. Key names include Shopify and JD.com.
Virtual shopping has the potential to become a core commercial part of the metaverse. Leaked documents show that Meta (Facebook) views Shopify as a direct competitor.
Meanwhile, Shopify has eyes on developing its AR shopping capabilities, allowing users to try on clothes virtually ahead of purchase.
Gaming
Fifth on the list is gaming. This encompasses businesses involved in the provision, development, and distribution of technologies, infrastructure and hardware used for the creation, streaming, and consumption of online gaming and e-sports content.
This includes the development of online games, the production of gaming equipment, as well as the provision of services and platforms necessary for the functioning of the gaming ecosystem expected to be central to the metaverse.
Skillz, an online mobile multiplayer video game competition platform, is a prominent example here. Also, Nintendo has stated its intention to develop its metaverse capabilities.
Digital payments
Finally, digital payments should underpin the entire commercial element of the metaverse.
The Solactive metaverse index regards these as companies engaged in the development, distribution and integration of infrastructure, software and applications related to digital payment services and blockchain technologies.
This includes digital payment processes, platforms, including fiat currency on-ramp to decentralised finance applications. These companies are expected to provide the payment rails for the metaverse.