The Metaverse Is Built by Gen Z Not Tech Giants

Mark Zuckerberg wants you to believe the metaverse is a hardware problem. He has spent billions on headsets, haptic gloves, and a digital horizon that looks like a corporate waiting room. But the real metaverse was never about better goggles. It was about something far more basic: a generation that stopped treating their online self as a costume.
The paper that rewrites the story is called “A Metaverse: Taxonomy, Components, Applications, and Open Challenges,” published in IEEE Access in 2022 by Sangmin Park and Young Gab Kim. It has already been cited over 1,700 times. Not because it predicts the future, but because it noticed something that happened right in front of us: Generation Z does not experience a split between their real life and their digital life. They never did. And that single psychological fact, more than any venture capital or hardware breakthrough, is what makes the metaverse possible.
Previous attempts at virtual worlds, like Second Life, treated the online self as a vacation from reality. You logged in, you became an avatar, you logged out. The boundary was clear. Park and Kim write that the current metaverse is “based on the social value of Generation Z that online and offline selves are not different” (Park & Kim, 2022). That is not a minor generational quirk. It is the entire foundation.
Why Your Avatar Stopped Being a Costume

Think about what happens when a teenager spends six hours in a game like Roblox. They are not role playing. They are not pretending to be someone else. They are building, trading, socializing, and creating value in a space that feels as real as their bedroom. When they log off, the friendships, the status, and the virtual currency do not vanish. They carry over into group chats, school hallways, and real world meetups.
Park and Kim argue that this continuity is the defining feature of the current metaverse, and it is driven by deep learning based technologies that make the experience feel seamless. High precision recognition models and natural generation models now allow avatars to mirror facial expressions, body language, and voice in real time (Park & Kim, 2022). The technology is catching up to what Gen Z already believed: your digital body is not a mask. It is an extension of you.
The paper breaks the metaverse into three components: hardware, software, and contents. But the authors are careful to say that a marketing or hardware focused approach misses the point. The real engine is social. The metaverse works because Gen Z does not need to be convinced to live there. They already do.
The Three Layers Nobody Talks About

Most reporting on the metaverse focuses on the headset. Park and Kim take a different approach. They organize the metaverse into three components and three approaches: user interaction, implementation, and application. It sounds academic, but it reveals something practical.
Hardware Is the Boring Part
The paper acknowledges that hardware matters for immersion. But it also notes that the current metaverse is “mobile based always on access” (Park & Kim, 2022). The most successful metaverse platforms today, Roblox and Fortnite, run on phones. You do not need a $1,500 headset. You need a device that is already in your pocket.
This is a direct challenge to the Facebook/Meta strategy. If the metaverse requires expensive hardware to access, it will remain a niche product for enthusiasts. If it runs on a smartphone, it scales to billions. Gen Z chose the phone. The tech giants are still trying to sell the headset.
Software Is the Bridge
The software layer is where the neural net methods come in. Park and Kim highlight deep learning based high precision recognition models that allow the system to understand your gestures, your voice, and even your emotional state. Natural generation models then produce responsive environments that feel alive.
What this means in practice: when you smile in real life, your avatar smiles. When you speak, the world around you reacts. The technology is not just about rendering graphics. It is about making the digital world feel like it knows you. That is what makes the boundary between online and offline blur. And that is what Gen Z expects as a baseline.
Contents Are the Real Economy
The content layer is where the paper gets interesting. Park and Kim analyze three representative metaverse examples: the film Ready Player One, the game Roblox, and Facebook’s research efforts. They conclude that Roblox, built by and for a younger generation, is the most successful because it treats users as creators, not consumers.
Roblox does not just host games. It provides the tools for anyone to build a game, sell virtual items, and earn real money. The platform has its own currency, its own economy, and its own social norms. Park and Kim note that this aligns with the “social value of Generation Z” (Park & Kim, 2022). They do not want to visit a metaverse. They want to build it.
What the Paper Actually Measures (and What It Does Not)
The study is a taxonomy, not an experiment. Park and Kim do not run a lab study with 200 subjects. They conduct a comprehensive analysis of existing technologies, platforms, and research. They map the field. They identify patterns. They draw a line from Gen Z’s psychology to the technical requirements of a functional metaverse.
This is both the strength and the limitation. The paper gives you a framework for understanding why some metaverse efforts succeed and others fail. It does not give you a step by step blueprint for building one. It does not predict which company will win. It tells you that the winning approach will be the one that takes Gen Z’s values seriously.
The authors also identify open challenges. Privacy, security, and social influence are not solved. The metaverse will generate enormous amounts of personal data. Facial expressions, voice patterns, biometric data, spending habits. Who controls that data? How do you prevent manipulation? Park and Kim flag these as “constraints and open challenges” (Park & Kim, 2022). They do not pretend to have answers.
The Tech Giants Are Playing Catch Up
This is where the story gets uncomfortable for Silicon Valley. The paper was published in 2022. At that point, Facebook had already rebranded to Meta and announced a $10 billion annual investment in metaverse technologies. But Park and Kim’s analysis suggests that Meta is solving the wrong problem.
Meta is building a metaverse from the top down. They control the hardware, the software, and the content. They decide what you can do and how you can do it. It is a broadcast model dressed up as a virtual world.
Gen Z built their metaverse from the bottom up. Roblox started in 2006 as a physics sandbox. It grew through user generated content. The company did not invent the metaverse. It just provided the tools and got out of the way. The same is true for Fortnite, which evolved from a battle royale game into a social platform where you can watch a concert, play a game, or just hang out.
Park and Kim’s paper makes this distinction clear. The metaverse is not a destination you build. It is a set of conditions you create. The condition that matters most: treating the online self as real.
What This Actually Means
The paper changes how you think about the metaverse. It is not a technological problem. It is a social one. Here is what that means in practice.
- ▸If your metaverse strategy starts with hardware, you are already behind. The platform that wins will run on devices people already own. Gen Z proved this with Roblox on phones.
- ▸User generated content is not a feature. It is the entire model. Gen Z does not want to consume a metaverse. They want to build it, trade in it, and own parts of it. Platforms that treat users as creators will outlast platforms that treat them as audiences.
- ▸The boundary between online and offline is not going to return. Park and Kim show that Gen Z does not experience a split. Attempts to enforce a boundary, like mandatory disconnection features or separate identities, will feel artificial and fail.
- ▸Privacy and data ownership are not solved. The paper flags these as open challenges. The metaverse will collect more personal data than any previous platform. The companies that figure out how to protect that data while still enabling rich interaction will have a lasting advantage.
- ▸The metaverse is already here. It is not a future technology. It is Roblox, Fortnite, and the social spaces where millions of young people already spend their time. The question is not whether the metaverse will exist. It is whether the tech giants can adapt to a world that Gen Z already built.
References
- [1]Sangmin Park, Young‐Gab Kim (2022). A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE AccessDOI· 1,733 citations
