6 min readSep 16, 2022

Technological developments continue to surprise the society with each passing day and change the habits of the society. Innovations that affect professional office life, online business institutions and self-development, and technological developments that affect the academic world create online classes. Each sector continues to make a share of itself from this development and improvement process. Of course, the entertainment industry is one of the factions of this issue.

It is a fact seen in world history that the beginning of all great changes is a moment of crisis. Because moments of crisis create their own solutions, and it is understood in the long run whether the solutions found in this process are effective or not. This is how the digitalization of the entertainment industry accelerated.


The pandemic, which emerged in Wuhan, China in 2018, and spread all over the world as of 2019, had seriously damaged the entertainment industry as well as hindering many aspects of life. When the subject is examined within itself, it will be easily noticed that the entertainment sector is one of the first sectors whose activity level is reduced in case of any crisis at the national or global level. It was like this during the pandemic process, and especially in the early stages, a significant majority of the society accepted these obstacles as the logic of arbitrary prevention for health and did not show any reaction to this situation. At this point, even if we leave aside the positive effects of art and artists on the mood of society, it can be said that thousands of workers working in the entertainment sector have been forced into a serious economic crisis. So much so that many set workers were unemployed or taken on long-term unpaid leave because the cinemas were closed. Since indoor stage shows were canceled, it became difficult for many employees, from light attendants to voice assistants, to earn a financial income. In the same way, news has been announced that thousands of musicians from all over the world are going through difficult economic times for a long time, and even the suicide rate has increased significantly in this segment.


In this crisis period, the first to free itself from the entertainment sector fractions was the cinema sector, which opened a new window by adapting to the digitalization of the world. Online broadcast platforms established by giant companies such as Netflix, Amazon, and HBO Max now carry not only archived content, but also the most up-to-date movies and series. In this way, people can access the most up-to-date content comfortably and safely without leaving their homes. So much so that this opportunity has become a habit that people continue after the pandemic. Just like the cinema industry, the music and entertainment industry took a step into the digital world after this painful process and started a new era.


In fact, the Fortnite company, which first entered the market as a Battle Royal type game, but later expanded its services, held a concert with the world-famous DJ Marshmello in 2019. This concert was a concert in the Fortnite universe where the audience could only participate with their online avatars and Marshmello performed his show with his avatar, and approximately 11 million people watched the concert live. With this interest, the American Hip Hop artist Travis Scott performed a much larger and resounding concert on the same platform after a short while. The concert, which consisted of 9 minutes, was watched live by 45 million people on the platform, and more than 120 million people on platforms such as Youtube and Twitch. In addition, those who followed the concert on the platform directly interacted with the artist and experienced opportunities that they would not have the chance to experience in a physical concert. The fee that this concert brought to the artist was 20 million dollars. Considering that the artist earned less than $1 Million per show on the world tour that he started shortly after this event, this online event has become a much more affordable and lucrative opportunity for both the organizers, the artist and the audience. In addition to giving the audience the chance to interact directly with the artist, stage shows that were almost impossible to see in the physical world were presented in these events without physical boundaries. Moreover, they participated in this experience from the comfort of their home, without paying exorbitant prices for tickets. Of course, this advantage had a significant impact on the number of participants, and this high participation created an effective advertising space for brands, and many world-renowned brands participated in these events with their company identities.

That this year’s party of the world-famous award organization Brit Awards was held in a metaverse universe and world-famous musicians took the stage at this party.


As can be understood from the example of the party, the music industry has also taken its share from the digitalization of entertainment organizations. World-renowned artists such as Justin Bieber, Ariana Grande, and Jean Michel Jarre have put on high-level stage shows in different meta-universes where they don’t care about the limits of the physical world. Moreover, the number of listeners they met at these shows was on average 10 times higher than at real concert events, and of course, their income from the events increased at this rate. Not only artists but also viewers and listeners can easily realize the advantages of adapting these shows to the digital world. Thanks to these digital events, the audience can experience this experience by having the opportunity to interact with the artist personally, with world-famous names, without leaving the comforts of their homes, at much more reasonable prices, and with stage shows that cannot be performed in real life.


It was a situation that proved that the branches of art were affected by the digital revolution, with the progress of the NFT industry, and it started to affect the music market much more than before, especially with the events held in the metaverse universes. However, the effect of digital on art was not satisfied with this, and the cinema industry began to adapt to the worlds of the metaverse. The metaverse universe that Facebook, with its new name Meta, has established, allows Horizon Worlds users to shoot movies in their own universe, and of course, the footage to be recorded in such a universe significantly reduces the cost. It is expected that this opportunity and offer, which is very attractive for young filmmakers, will become widespread in the future and similar opportunities will emerge in other metaverse universes.


It must be admitted that the interest and investments of all metaverse realms on the subject are not at the same level yet. In addition, the right investment, environment and infrastructure are very critical to ensure optimum effectiveness in social activities. The Atlas Space Metaverse universe completes its preparations for this aspect of the digital process and establishes a space, one of the islands of the Atlas Space universe, whose purpose is purely for users to experience both performing arts and all aspects of sensory art. In this field called Artlantis, Power Group, one of the Saran Group companies, collaborates with Atlas Space to bring radio booths, podcast studios and stages to this universe. Thus, Atlas Space guests can participate and experience the art process as much as they want, from the studio stage to the stage stage.

In our previous article, we examined the promises of Metaverse worlds to users and the impact of metaworlds in the online academy sector. In the coming weeks, topics such as ‘Office Life in Meta Universes’ and ‘Meta Foyers’ will be covered. In order not to miss all these articles, do not forget to subscribe to the Atlas Future Blog page. For all your questions and comments, you can contact us on our social media accounts, which you can find below.

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