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Personal and Ubiquitous Computing (2023) 27:1811–1827
https://doi.org/10.1007/s00779-023-01708-1
ORIGINAL PAPER
Musical Metaverse: vision, opportunities, andchallenges
LucaTurchet1
Received: 2 March 2022 / Accepted: 12 December 2022 / Published online: 13 January 2023
© The Author(s) 2023
Abstract
The so-called metaverse relates to a vision of a virtual, digital world which is parallel to the real, physical world, where each
user owns and interact through his/her own avatar. Music is one of the possible activities that can be conducted in such a
space. The “Musical Metaverse” (MM), the metaverse part which is dedicated to musical activities, is currently in its infancy,
although is a concept that is constantly evolving and is progressing at a steady pace. However, to the best of the author’s
knowledge, as of today an investigation about the opportunities and challenges posed by the MM has not been conducted
yet. In this paper, we provide a vision for the MM and discuss what are the opportunities for musical stakeholders offered by
current implementations of the MM, as well as we envision those that are likely to occur as the metaverse emerges. We also
identify the technical, artistic, ethical, sustainability, and regulatory issues that need to be addressed so for the MM to be
created and utilized in efficient, creative, and responsible ways. Given the importance and timeliness of the MM, we believe
that a discussion on the related opportunities and concerns is useful to provide developers with guidelines for creating better
virtual environments and musical interactions between stakeholders.
Keywords Music· Metaverse· Extended reality· Internet of Musical Things· Musical XR· Music industry
1 Introduction
Throughout history, the way music has been composed,
played, learned, and experienced has constantly evolved on
the basis of technological developments and shifting musi-
cians’ and audiences’ preferences. Today, the so-called
metaverse is emerging as a new space where musical activi-
ties can be conducted. The metaverse relates to a vision of
a virtual, digital world which is parallel to the real, physical
world, where each user owns and interacts through his/her
own avatar [1–5]. Such a vision builds upon a long and rich
history of research endeavors in both academy and indus-
try about the creation and study of immersive technologies,
gaming platforms, and cyberspaces for social interactions
[6].
To date, a definition of the term metaverse within the
literature has yet to be agreed upon. However, in this paper,
we align with the succinct definition detailed in [3, 4] that
considers the metaverse as a virtual environment blending
the physical and the digital, facilitated by the convergence
between Internet of Things and Extended Reality (XR) tech-
nologies. According to the Reality-Virtuality Continuum
proposed by Milgram and Kishino [7], XR integrates the
digital and the physical to various degrees, ranging from
Augmented Reality (AR), to Mixed Reality (MR), to Vir-
tual Reality (VR). Therefore, the metaverse overcomes the
temporal and spatial boundaries of physical reality and
offers users an immersive experience. It can be considered
as the next big step in the evolution of the Internet, where
connected users will be able to virtually interact with each
other, with the seemingly experience of sharing the same
environment. Such a cyberspace will allow an unlimited
number of users to work, purchase, sell, collaborate, social-
ize, create, learn, and play. This vision, however, is currently
in its infancy despite the grand fanfare around this concept
recently made by big tech giants to promote their envisioned
future business lines.
To date, different types of metaverses exist, such as gam-
ing based (e.g., Fortnite, Roblox, Second Life, or Minecraft)
or blockchain based (e.g., Decentraland or The Sandbox).
Some metaverses (e.g., Horizon by Meta) are completely
based on VR technologies and require a VR headset to
immerse the user in the virtual world. In general, all these
* Luca Turchet
luca.turchet@unitn.it
1 Department ofInformation Engineering andComputer
Science, University ofTrento, Trento, Italy
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1812 Personal and Ubiquitous Computing (2023) 27:1811–1827
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types of metaverse have in common one element, that is, a
virtual place where one can interact in real time with the
digital environment, as well as with real people (in the form
of their avatars). Different technologies, such as XR, 5G/6G,
cloud computing, blockchain, digital twins, and artificial
intelligence, are converging toward the implementation of
the metaverse. Such a convergence is impacting numerous
domains, such as video games and business [8], and music
is no exception.
The metaverse offers the possibility to build social rela-
tionships and participate in or even co-create an entertain-
ment. One of the most popular forms of entertainment is
music, and a large number of virtual clubs and virtual con-
cert halls have been built in recent years to cater for this
need, where people can gather, meet, make friends, dance,
and enjoy both live music and listening to recordings. Dif-
ferent musical activities can be conducted in the metaverse,
from composing to performing, to recreational music mak-
ing, to teaching, to experiencing a virtual live concert. This
has implications not only at artistic level, but also at com-
mercial level. For instance, in October 2021, Decentraland
(a decentralized virtual social platform powered by the
Ethereum blockchain) hosted the world’s first Metaverse
Festival, which lasted 4days and included a lineup of more
than 80 high-profile musicians.1 The event was free for par-
ticipants and was even sponsored by important brands.
All these trends are leading to the emergence of what
we coin as the “Musical Metaverse” (MM), the metaverse
part which is dedicated to musical activities. Whereas the
field is rapidly progressing, the MM vision is currently in
an embryonal state. The MM is a concept that is constantly
evolving and different musical stakeholders are enriching
its meaning in their own ways. However, to the best of the
author’s knowledge, as of today a comprehensive investiga-
tion about the opportunities and challenges posed by the
metaverse used for musical activities has not been conducted
yet. In this paper, we discuss what are the opportunities for
musical stakeholders offered by current implementations of
the MM, as well as we envision those that are likely to occur
as the metaverse emerges. We also identify the technical,
artistic, personal data, and regulatory issues that need to
be addressed so for the MM to be created and utilized in
efficient, creative, and responsible ways.
The MM is not a novel concept. Already in the past dec-
ade, authors discussed the metaverse in its musical flavor
especially focusing on the Second Life platform [9]. Nev-
ertheless, in those years, the times were not mature for the
metaverse to unfold and be adopted on a large scale: the
technology for XR and credible networked interactions was
in a primordial stage, the social networks only started to be
mass adopted, digital currencies were not widespread, and
systems for music broadcasting, streaming, or networked
music performances were not optimal.
Today, such technological and non-technological con-
texts are radically different, and the willingness and need to
musically interact online has been accelerated by the recent
COVID-19 pandemic [10–13]. Moreover, the metaverse
started to attract the attention of the wider masses after
recent announcements of social media giants and big tech-
nology companies claiming the metaverse as the future
of the Internet (e.g., by Mark Zuckerberg CEO of Meta2).
All these aspects have contributed to a new dawn of the
MM and the metaverse in general. Given the importance
and timeliness of the MM, we believe that an investigation
on the related opportunities and concerns is useful to pro-
vide developers with guidelines for creating better virtual
environments and musical interactions between stakehold-
ers, as well as researchers with new elements for further
discussions.
2 Background
2.1 Musical XR
The past two decades have witnessed a rapid growth in the
number of academic, artistic, and industrial works at the
confluence of XR and music, leading today to an established
area of research which can be referred to as “Musical XR”
[14]. Various authors have surveyed different aspects of this
broad field. A review of virtual reality musical instruments
up to 2016 was surveyed by Serafin etal. [15]. Berthaut [16]
reviewed 3D interaction techniques and examined how they
can be used for musical control. A survey of the emerging
field of networked music performances in VR was offered
by Loveridge [17]. Atherton and Wang [18] provided an
overview of recent musical works in VR, while Çamcı and
Hamilton [19] identified research trends in the Musical XR
field through a set of workshops focusing on Audio-first VR.
However, it is important to acknowledge that Musical XR is
not just a twenty-first-century phenomenon, but it is today
the evolution of an artistic-technological path that has its
roots in seminal works of various practitioners positioned at
the confluence of music performance and computer science
(e.g., [20] and [21] to name a few).
According to Turchet, Hamilton, and Çamcı [14], Musical
XR works can be defined through four main characteris-
tics: (1) existence of virtual elements—these are provided
in one or more sensory modalities, and in augmented or
fully immersive contexts,(2) spatial persistence—the virtual
1 Video available at: https:// youtu. be/ OB57z A5MB7o.2 https:// youtu. be/ Uvufu n6xer8.
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1813Personal and Ubiquitous Computing (2023) 27:1811–1827
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elements share with the user a persistent three-dimensional
space; (3) interactivity—this refers to a wide range of inter-
actions of the user with the virtual/augmented environment,
from the simple rendering of the virtual space in accordance
to the user’s position and head orientation, to the complex
sound-producing manipulation of virtual elements; (4) sonic
organization—the way the auditory elements and interac-
tion with them are organized is a fundamental aspect of the
conceptual and/or technical implementation of a Musical
XR system.
The use of XR technologies in musical activities repre-
sents a paradigm shift as they disrupt traditional notions of
musical interaction by enabling performers and audiences to
interact musically with virtual/augmented objects, agents,
and environments. A large variety of musical activities have
been investigated using the XR medium: systems have been
devised for supporting composition (e.g., [22–24]), educa-
tion (e.g., [25, 26]), performance (e.g., [27–29]), entertain-
ment (e.g., [30–32]), and sound engineering (e.g., [33–36].
Moreover, various software and hardware tools have been
devised to support the development of Musical XR systems
(e.g., [37–39, 39]), along with design and analysis frame-
works [41], while different studies have investigated the
perception in Musical XR settings (e.g., [42, 43]).
2.2 Internet ofMusical Things
The Internet of Musical Things (IoMusT) is a branch of the
Internet of Things (IoT) that specifically targets the musical
domain [44]. It relates to the network of Musical Things,
which are objects serving a musical purpose. These include
smart musical instruments [45] and wearable devices for
performers and audiences [46]. In the context of the MM,
XR headsets used for musical applications in networked set-
tings are Musical Things in their own right.
The IoMusT networking infrastructure enables multi-
directional communication between both co-located and
remoted Musical Things, leading to ecosystems of machines
and human stakeholders (including performers, amateur
musicians, audience members, music students and teachers,
studio producers, labels, publishers, and sound engineers).
Several IoMusT applications require a fast exchange of
musical content between geographically displaced musicians
interacting over the network. Such requirement is not neces-
sary in the vast majority of IoT applications [47]. Therefore,
an important factor distinguishing the IoMusT from the IoT
is latency, which must be kept constantly below 30ms to
support realistic musical interactions enabling musicians to
play together over the network [48].
The paradigm of IoMusT is paving the way for a world
where many Musical Things will be connected and will
interact with their user and environment to collect infor-
mation and automate certain tasks. Moreover, the sensors
embedded in Musical Things provide users with interactive
musical experiences that bridge the MM and the real world.
As a consequence, the IoMusT is expected to play a vital
role in network infrastructure of the MM. Nevertheless,
as highlighted in Loveridge [17] and Turchet etal. [14], to
date real-time musical interactions in networked Musical XR
environments is a rather unexplored area, with only a few
studies investigating collaborative music making in XR [49,
50] and even less on interactions mediated by the network
[51, 52].
2.3 Blockchain, NFTs, andthemusic industry
The blockchain technology relates to a decentralized graph
of interconnected data units called blocks [53]. It is essen-
tially a distributed ledger (i.e., database) that is not main-
tained by a single individual but shared among independent
nodes of a computer network. The blocks along the chain
record the transactions of the distributed ledger digitally
in chronological order. Each block points to its previous
block along the chain using the hash of the previous block’s
header. The key feature of the blockchain technology is that
it offers its users a way to carry out transactions with another
person or entity in a peer-to-peer manner without requiring
a centralized authority or having to rely on third parties. At
the same time, it ensures the confidentiality and integrity of
the exchanged data using cryptographic mechanisms.
An important aspect of blockchain technology is that
of smart contracts [54], which are lines of code that self-
execute whenever a certain condition occurs. Devices are
allowed to call public code functions contained in a smart
contract. Such functions can trigger events, while applica-
tions can listen for them to properly react to the triggered
event. In order to change the state of the contract, it is neces-
sary to publish a transaction in the blockchain.
In the past few years, several authors have investigated
the potential applications of blockchain technology in the
recording music industry, identifying different use cases
[55–62]. One of the most relevant use cases consists of the
creation of a networked database of copyright ownership
that would help solving issues with music licensing. To own
products via ownership rights and benefit from royalty dis-
tribution is today a huge challenge for the music industry.
Ownership rights are required to monetize digital music
products. Blockchain and smart contracts could be utilized
to generate a comprehensive and accurate decentralized
database of music rights. Such a database would include
all the information distributed in various proprietary data-
bases, and thanks to the blockchain all the data would be
automatically and instantly updated, and made available to
every user.
A second use case concerns the management of royalties
by means of smart contracts. Nowadays, royalty payments to
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1814 Personal and Ubiquitous Computing (2023) 27:1811–1827
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artists are affected by a generalized slowness (they typically
occur a few times a year), but via smart contracts they can
occur immediately after the consumption of a musical piece.
Meantime, the ledger can provide a transparent information
about the artists’ royalties as well as real-time distributions
to all the labels involved. The payments can be made via dig-
ital currency according to the terms of the smart contracts.
This includes micropayments, leading to lower transaction
costs and quicker times.
A third use case relates to the solution of the issues of
transparency within the value chain. Today, it is rather dif-
ficult for artists to assess the level of efficiency with which
payments are processed by record labels, collective manage-
ment organizations, or publishers; because of the aforemen-
tioned copyright information problems, often a non-negligi-
ble amount of revenues does not reach the artists, but it ends
up in black boxes in which it is not possible to identify in an
accurate way who are the rightful owners of royalty revenue.
However, the use cases discussed above only concern
issues in the recording music industry, which is only one
of the industries forming the music sector [63]. In the con-
text of the metaverse and blockchain technology, NFTs have
emerged as a means to directly support musicians in various
musical activities, from composition to live music streaming,
to merchandising. NFTs stand for “Non Fungible Tokens”
and are the digital properties underlying the metaverse [64,
65]. They are powered by blockchain technology and refer
to digital assets that are represented by tokens. A token is
a string of text which is encoded on a shared accounting
ledger that keeps track of who owns what. Thanks to the
underlying blockchain technology, anyone can recognize
the ownership of a digital asset, without knowing or trust-
ing the owner. NTFs are characterized by their uniqueness,
i.e., there cannot be two identical NFTs. Moreover, NTFs
can be programmed via smart contracts to execute actions
in an automatic way (e.g., a musician can receive royalties
every time a buyer of the tokenized digital asset resells it to
somebody else) [66–69].
Today, the metaverse is characterized by a virtual mar-
ketplace, driven by NFT trading platforms, which facili-
tates peer-to-peer trading of digital assets. Such assets have
included also music and music-related items. In general, in
the past 2years, NFTs have grabbed the attention of sev-
eral musicians, both emergent and established, who sold
tokenized versions of their tracks or virtual and real-world
merchandise (e.g., concert tickets). This has enabled them to
increase their revenues without relying to central authorities
or third parties, such as record labels, agents, lawyers, and
distributors. Moreover, this has allowed musicians to deliver
new experiences to their audiences. Furthermore, NFTs have
enabled the fans to directly support their preferred artists
thanks to crowdfunding and by doing so they also get the
unprecedented ownership of part or the whole digital asset
sold. In some cases, owning a digital asset even entails rights
on its governance, which is a completely new experience for
a fan. All this puts a lot of power back in the hands of musi-
cians who now have other ways to monetize their creative
efforts or other forms of digital merchandise.
2.4 Digital twins
According to IBM,3 “Digital twins are a virtual representa-
tion of an object or system that spans its lifecycle, is updated
from real-time data, and uses simulation, machine learn-
ing, and reasoning to help decision-making.” Digital twins
are virtual entities created to reflect physical entities, such
as objects, people, and systems [70]. Such virtual entities
reflect the properties of their real-world counterparts, includ-
ing the entity’s physical appearance, behavior, and perfor-
mance. They are essentially clones of real-world entities,
which enable data to be seamlessly transmitted between the
physical and virtual worlds. Such digital representations of
real-world entities are synchronized with the real world by
means of sensors that detect information as well as bi-direc-
tional Internet communication. Any change occurring in the
real-world entity is reflected in the twin and controls can be
sent from the twin to the physical entity. Therefore, digital
twins are placed at the intersection of the physical and the
virtual world. The capabilities of digital twins offer novel
opportunities for a wide variety of applications, including
monitoring, simulation, analysis, optimization, or prediction.
Moreover, various research efforts are ongoing to integrate
digital twins with blockchain technology [71].
All these features make the digital twins an essential com-
ponent of the envisioned metaverse. Indeed, the metaverse is
not solely a platform where to perform individual, collabora-
tive, or business activities. It can also be the place where to
simulate the physical world inside a digital world that can
be experienced via XR technologies to monitor and optimize
the physical world.
Given their features, digital twins can be the cornerstone
of the MM, where digital and physical musical entities will
behave in a similar fashion. Recreating via this technology
musical stakeholders, devices, and venues could impact a
variety of musical activities, providing new processes and
services. In particular, the creation of digital twins for the
MM could leverage the results of several decades of research
in various domains of music technology, including virtual-
analog DSP methods to simulate the sound and control of
real musical instruments [72] as well as virtual acoustic
methods for the recreation of the acoustics of the venue
where the physical entity is placed [73].
3 https:// www. ibm. com/ topics/ what- is-a- digit al- twin.
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1815Personal and Ubiquitous Computing (2023) 27:1811–1827
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3 A Musical Metaverse vision
After having surveyed the metaverse field and the technolo-
gies related to its musical counterpart, we attempt to provide
a discussion about what could be the MM. First, we pro-
pose a definition: the Musical Metaverse is an interoper-
able persistent network of multiuser environments merging
physical reality with digital reality, which serve a musical
purpose. It is based on the convergence of Musical XR and
IoMusT technologies that enable multisensory, networked
musical interactions between musical stakeholders, as well
as between such stakeholders and Musical XR environments
and objects.
This definition is based on an analysis of the various defi-
nitions for the metaverse that are available in the literature
(e.g., [3, 4, 8, 74, 75] and on their adaptation to the musi-
cal domain. Such an analysis identified common attributes
of the metaverse, such as the persistence of identity and
objects, a set of environments shared among users, the use of
avatars, synchronization, being three-dimensional, interoper-
ability, and a user experience that is interactive, immersive,
and social. Of course, the proposed definition is broad and
may evolve as the metaverse continues to be built and used.
Second, we propose a framework depicting the techno-
logical architecture of the MM, which is based on three lay-
ers: physical, link, and virtual (see Fig.1). This framework
is partly inspired by other frameworks recently proposed in
the literature for the general metaverse field [76, 77].
3.1 Physical layer
In the physical layer, data about the real musical stake-
holders (e.g., musicians’ performative actions, audiences’
gestures and voices) and real environments (e.g., concert
venues, recording studios) are collected through Musical
Things, which embed intelligent sensing technologies and
Virtualtophysicalsynchronization
Physical to virtualsynchronization
PHYSICAL LAYER
Musicians andaud iences Virt ual Musical
Service Providers
Physical Musical
Service Providers
Musical Things
LINK LAYER
VIRTUALLAYER
AvatarsVirtual Musical EnvironmentsVirtual Musical Goods andServic es
IoMusT Networking
and Communication
Data Integration
andStorage
Computatio n
INFRASTRUCTUREMUSICALMETAVERSE ENGINE
DIGITAL TW INS
AI
MUSICAL XR
BLOCKCHAIN
Digital Twin cont rol
Sensingdata
Feedback
Feedback data
NFT
Fig. 1 Framework of the Musical Metaverse, which consists of a physical layer, a link layer, and a virtual layer
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1816 Personal and Ubiquitous Computing (2023) 27:1811–1827
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wireless connectivity. Each musical stakeholder in the physi-
cal layer controls components (e.g., Musical Things) that
influence the virtual layer. In turn, the virtual layer may pro-
vide feedback to the physical layer. The key musical stake-
holders are as follows:
• Users: these are musicians (e.g., composers, music stu-
dents and teachers, audio engineers) or audience mem-
bers, who experience the virtual worlds as avatars via XR
equipment such as HMD and XR-based musical instru-
ments. They conduct musical activities (e.g., performing,
teaching music, attending concerts) within the virtual
worlds and can socially interact between each other.
• Virtual musical service providers: these are actors that
contribute with content to the virtual worlds of the MM.
In the same way today music or video content is created
by users on music video sharing platforms (e.g., Sound-
cloud, YouTube), the MM is envisioned to be enriched
with user-generated content that includes music, virtual
musical objects and environments, and musical applica-
tions. Such a content can be created, traded, and con-
sumed in the MM. In this category of stakeholders may
fall also record labels and publishers, as well as rights
societies.
• Physical musical service providers: these stakeholders
develop, maintain, and manage the physical infrastruc-
ture that supports the MM engine and respond to transac-
tion requests that originate from the MM. This includes
the operations of communication and computation
resources or logistics services for the delivery of physi-
cal goods transacted in the Metaverse. Such providers
may include Musical Things manufacturers and IoMusT
service providers, music venues, as well as distributors
and other actors in the music industry supply chain who
are responsible for logistics or physical products (artists
merchandise, CDs, vinyl, etc.).
3.2 Link layer
The link layer acts as a bridge between the physical and the
virtual layers: through this layer, the physical layer outputs
sensing data to the virtual layer, and the virtual layer can
also feedback information to the physical layer. This layer
is composed by two interconnected sub-layers:
1. Infrastructure. The components of this sub-layer are
• IoMusT networking and communication: The infra-
structure needs to support synchronous musical inter-
actions within the MM, which pose stringent latency,
quality of experience, rate, and reliability requirements
[48], along with large quantities of data traffic. Poten-
tial solutions are represented by 5G and beyond 5G
networks, the deployment of ultra-dense networks in
edge networks, and the use of Multi-access Edging
Computing (MEC).
• Data integration and storage: The MM is expected to
produce and use large quantities of data related to musi-
cal activities. This data needs to be stored and ideally
be interoperable across multiple systems, which requires
data integration.
• Computation: The MM will support interactions among
large numbers of users, especially for real-time appli-
cations. This entails the use of powerful Musical XR
devices as well as powerful computers. The edge com-
puting paradigm is a promising solution to this issue.
2. Musical Metaverse Engine. This sub-layer receives as
input the data from the Musical Things used by stake-
holders, as well as generates and evolves the multisen-
sory virtual world. The components of this sub-layer are
• Musical XR: These technologies include multisensory
musical environments, virtual reality musical instruments
and any XR-based interface used by musical stakeholders
to perform their musical activities.
• Digital twins: This technology creates replicas of the real
world on the basis of the sensing data received in real-
time from the Musical Things in the physical layer. These
replicas are displayed via XR technologies and evolve as
the real world changes.
• Artificial intelligence: This technology can be leveraged
to enhance the MM with context-aware and proactive
musical services, as well as to improve the user experi-
ence, the real-time recognition of musical gestures, and
the analysis of multimodal musical content. In particu-
lar, the Multi-access Edging Computing (MEC) can be
enhanced with artificial intelligence methods, to achieve
highly accurate digital twins modeling and continuous
model updating with sensing data.
• Blockchain: This technology can be used to provide
proof-of-ownership of virtual musical goods generated
and traded by musical stakeholders, as well as to estab-
lish the economic ecosystem within the MM.
3.3 Virtual layer
His layer provides the immersive or augmented experience
of the virtual world generated by the metaverse engine. The
virtual layer may provide feedback to the physical layer,
based on the data received from it via the link layer. The
main components of the virtual layer are.
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1817Personal and Ubiquitous Computing (2023) 27:1811–1827
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• Avatars: Each musical stakeholder has a virtual coun-
terpart in the form of an avatar. Other software agents
playing the role of musical stakeholders (e.g., a virtual
musician or a virtual audience member) may be repre-
sented in the virtual world as avatars.
• Virtual musical environments: These environments
are the virtual worlds within which musical activities
are conducted. They encompass virtual objects, host
the avatars, and allow the fulfillment of artistic, peda-
gogic, social, and economic interactions.
• Virtual musical goods and services: This refers to
digital content that is generated by the virtual musical
services providers as well as services supporting musi-
cal activities within the virtual musical environments.
4 Opportunities
This section provides an overview of the opportunities
that the proposed MM vision may bring. Nevertheless, the
MM entails not only opportunities but also challenges for
stakeholders, their musical activities and their tools, as
well as for the environment. Table1 provides a summary
of the pros and cons of each subject discussed in detail in
this section and in Section5.
4.1 New musical activities
Contemporary musicians need (and historically have always
needed) enhanced ways of musical expression and interac-
tion with music and their audience. Meanwhile, today’s
audiences seek more engaging musical experiences and a
closer interaction with the performers, as is indicated by
a growing body of research beyond the metaverse domain
[78–80]. The MM is expected to bring unprecedented oppor-
tunities for catering to these demands of musicians and audi-
ences. A preliminary proof of this is already visible in the
increasing use of the NFTs, which are expected to be even
more utilized in the MM. Taken together, the NTF-related
trends presented in Section2.3 are an indication of a pro-
found (and likely lasting) change in how musicians create
music and engage with their audiences and fans. Essentially,
we are witnessing a new fan–artist relationship, where the
fan not only acts as a direct patron, but also can get revenues
from the support provided to the artist.
It is plausible to expect that the new technologies at the
basis of the MM will spur the emergence of novel forms
of musical activities. This has already been proven by the
numerous concerts conducted in the past 2years by differ-
ent artists (including the renown ones), which took place in
immersive virtual environments. Likely in the future, per-
formances in the MM will be an integral part of musicians’
Table 1 Comparison of opportunities and challenges brought by the Musical Metaverse
Opportunities Challenges
Musical activities • Novel forms of musical expression, pedagogy,
interaction with musical content, collaboration,
remote participation, and remote control
• Insufficient HW and SW tracking and rendering
methods for musical control
• Low HW ergonomics for musical uses
• Insufficient real-time solutions to interconnect
musical stakeholders
• Integration of different technologies
• Lack of realism of the Musical XR environments
• Scalability of MM platforms
• Lack of standards and interoperability features
• High computing demand to support distributed
immersive experiences
• Artistic challenges
Stakeholders’ data and social aspects • New musical communities which are decentral-
ized and self-governed
• Higher level of inclusiveness
• Privacy and security issues
• Need for ethical design principles
• Lack of policies, as well as regulatory and legal
frameworks
• Potential for psychological and social issues
Monetization • New forms of revenue streams for artists and
audiences
• Music distribution without intermediaries
• High computational demand to handle blockchain-
based applications
• Redefinition of the current monetization schemes
based on intermediaries
Environmental sustainability • Reduced pollution due to travels • High energy consumption
• Hardware and software longevity
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1818 Personal and Ubiquitous Computing (2023) 27:1811–1827
1 3
practices and a major source of income. Various VR plat-
forms exist which allow musicians to create virtual environ-
ments and perform within them. Notably, some of these plat-
forms (e.g., VRChat, AltspaceVR, Fortnite) have a wide user
basis (millions worldwide), who could become the audience
of such concerts. Today, we are witnessing the increasing
demand of musicians and audiences for networked musi-
cal experiences, as evidenced by the COVID-19 pandemic,
when music became a positive socio-emotional coping
mechanism [81] with 60% of European festivalgoers watch-
ing at least one music live stream during lockdown.4 The
negative impact of the pandemic on the live-music industry
has also boosted the use of the metaverse as a place where
to conduct live performances.
Whereas at present the degree of realism of connected
musical experiences is rather low, the MM vision predicts
that in the future compelling collaborative musical activities
will be possible. This includes not only live performances,
but also recreational music making and teaching/learning
experiences. Nevertheless, more than conventional music
experiences, the metaverse fosters opportunities for devis-
ing completely new ones, which are only possible in virtual
worlds. A noticeable example in this space is represented by
the 360° experience provided in 2016 by the Philharmonia
Orchestra conducted by Esa-Pekka Salonen. Through the
app, audience members were empowered with the unprec-
edented possibility to move on the stage exploring the vari-
ous sectors of the orchestra, stand near the conductor, see
the backstage, or enjoy the performance from the usual seats.
Other opportunities for novel musical activities arise
from the use of artificial intelligence techniques [40]. For
instance, virtual agents acting as musicians in the MM could
interact with real musicians, to co-create music or provide
information to them (e.g., in the form of dialogues). In a
different vein, XR technologies can support composition in
unprecedented ways, leveraging spatial affordances that are
only possible in 3D worlds. This is the case for instance of
the PatchXR company, whose products allow musicians to
build their 3D musical instruments using visual programs
that represent the flow of musical events.
Furthermore, the use of digital twins could lead to novel
musical processes and services. An example concerns
rehearsals or performances involving a remote musician
interacting with other co-located musicians. The remote
musician could remotely control a specific musical instru-
ment that is present in the room where the other musicians
are placed, operating on the digital twin that fully repli-
cates the controls of the physical instrument. A similar use
case is reported in the literature for the remote control of
analog synthesizers controllable via a web application (see
[82]. Along the same lines, remote training or use of musi-
cal equipment (e.g., mixers in recording studios) could be
performed by leveraging a digital twin to learn or simulate
the equipment behavior so the right setup can be identified.
Moreover, the exact components of a given musical envi-
ronment, such as a concert venue (with stage lights, smoke
machines, etc.), could be replicated to enable the familiari-
zation with that environment before the musical activity is
conducted, such as rehearsals before the concert.
4.2 New musical communities
The metaverse is characterized by XR social environments,
which are the result of the convergence of social networks
and XR technologies. Such a convergence has also impacted
the musical domain. In a social XR environment, users inter-
act with other users through avatars that represent them. The
emergence of the MM likely will not replace real-world
music-based social relationships with virtual/augmented
ones, but rather may generate a new way of how we inter-
act and socialize online. As a new type of social form, the
MM includes economic, cultural, and legal systems. These
systems, although related to reality, have their own charac-
teristics. It is the exploitation of these characteristics that are
peculiar to the XR medium which can lead to the emergence
of new social relationships in music contexts.
One of the distinguishing features of the metaverse is
community ownership, and this is true also for the MM.
Communities in the metaverse may form around a given
interest through engagement and collaboration of different
users. Such communities are decentralized and self-gov-
erned: new designs or services are proposed, subjected to
the vote of the community, and selected for the final design
on the basis of the highest number of votes. Thanks to
this decentralization, many users from the community are
responsible for providing the designs or services all users
rely on, instead of one central authority (e.g., a single com-
pany) controlling what users are allowed to do with their
own content and digital properties. These trends are visible
for several virtual platforms (e.g., Decentraland, Axie Infin-
ity) specific for gaming rather than music, but it is plausible
to expect that community-created 3D worlds for musical
activities will emerge, along with the users’ right to own and
sell digital music-related items and properties. Relatedly,
these trends are an indication that digital creation is more
and more democratized. MM users will be empowered with
the possibility to create new content in XR environments.
This will be accomplished independently from the level of
professional expertise in music or XR.
4 https:// www. stati sta. com/ stati stics/ 11214 34/ live- music- strea ms-
coron avirus- lockd own- europe/.
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1819Personal and Ubiquitous Computing (2023) 27:1811–1827
1 3
4.3 Monetization
The development of the MM, and the metaverse in general,
is still in its infancy. As a consequence, its business model
is not mature. Nevertheless, several monetization opportuni-
ties are and will be available. The metaverse is expected to
be a parallel world having several of the same monetizable
aspects as the real world. Moreover, there is the potential
for novel forms of revenue streams to arise. Such trends are
already visible today for the music sector, as discussed in
Sect.1.2. New business models and forms of monetization
have recently emerged encompassing independent musi-
cians, emergent and established bands, as well as musical
services providers.
The use cases for the music industry are numerous and
include for instance the following:
1. Music will be streamed and concerts will be viewed in
the virtual worlds, which offers to the traditional rev-
enue streams a novel ecosystem to monetize (e.g., sell-
ing NFTs for tickets of concert taking place in the virtual
world);
2. Music will be distributed without intermediaries (evi-
dence of this can be found in various successful plat-
forms such as Audius, Opulous, BitSong, or Royal), and
the use of blockchain technology and smart contracts
will ensure that musicians get paid fairly and immedi-
ately;
3. The fan will directly support the musicians through dif-
ferent means, without passing from the record labels or
any third party; these means include for instance buying
merchandise in the form of digital assets (e.g., virtual
t-shirts) as well as the purchase of the royalties of the
musical composition or a digitally signed copy of it (but
there is room for devising completely new methods);
4. Digital creators could build their own virtual stages,
concert halls, rehearsal rooms, etc. and monetize the
usage of those virtual spaces;
5. Musicians can create a membership token that grants
special access to a part of the MM (the fans and in par-
ticular the super fans are willing to pay for having these
peculiar services).
4.4 Benefits fortheenvironment
The realistic interconnection of geographically dispersed
musicians and audiences will allow for the remote conduc-
tion of different musical activities. By enabling musicians to
rehearse remotely instead of commuting to rehearsal rooms,
the time and costs for travels will be drastically reduced,
and this will result in zeroing any pollution due to travels.
The same applies for music teachers and students, but most
importantly for audiences, who will be able to experience
the sensation of being physically present in the concert
venue while being instead placed at their homes.
4.5 Inclusiveness
The MM carries opportunities for disabled musicians and
audiences to access musical experiences in unprecedented
ways. For instance, concerts in the metaverse could provide
easy accessibility to physically disabled audience members,
for whom usually it is challenging to attend real-life con-
certs. New XR-based musical instruments could facilitate
the act of playing music for physically disabled musicians.
In general, the MM could offer new ways to include such
stakeholders, involving them in immersive XR experiences
and letting them do remotely things that in real life could not
accomplish otherwise.
5 Challenges
In this section, we focus on the challenges specific to the
actual implementation and functioning of the MM. Other
open issues common to the general metaverse field are dis-
cussed in other recent reviews (see, e.g., [3, 4, 83] and are
also relevant to the MM. Furthermore, as the progress of the
MM is strictly linked to that of the underlying hardware and
software technologies, the challenges previously identified
for the Musical XR field [14], blockchain [84], or network-
ing [47] are also relevant to the MM. This section, however,
aims to provide novel and specific contributions about the
MM topic as such.
5.1 Technological challenges
5.1.1 Interaction withmusical content
Hardware and software technologies for composing, playing,
performing, teaching, learning, experiencing, and consum-
ing music in the metaverse are not mature yet under different
perspectives. First, XR technologies and associated control
devices are arguably not lightweight and natural enough,
their cost is still not affordable for many, and they typically
have a fairly steep learning curve. Second, existing XR
devices are not conceived specifically for a musical usage,
while music playing is an activity that requires domain-
specific tools: for instance, such tools should support a high
degree of accuracy in the control of virtual objects produc-
ing sounds to properly support the musicians’ expressivity.
Third, latencies between users’ gestures and the corre-
sponding rendered audio-visual stimuli are particularly criti-
cal to musical applications. At proprioceptive-visual level,
the “motion-to-photon latency” refers to the delay between
an action performed by the user and its impact on the scene
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1820 Personal and Ubiquitous Computing (2023) 27:1811–1827
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visually displayed by the XR headset [85]. At propriocep-
tive-auditory level, the “action-to-sound latency” refers to
the delay between an action performed by the user and its
impact at auditory level on the sonic environment delivered
by headphones or loudspeakers. In the design of digital
musical instruments, a generally accepted value for such a
latency is 10ms [86]. Musical XR applications not only
should minimize both these latencies, but should also avoid
any perceivable latency mismatch between the rendered
auditory and visual stimuli. Furthermore, haptic feedback is
an important aspect typically missing in musical instruments
built with XR technology, which is critical to accurate, real-
time control of musical sounds [87].
All such aspects are detrimental not only to the sensa-
tion of presence, but also to the experience of controlling
the musical sounds. They are hampering a widespread
usage of XR technologies by both musicians and audi-
ences, which inevitably has also a negative impact for the
MM. Therefore, there is a need for more natural, easier to
learn, and more affordable Musical XR devices and soft-
ware. Importantly, the design of Musical XR applications
should consider the different spatial and temporal resolu-
tions of the auditory and visual perceptual systems, and
the mechanisms underlying multisensory integration [88].
5.1.2 Lack ofadequate audio tools
A crucial aspect hindering the development of interactive,
distributed interoperable applications such as those envi-
sioned in the MM is the inadequacy of audio tools currently
utilized by XR developers. Various XR engines (e.g., Uni-
ty3D or Unreal Engine) support audio, as well as there are
web APIs such as Web Audio that can be integrated with XR
APIs such as Web XR. However, their development level
is still largely insufficient for the specific case of the MM.
For instance, current frameworks for multiplayer (e.g.,
photon engine) support microphones as input and are spe-
cifically designed for broadcasting human voices. For the
MM case, there is a need for more music-oriented audio
streaming. This is particularly challenging for web-based
solutions [89]. Moreover, in the MM, there might be sce-
narios where every note played by a musician needs to be
heard by anyone who is connected, or it should be trans-
mitted to a given location at a given time. This is still hard
to achieve with current tools and would entail the integra-
tion of different technologies such as NMPs systems, which
are not primarily conceived for the MM. In addition, web
audio and corresponding libraries (e.g., Tonejs) can be eas-
ily integrated with frameworks supporting WebXR (such as
AFRame, Babylon.js, or 8thWall). However, to date, there
is the issue that not all browsers support the use of Web
XR (e.g., Apple’s Safari) and, therefore, its integration with
web audio.
A complicating factor is represented by the aim of achiev-
ing immersive audio experiences, which necessarily entail the
use of spatialization technologies that need to be seamlessly
integrated [90]. In recent years, many tools have emerged
for audio spatialization in the browser [91]. Whereas these
endeavors are promising, there is a need to understand which
type of spatialization works better and is more suited for multi-
user MM. Creating stand-alone applications for most headsets
based on Android OS (e.g., Meta Quest, Pico) is still problem-
atic for practitioners and designers. While Unreal, thanks to
Metasound (for DSP) and a wide range of built-in synthesis
and analysis tools, offers more opportunities to developers
to quickly integrate and develop interactive sound systems,
Unity3D is way less advanced on this side and it mostly relies
on third-party add-ons (e.g., Audiokinetic Wwise) or requires
the development and integration of dedicated audio plugins
(for example using Faust). However, thanks to its high com-
patibility with the XR ecosystem, Unity3D still appears to be
the preferred solution, especially for small teams and novices.
This creates a potential obstacle to the advance of the MM.
Not so much effort has been dedicated thus far to integrating
and implementing sound-related tools.
In a different vein, sound in an interoperable metaverse
might entail that virtual/augmented reality musical instru-
ments should be carried in different places of the metaverse.
This opens up a novel design area in terms of usability and
distribution of not only visual, but also musical/sonic mod-
els. Finally, concerning the sound delivery methods, head-
phones would be the preferred choice to create immersive
experiences that are easily portable. However, to date, a
large variety of headsets do not have them or are equipped
with poor quality ones.
5.1.3 Rendering ofmusical virtual environments
Current virtual environments designed to host musical activities
have different limitations. The first issue is that existing musical
virtual environments are still little realistic and too videogame
oriented. This constrained situation can work for certain musical
activities (e.g., streaming virtual concerts for an audience) while
for other activities (e.g., musicians performing together in a vir-
tual environment) a higher degree of realism may be necessary.
Concerning the scalability of multiuser concerts in the
metaverse, current visual engines do not support the organi-
zation of virtual concerts for a large audience. For example,
as of today the platform VRChat allows only a maximum
of about 40 users in one room. In addition, current methods
to properly recreate the sense of presence in real concerts
are insufficient. This includes the integration of the musical
sounds generated by the performers with the soundscape
resulting from sounds produced by the connected audiences
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1821Personal and Ubiquitous Computing (2023) 27:1811–1827
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(voices, clapping, etc.) and other background sounds. New
techniques are therefore necessary to address such auditory
issues. Binaural technologies [92, 93] have the concrete
potential to cover a prominent role but have still a marginal
utilization in the metaverse, especially in the large platforms
mostly used today.
5.1.4 Social musical interactions andcommunication
latency
The MM entails strict requirements for a fully immersive
experience, large-scale concurrent users, and seamless con-
nectivity. This poses many challenges to networking systems
and in particular wireless systems [76], such as ubiquitous
connectivity, ultra-low latency, ultra-high capacity and reli-
ability, and strict security. Current methods to musically
connect musicians as well as audiences in the metaverse are
largely insufficient. End-users need real-time solutions that
truly give them the feeling of being together in the same
environment, sharing the same musical experience. This
is crucial for a successful joint coordination of sounds and
movement, and eventually for realizing strong feelings of
shared musical experience and sense-making.
The fundamental issue that is necessary to overcome is
latency and its variation (jitter), at both auditory and visual
level. To play together over the network with stable tempo
and in realistic ways, musicians need to communicate their
musical signals with latencies below 20–30ms and with
a constant jitter. Academic and industrial research in the
field of networked music performances [48] has developed
a number of systems to address such issue at auditory level.
These systems have encompassed dedicated hardware and
software to minimize audio processing latencies as well as
codec and networking systems for reducing transmission
latencies. On the other hand, relatively little research has
been conducted for the low-latency transmission or control
of virtual/augmented visual content in metaverse applica-
tions, and this is even more true for musical applications.
Systems specific for low-latency networked interactions in
the metaverse have not been properly designed yet and there
is much room for progressing the field [14, 17]. In particular,
the most recent studies in this space indicate that while for
the acquisition, communication, and display of audio con-
tent significant progresses have been made to achieve low
latencies (of course compatibly with the physical distance),
existing hardware and software methods for the tracking,
communication, and rendering of visual XR content are time
consuming. Such a gap causes an audio-visual mismatch in
the received content that is not tolerable by musicians [51,
52]. This highlights the need to progress the hardware and
software methods for the visual tracking, streaming, and ren-
dering of the connected musicians, as well as its integration
with the audio content.
5.1.5 Integration andstandardization
Different technologies contribute to the MM: Musical XR
technology provides immersive musical experiences, digital
twin technology generates a mirror image of the real world,
blockchain technology offers the means to build a monetiza-
tion system, and 5G/6G infrastructures provide the tools for
interconnection. The integration of such diverse technolo-
gies is challenging. This is particularly true because most of
them are not consolidated yet and are constantly evolving at
a steady pace. This may cause issues of fragmentation and
compatibility that are non-negligible. Furthermore, metav-
erses created by different companies cannot typically interact
or exchange information/digital assets, given the fact that
they are built with different, proprietary and bespoke tech-
nologies. Moreover, different currencies/tokens are adopted
in different metaverses.
To cope with such issues, there is a need to define and
agree on standards for the MM. This will allow developers
and users to avoid fragmentation and facilitate interoper-
ability among different MM platforms. However, to date,
standardization activities specific to the MM are mostly
unrealized.
5.1.6 Computing power
Building the MM requires a powerful computing system
along with efficient ways to manage the computational
power. This is needed to allow a large number of musical
stakeholders to interact musically in the MM without expe-
riencing interruptions in their immersive experience [1].
However, existing systems cannot yet meet the intensive
computational load requirements of the MM (this is espe-
cially true for virtual concerts with a large audience). The
number of users (or better, avatars) that can be supported by
a given server varies depending on the power of the server
and the quality of the software platform handling the shared
virtual environment. Nevertheless, the paradigms of cloud
computing [94] and edge computing [95] have the potential
to address such requirement and, therefore, to become the
main infrastructure of the MM. This is in particular relevant
for 5G architectures [96, 97].
5.2 Ethical, sustainability, andregulatory
challenges
5.2.1 Ethics
Notwithstanding the numerous societal, artistic, and eco-
nomic benefits that MM promises, the degree of immersion
in virtual worlds, ubiquitous nature, and increased autonomy
of XR products raise concerns about the ethical compliance
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1822 Personal and Ubiquitous Computing (2023) 27:1811–1827
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of the associated services. Ethical and responsible innova-
tion (Van den [98] are crucial aspects to take into account in
the design of the MM to ensure that it is socially desirable
and undertaken in the public interest. Exploring the ethical
implications of the MM must consider principles of respon-
sible practice like the protection of the privacy of users and
the protection of the confidentiality of any data collected so
that risks to MM participants are eliminated, e.g., the risk
to expose personal or sensitive information.
Ethical research in the music technology field has identi-
fied various issues that are also very pertinent to the MM,
but to the author’s best knowledge, no investigation has been
conducted yet on them within MM contexts. For instance,
researchers have questioned the practices of music stream-
ing services in monitoring users and inducing behaviors
[99] and examined a variety of potential bias in the use of
artificial intelligence techniques applied to musical signals
[100, 101]. Some have discussed political issues inherent in
new music instruments, while others engaged with topics
such as gender diversity [102] and accessibility [103]. In
a different vein, ethical research in XR has also identified
issues that necessarily concern also the MM. In particular,
Slater etal. [104] highlight several issues deriving from the
increasing “superrealism” of XR experiences, where ele-
ments and even experiences in XR may become indistin-
guishable from reality.
There is a need to follow policies supporting social issues
in the MM in order for it to be socially acceptable. A first
step could be the precise identification of the major issues
(e.g., privacy, transparency, trust, social equality, gender
equality, accountability). A second step could consist of the
definition of ethical guidelines that can inform design and
development of policies in support of the MM. These steps
would parallel similar efforts conducted in the related field
of IoT [105, 106].
5.2.2 Environmental sustainability
Whereas the MM, like the metaverse, to date remains mostly
an idea and not an implemented reality, it is paramount to
interrogate ourself already now about the potential issues
concerning environmental sustainability. Ultimately, these
will mostly depend on the choices that will be made by
developers and companies about how to implement and run
MM platforms, as well as on how musical stakeholders will
use them. Recently, there has been an increasing attention
devoted by scholars to the negative impacts that music tech-
nologies development and use may have on the environment
[107–109]. Those lines of enquiry are also relevant to the
MM.
A first crucial risk concerns the drastic increase of energy
consumption, with the consequent influx of greenhouse gas-
ses emitted. XR technology and data centers use artificial
intelligence methods and cloud services, which require quite
large amounts of energy. A lot of energy will be also needed
to store a great quantity of data concerning musical stake-
holders and the virtual worlds, as well as to power severs
to process such data. As more musical events and activities
take place online, more energy will be needed.
Relatedly, the extensive use of blockchain technologies
and in particular NFTs, which are notoriously energy hun-
gry, will lead to a high energy usage and consequently to
a negative environmental impact [110, 111]. Notably, the
attention and sensitivity toward these topics has started to
emerge in the artistic community. For instance, the digital
artist Joanie Lemercier cancelled the NFT production and
sale of six artworks after calculations revealed that the pro-
cess for NFT creation, use, and verification would use in just
10s the same amount of electricity consumed in his studio
in 2years.5
Another major issue concerns the longevity of the hard-
ware and software tools used in the MM (an aspect investi-
gated also in other domains of music technology; see, e.g.,
[112]. It is plausible to expect that the continuous advance-
ments of Musical XR technologies will encourage MM users
to buy new hardware due to the setting of new hardware
requirements to interact in the virtual worlds (e.g., the need
of novel high-end GPUs or new HMD with higher resolu-
tion). This necessarily will translate in an influx in e-waste,
which consequently will contribute to polluting the soil,
groundwater, and landfills.
5.2.3 Privacy andsecurity
Privacy plays a crucial role in shaping the MM. However,
only a few studies have investigated privacy issues in Musi-
cal XR contexts [113]. How exactly to ensure privacy in
Musical XR remains an open question, despite the fact
that it is potentially as important as it is in reality [114].
Given the pervasive presence of the metaverse, transpar-
ent privacy mechanisms will have to be implemented on a
diverse range of Musical XR products and services as well
as on the platforms that support them. The application of
privacy-preserving schemes is much easier in conventional
social networks compared to the metaverse, as users can
decide with whom to share their social media content. In
the metaverse such privacy control is not possible, as users
cannot change the properties of the virtual environment in
which they are placed [115].
It is necessary to address issues of data ownership in
order to ensure that MM users feel comfortable when par-
ticipating in musical activities. MM users must be assured
that their data will not be used without their consent. The
5 https:// joani eleme rcier. com/ the- probl em- of- crypt oart/.
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1823Personal and Ubiquitous Computing (2023) 27:1811–1827
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definition of privacy policies is one approach to ensure the
privacy of information. Hardware and software devices for
the MM can be equipped with machine-readable privacy
policies, so that when they come into contact, they can each
check the other’s privacy policy for compatibility before
communicating [116]. Based on this, it is therefore crucial
that Musical XR manufacturers and service providers adopt
a “privacy by design” approach [117] as well as incorporate
privacy impact assessments into the design stage of Musical
XR products and MM platforms.
Security is another element that has been scarcely addressed
in Musical XR research. The MM should prevent sessions from
being attacked. Moreover, identity thefts or fake identities rep-
resent a major risk for users, especially considering the use of
advanced superrealism techniques capable of creating in the
virtual world false copies of real people, including their physi-
cal attributes and their personality [104].
5.2.4 Law andpolicy
The MM will inevitably induce new legal challenges that
must be addressed through a shared effort involving all
interested parties. A new legal environment specific to the
MM needs to be developed. For instance, there is a need to
develop renewed legal approaches for the protection of pri-
vacy and copyright in the different music sectors as well as
hardware and software techniques [118]. The current copy-
right and intellectual property laws, which enable owners
of musical content to control the reproduction, distribution,
and public performance of their works, need to be adapted
to future MM scenarios [119].
New policies and regulations are required to address any
relevant policy gaps to support the new musical ecosystems
of the MM. New research efforts should focus on the defini-
tion governance guidelines and regulatory options to support
the responsible development and use of MM products. Digital
piracy over the Internet is still a problem in the music industry
and it is plausible to expect that this issue will persist within the
MM, although the adoption of NFT and blockchain technolo-
gies is expected to drastically reduce such an issue.
A relevant issue concerns the territoriality of the regu-
lations which the companies offering MM services have
to adhere to. For instance, the GDPR holds for companies
based in Europe, but the musical virtual worlds created by
such companies can achieve worldwide proportions. This
may cause issues with extra-EU regulations, and therefore
adaptation schemes must be set in place by these companies
for the different countries in which they operate.
5.2.5 Psychological andsocial issues
The MM could entail issues at psychological and social
level. Firstly, there is a risk for user addictions, an effect
demonstrated for other related media and highly relevant to
the metaverse [120]. Despite music is an activity that typi-
cally enriches our lives at multiple levels, the excessive use
of the MM could lead to physical, social, and mental disor-
ders. Social isolation is another concrete issue, where MM
users would tend to avoid interactions with other people in
real life. Relatedly, MM users could exhibit issues of pref-
erence for virtual social interactions compared to real ones.
Notably, superrealism may let users experience musical
activities so highly resembling the real-world ones that the
issues above could be further exacerbated [104]. In a sepa-
rate vein, the MM could be potentially affected by cyber-
bullying. Dedicated software methods should be devised to
detect such misbehaviors in the same way it occurs for other
media [121].
Another line of enquiry concerns the prolonged use of
the MM. To date, the attention devoted by researchers to the
investigation of how performing musical activities using XR
technologies compare with the conduction of the same activ-
ities in the real world remains limited. Only a few studies
have been conducted in this space for non-musical domains
[122, 123], and results point to the incapability of current
XR technologies to provide a seamless user experience that
would support users for long working sessions. In general,
new investigations, especially using in-the-wild methods,
should be conducted to understand users’ behaviors in the
MM. Moreover, there is a need for technical and non-techni-
cal methods for prevention of the disorders possibly caused
by erroneous uses of the MM.
5.3 Artistic challenges
Likely, the main artistic challenge relates to the adoption
of the MM by the artists. This will be inevitably linked to
the social acceptability of the hardware and software tools,
along with their effectiveness to support the artists’ creative
processes and musical activities.
Exploiting the possibilities offered by the MM entails a
rethinking of conventional musical activities and practices.
To progress the music field toward new directions, com-
posers and performers should focus on the aspects that are
peculiar to the MM, and all its underlying technologies. For
instance, they will need to consider the distributed nature of
musicians and audiences within MM ecosystems, along with
the multimodality of the musical content. This is challeng-
ing and spurs the conduction of a whole new kind of artistic
research in this unprecedented space.
Music pedagogy could also be benefitted by the MM
affordances, but applications in this space are still in
their infancy [14]. There is a need for novel systems and
human–computer interaction investigations that could
exploit the unique opportunities of the MM for devising new
teaching and learning methods.
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1824 Personal and Ubiquitous Computing (2023) 27:1811–1827
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On the other hand, audiences could also leverage the MM
opportunities and change their way of intending their interac-
tion with music and their favorite artists. For instance, audi-
ences could participate to the creation process of an artist’s
music, or to its surrounding decision processes through com-
munity voting schemes, typically reserved to fans with special
access (e.g., granted via NFTs). This is essentially a new form
of making art, which subvert the conventional roles of the artist
fully in charge of the creative process and of a passive audience.
In general, the MM could be seen as a new form of soci-
ety, and this is expected to give rise to new cultural forms.
Music, after all, has always accompanied humanity in its
evolution, including societal and cultural changes. The MM
could be a new space for artists to promote political ideas
through their music. However, this could also generate cen-
sorship issues by authorities.
6 Conclusions
In this paper, we aimed to investigate not only the potentials
of computational music in the dawn of the metaverse era,
but also the related concerns. The metaverse is expected to
profoundly impact the organization and functioning of our
society through the integration of XR, blockchain, 5G/6G,
digital twins, and artificial intelligence. This is also true for
musical activities and social relationships based on them.
The MM may foster several new opportunities for the
music industry and the musical domain at large, paving the
way to new services and applications capable of exploiting
the interconnection of the digital and physical realms. The
music industry is increasingly becoming one of the biggest
investors in the metaverse and the MM has the concrete
potential to disrupt the music industry sector as we know it
today. On the one hand, the MM can transform how musi-
cians earn a living through the use of digital property rights;
on the other hand, fans are offered new ways to connect
with the music, their favorite artists, and each other. The
accomplishment of the MM vision will undoubtedly take
many years of development, but has the potential to result
in an enriched range of musical interaction modalities that
ultimately are expected to greatly benefit a large variety of
musical stakeholders. This potential, however, needs to be
accomplished on the basis of a solid understanding of the
associated ethical concerns, which are yet to be defined.
Ideally, the development of the MM (including new ser-
vices, hardware and software tools, and Musical XR tech-
niques) should be intended as an interdisciplinary endeavor
focused on addressing, seamlessly and simultaneously, tech-
nological, artistic, perceptual, economic, ethical, and social
aspects related to the conduction of musical activities in
this new space. Moreover, it should be a collaborative effort
which encompasses the voices of all the various stakeholders
involved. Of course, in part the responsibility for the creation
of socially and environmentally acceptable MM platforms will
depend on the companies’ choices about how to develop them.
But in part, this responsibility will necessarily depend also on
how the end users will use such platforms.
The MM is rapidly growing in artistic, academic, and
industrial settings, as testified by new musical activities,
products, services, the increasing number of publications
from various academic communities (e.g., NIME, Gam-
ing, HCI, Internet of Sounds), as well as talks and tutori-
als at prestigious conferences and music fairs. Since the
metaverse is emerging, now is the best time to establish
rules for the MM and associated Musical XR technologies
along with policies for the interactions of stakeholders.
As of today, we do not know enough about the impact of
metaverse technologies on music and musical stakehold-
ers. We also lack the language and the metrics to discuss,
evaluate, and contribute to a critique of these new tech-
nologies. Much work remains to be done in this space at
technological, artistic, economic, ethical, and policy levels.
For the MM to be safely adopted by end users, a number
of technical, artistic, personal data-related, and regulatory
challenges need to be addressed. Moreover, it is important
to address issues of energy consumption and eco-com-
patibility of manufacturing materials as well as stimulate
holistic research that takes environmental goals into con-
sideration. Therefore, this paper calls for more discussions
and technical endeavors within Musical XR-related com-
munities, so for the MM to be built in responsible ways.
Funding Open access funding provided by Università degli Studi di
Trento within the CRUI-CARE Agreement.
Declarations
Conflict of interest The author declares no competing interests.
Open Access This article is licensed under a Creative Commons Attri-
bution 4.0 International License, which permits use, sharing, adapta-
tion, distribution and reproduction in any medium or format, as long
as you give appropriate credit to the original author(s) and the source,
provide a link to the Creative Commons licence, and indicate if changes
were made. The images or other third party material in this article are
included in the article's Creative Commons licence, unless indicated
otherwise in a credit line to the material. If material is not included in
the article's Creative Commons licence and your intended use is not
permitted by statutory regulation or exceeds the permitted use, you will
need to obtain permission directly from the copyright holder. To view a
copy of this licence, visit http:// creat iveco mmons. org/ licen ses/ by/4. 0/.
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