Last year will also be marked as the year when the word metaverse (metaversum, metasvemir) became part of everyday vocabulary. This not only points to the creation of a new virtual world into which large companies intend to invest billions but also to a completely new way of communicating with (younger) consumers. It is precisely for this reason that the team that brings new consumer trends every month on the website Trendwatching.com stated that the new year will, among other things, be characterized by a mode of communication that transcends all previous ones.
In fact, one that transcends words themselves. This trend has been aptly named beyond words, which can be translated as 'ineffable, indescribable; above, beyond words' or 'something that cannot be described in words'. And indeed, to convey their message and encourage consumers, brands of the modern era must communicate 'beyond words' and use entirely new tools and technology.
Trend in practice
That it is the right moment for this is confirmed by three triggers of new communication. Trendwatchers primarily cite the previous communication of younger generations, which has transformed from word communication into communication through emojis, video clips, and memes. Visual communication was first embraced by millennials and began to be used en masse after the advent of smartphones. Seven years ago, emoji officially entered the Oxford Dictionary, was declared the word of the year, thus announcing the entry of visual communication into mainstream. Indeed, to the horror of traditionalists, emoji, video clips, GIFs, and memes (especially in the digital world) have become an indispensable part of everyday communication; it is rare for communication to be limited to words alone. Furthermore, a significant change has also occurred in the world of gaming. Games are no longer played just for the sake of playing, or to score points in fictional worlds, but also to socialize.
For this reason, brands like H&M, Vans, or Gucci are trying to find new ways to interact with gamer consumers, and they are getting involved in the game themselves. Additionally, the video game industry offers users non-traditional education: the edutainment market, a blend of learning and entertainment, is growing, which, among other things, is advocated by Elon Musk, who has supported the startup Synthesis, an innovative online academy that teaches participants using games.
As the third trigger, Trendwatching.com cites the emergence of avatars, virtual beings that are already a big deal in China, especially in the music and fashion industries. It is estimated that the virtual idol industry there will grow from $15.5 million (2018) to over $230 million by next year. How exactly these triggers have influenced the relationship with consumers and what the beyond words trend looks like in practice is illustrated by examples highlighted by trendwatchers. For instance, at the end of last year, the city government in Seoul financed the construction of a metaverse, a virtual metropolis where citizens can relocate with a simple move – by putting on virtual glasses. In addition to being able to visit (virtual) historical sites, they can perform some regular bureaucratic tasks, such as filing civil lawsuits. By next year, Seoul plans to realize the Metaverse 120 Center, which will offer all public services in one virtual place. By 2026, it plans to fully build the Seoul metaverse, and city chatbots are already working with citizens – answering inquiries and resolving their complaints.