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After Meta’s stock jump, an executive warned employees that they’re still “at the whim of Apple”

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After Meta’s stock jump, an executive warned employees that they’re still “at the whim of Apple”

Meta had an abysmal 2022. The value of its stock fell by 65 percent year over year, it laid off 11,000 people, and employee morale has suffered.

There are signs things are turning around, though: Earlier this month, the company reported stronger-than-expected Q4 earnings and saw its stock price jump by more than 20 percent in a single day. While almost every other major tech company is continuing to struggle and has also laid off thousands from their workforces, none has seen a stock market rebound anywhere close to Meta’s.

That progress could be overstated and the company isn’t out of the woods just yet, according to an internal memo from one of the company’s top executives that Recode obtained. Meta still faces major business challenges, including Apple limiting its advertising business, TikTok’s rising popularity, and its brand sentiment with users in the US.

Meta declined to comment.

In the note, which Meta Chief Marketing Officer Alex Schultz posted on Meta’s internal employee message board, Workplace, in early February, he cautioned employees to contain their excitement. “We have to keep our eyes on the horizon and not focus on the reaction of the street and our stock price,” he wrote. “I believe in this company … but we’re still early in this turnaround, not everything will pan out.”

Schultz wrote that Meta is still “at the whim of Apple,” referencing the new privacy feature that the iPhone maker introduced in 2021 that limited the amount of data Meta can collect about many mobile users, making it harder for the company to target ads — which is a key part of its business model. Last February, Meta said the change would cost the company $10 billion in lost revenue a year — around as much as the company is spending annually on its metaverse ambitions. Since Apple made the change, Facebook had been using AI to recoup those losses and better target ads without Apple’s help. One approach, according to the Wall Street Journal, has been “bargaining with users” to get them to agree to tracking in exchange for seeing fewer ads. These efforts are still early, though, and Schultz’s memo reflects the continued power that Apple, as the gatekeeper of the iPhone App Store, still holds over Facebook and Instagram.

The executive also tempered expectations around Reels, Meta’s TikTok clone, saying that its “monetization efficiency” — or how much money the company is making from ads on Reels — has grown “but is still very low.” Overall, Reels is “still smaller than TikTok,” Schultz wrote. Meta CEO Mark Zuckerberg said in November that the amount of time users spend on Reels is about half of the time spent on TikTok, in countries outside of China.

Zuckerberg also said in a post-earnings call post this month that there are more than 140 billion Reels plays across Facebook and Instagram each day, a more than 50 percent increase from six months ago. But advertising within Reels still doesn’t make nearly as much money as advertising within Facebook and Instagram feeds.

In terms of the overall popularity of Meta’s apps, Schultz was similarly blunt.

“We are seeing better numbers on young adults and teens in the US but we’re not satisfied, sentiment trends are better for our brands but that doesn’t mean they are good in the US and similar countries and I could go on and on,” Schultz wrote.

The memo is in line with Zuckerberg’s drumbeat of messaging in recent months: Employees need to work harder to make sure Meta is “winning” again. The company is reportedly planning another round of layoffs. In particular, Zuckerberg wants to cut layers of middle management as part of his drive for increased efficiency.

For Meta, a company that had two decades of nearly unstoppable growth that suddenly halted in the past year, the note is also a demonstration of how tenuous the company’s trajectory remains. It’s too early to call Meta’s recent stock market gains a comeback.

As Meta and the rest of the tech industry face unprecedented economic uncertainty, Meta’s leaders aren’t planning to let the company rest on its laurels. Schultz’s note makes it clear: There’s still a lot more work to do before Meta can return to its glory days.

Read the full memo below:

Hey, team, just like when I talked in our Q&A after our stock price dropped precipitously last year there’s been another big street reaction to our earnings call (and the run up to it), this time up. It’s nice to see people thinking we’ve improved our discipline and we’re not as bad they thought. I’ve been in a few groups though where I’ve seen folks get quite excited. So I want to remind you what I said last year. We’re never as bad as they think we are at times like last year’s stock crash but we’re probably never as good as they think at times like this. We’re still early in this turnaround. We still have efficiency we need to find to run this company better in the new reality, we’re still at the whim of Apple, relative Monetization Efficiency has grown on reels but it is still very low, reels have grown a lot but they are still smaller than TikTok, we are seeing better numbers on young adults and teens in the US but we’re not satisfied, sentiment trends are better for our brands but that doesn’t mean they are good in the US and similar countries and I could go on and on. We have to keep our eyes on the horizon and not focus on the reaction of the street and our stock price. I believe in this company, I am really bullish in the long term future, all the things I felt positive about last year, I feel positive about, BUT we’re still early in this turnaround, not everything will pan out, we will have a lot of highs and lows yet and we have to keep a long term focus and level head no matter what the outside noise is, positive or negative.

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Individual + Team Stats: Hornets vs. Timberwolves

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CHARLOTTE HORNETS MINNESOTA TIMBERWOLVES You can follow us for future coverage by liking us on Facebook & following us on X: Facebook – All Hornets X – …

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What went wrong with ‘the Metaverse’? An insider’s postmortem

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What went wrong with 'the Metaverse'? An insider's postmortem


It’s now two years since Facebook changed its name to Meta, ushering in a brief but blazing enthusiasm over “the Metaverse”, a concept from science fiction that suddenly seemed to be the next inevitable leap in technology. For most people in tech, however, the term has since lost its luster, seemingly supplanted by any product with “artificial intelligence” attached to its description. 

But the true story of the Metaverse’s rise and fall in public awareness is much more complicated and interesting than simply being the short life cycle of a buzzword — it also reflects a collective failure of both imagination and understanding.  

Consider:

The forgotten novel

Ironically, many tech reporters discounted or even ignored the profound influence of Snow Crash on actual working technologists. The founders of Roblox and Epic (creator of Fortnite) among many other developers were directly inspired by the novel. Despite that, Neal Stephenson’s classic cyberpunk tale has often been depicted as if it were an obscure dystopian tome which merely coined the term. As opposed to what it actually did: describe the concept with a biblical specificity that thousands of developers have referenced in their virtual world projects — many of which have already become extremely popular.

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Snow Crash.

You can see this lack of clarity in many of the mass tech headlines attempting to describe the Metaverse in the wake of Facebook’s name change: 

In a widely shared “obituary” to the Metaverse, Business Insider’s Ed Zitron even compounded the confusion still further by inexplicably misattributing the concept to TRON, the original Disney movie from the 80s.

Had the media referenced Snow Crash far more accurately when the buzz began, they’d come away with a much better understanding of why so many technologists are excited by the Metaverse concept — and realize its early incarnation is already gaining strong user traction.  

Because in the book, the Metaverse is a vast, immersive virtual world that’s simultaneously accessible by millions of people through highly customizable avatars and powerful experience creation tools that are integrated with the offline world through its virtual economy and external technology. In other words, it’s more or less like Roblox and Fortnite — platforms with many tens of millions of active users. 

But then again, the tech media can’t be fully blamed for following Mark Zuckerberg’s lead.

Rather than create a vision for its Metaverse iterating on already successful platforms — Roblox’s 2020 IPO filing even describes itself as the metaverse — Meta’s executive leadership cobbled together a mishmash of disparate products. Most of which, such as remotely working in VR headsets, remain far from proven. According to an internal Blind survey, a majority of Zuckerberg’s own employees say he has not adequately explained what he means by the Metaverse even to them.

Grievous of all, Zuckerberg and his CTO Andrew Bosworth promoted a conception of the Metaverse in which the Quest headset was central. To do so, they had to overlook compelling evidence — raised by senior Microsoft researcher danah boyd at the time of the company acquiring Oculus in 2014 — that females have a high propensity to get nauseous using VR.

Meta Quest 3 comes out on October 10 for $500.
Meta Quest 3.

Contacted in late 2022 while writing Making a Metaverse That Matters, danah told me no one at Oculus or Meta followed up with her about the research questions she raised. Over the years, I have asked several senior Meta staffers (past and present) about this and have yet to receive an adequate reply. Unsurprisingly, Meta’s Quest 2 VR headset has an estimated install base of only about 20 million units, significantly smaller than the customer count of leading video game consoles. A product that tends to make half the population puke is not exactly destined for the mass market — let alone a reliable base for building the Metaverse. 

Ironically, Neal Stephenson himself has frequently insisted that virtual reality is absolutely not a prerequisite for the Metaverse, since flat screens display immersive virtual worlds just fine. But here again, the tech media instead ratified Meta’s flawed VR-centric vision by constantly illustrating articles about the Metaverse with photos of people happily donning headsets to access it — inadvertently setting up a straw man destined to soon go ablaze.

Duct-taped to yet another buzzword

Further sealing the Metaverse hype wave’s fate, it crested around the same time that Web3 and crypto were still enjoying their own euphoria period. This inevitably spawned the “cryptoverse” with platforms like Decentraland and The Sandbox. When the crypto crash came, it was easy to assume the Metaverse was also part of that fall.

But the cryptoverse platforms failed in the same way that other crypto schemes have gone awry: By offering a virtual world as a speculative opportunity, it primarily attracted crypto speculators, not virtual world enthusiasts. By October of 2022, Decentraland was only tracking 7,000 daily active users, game industry analyst Lars Doucet informed me

“Everybody who is still playing is basically just playing poker,” as Lars put it. “This seems to be a kind of recurring trend in dead-end crypto projects. Kind of an eerie rhyme with left-behind American cities where drugs come in and anyone who is left is strung out at a slot machine parlor or liquor store.”

All this occurred as the rise of generative AI birthed another, shinier buzzword — one that people not well-versed in immersive virtual worlds could better understand.

But as “the Metaverse” receded as a hype totem, a hilarious thing happened: Actual metaverse platforms continued growing. Roblox now counts over 300 million monthly active users, making its population nearly the size of the entire United States; Fortnite had its best usage day in 6 years. Meta continues plodding along but seems to finally be learning from its mistakes — for instance, launching a mobile version of its metaverse platform Horizon Worlds.  

Roblox leads the rise of user-generated content.
Roblox.

Into this mix, a new wave of metaverse platforms is preparing to launch, refreshingly led by seasoned, successful game developers: Raph Koster with Playable Worlds, Jenova Chen with his early, successful forays into metaverse experiences, and Everywhere, a metaverse platform lead developed by a veteran of the Grand Theft Auto franchise.

At some point, everyone in tech who co-signed the “death” of the Metaverse may notice this sustained growth. By then however, the term may no longer require much usage, just as the term “information superhighway” fell away as broadband Internet went mainstream.  

Wagner James Au is author of Making a Metaverse That Matters: From Snow Crash & Second Life to A Virtual World Worth Fighting For 

GamesBeat’s creed when covering the game industry is “where passion meets business.” What does this mean? We want to tell you how the news matters to you — not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it. Discover our Briefings.

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Social media blocks are “a suppression of an essential avenue for transparency”

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In this photo illustration the word censored is seen displayed on a smartphone with the logos of social networks Facebook, WhatsApp and YouTube in the background.

Once praised as the defining feature of the internet, the ability to connect with physically distant people is something that governments have recently been seemingly intent on restricting. Authorities have been increasingly pulling the plug, putting over 4 billion people in the shadows in the first half of 2023 alone

Social media platforms are often the first means of communication to be restricted. Surfshark, one of the most popular VPN services, counted at least 50 countries guilty of having curbed these websites and apps during periods of political turmoil such as protests, elections, or military activity.

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