Metaverse Technologies and Business Models
| Module [Module Number] | SM Information Systems III [1277MSISY3] |
| Regular Cycle | Summer Term |
| Teaching Form | Lecture with integrated tutorials |
| Examination Form | Combined: Written assignment + Exam |
| Teaching Language | English |
| ECTS | 6 |
| Instructor | Prof. Dr. Stefan Seidel |
| KLIPS | Summer Term 2026 (First Registration Phase) |
| Syllabus | Download |
Course Topic
So Hiro’s not actually here at all. He’s in a computer-generated universe that his computer is drawing onto his goggles and pumping into his earphones. In the lingo, this imaginary place is known as the Metaverse. Hiro spends a lot of time in the Metaverse.
Hiro is the main character in Neal Stephenson’s novel Snow Crash. Originally published in 1992, Snow Crash describes a future dystopia where Hiro—and many others—escape a dreadful future in the Metaverse. In Stephenson’s novel, the Metaverse is a large-scale virtual world that is populated by avatars.
In recent years, the term Metaverse (often referred to “the” Metaverse, capitalized and singular) has gained significant attention. We have been witnessing the rise of various crypto-based metaverses (in plural form and lowercase), new Metaverse applications, and public discourse around how the Metaverse will change private and professional life. Relevant developments include next generation video game engines, new business models around video games, the application of augmented and virtual reality, novel types of digitally mediated experiences, and artificial intelligence for content generation. The Metaverse is the next version of the Internet and has important ramifications for designing digitally mediated experiences and revisiting existing and developing new business models.
The lecture introduces the history and foundations of the Metaverse, explores key technical foundations and artifacts (architectures, standards, digital assets, digital agents, etc.) and their interplay, and explores how these enable new business models.
In the exercise sessions, students will get familiar with Metaverse applications, the navigation of Metaverse platforms, and will gain hands-on experience in content creation and basic development techniques.
Content
- History and evolution of the Metaverse
- Current trends and proto-metaverses
- Metaverse technologies (hardware and software) and standards
- Metaverse design and artifacts
- Metaverse governance and regulation
- Business models and monetization strategies
Learning Objectives
- analyse current questions and challenges in leveraging Metaverse technologies for digital innovation and business models.
- act responsibly considering ecological, social and ethical criteria.
- critically evaluate current social developments and develop alternative solutions.
- develop work processes for real problems and challenges.
- know and understand the relevant methods and theories for the module content.
Course Conduct
The classroom sessions will take place as a block course in the first days of April, before the regular semester time starts. Afterwards, you will have three weeks to finish your written assignments and learn for the exam. The course will be complete by the end of April.
Timeline
Block Sessions
01, 02, 07, 08, 09 April 2026, 9:00am to 5:00pm
Location: Room S22, building 106 (Seminargebäude)
A detailed timeline is available in the syllabus as well as in ILIAS. The timeline is subject to change.
Important Dates
- Exam Registration Deadline (*): 07 April 2026, 11:59pm
- Q&A-Session: 23 April 2026, 08:00-11:30am, room S241, building 101 (WiSo-Gebäude)
- Written Assignment Submission Deadline: TBA
- Exam (*): 30 April 2026, 09:00-10:00am, Room TBA
(*) official information only via KLIPS2.
Assessment
This course will be assessed as a portfolio exam with the following components:
1) Written Assignment (40 points)
- Individual
2) Final Exam (60 points)
- 60 minutes
Selected Readings
Required readings will be announced at a later date.
Lecture slides and other learning materials will be made available via ILIAS.