Please grace us with your superior definition.
- Is a metaverse a VR replacement for the entire online experience? This is most likely unattainable and unrealistic. Full immersion is undesirable and impractical for many, if not most, of the things people do today on the web.
- Is a metaverse "less gamey" than a game? Not a useful distinction to draw. You can hang out with friends in Minecraft and ignore any aspect of the game you don't care for, if you wish. Having mechanics is usually a benefit and not a hazard. Take most of the features of a game away and leave only a first-person chat room, and the result is anemic. VRChat already exists and handles that niche well, anyway.
- Is a metaverse an "open market" with many federated members? Facebook isn't trying to do this. Everyone shilling metaverses wants lock-in and exclusivity.
- Is a metaverse a "closed market" in which smaller economic players can participate, like the iOS store? How is this fundamentally unlike e.g. Steam, with a social network and chat features that span games in an ecosystem that includes third party vendors?
Metaverses are just a buzzword dreamed up by people who don't play video games, but have a strong opinion for what would be the "best ever" multiplayer experience. As a consequence, all the focus is on things that have nothing to do with a game or an experience; just monetization models, restrictions, marketing.