What is the metaverse is a question we have heard answered thousands of times recently, each of them with a more or less detailed and precise definition. What seems certain is the origin of the word, which has been coined by Neal Stephenson in his 1992 cyberpunk novel “Snow Crash,” to indicate a three-dimensional space within which individuals can move, share and interact through custom avatars. The difference with Stephenson’s novel is that today the metaverse has overwhelmingly become part of our lives and has become a reality and is no longer science fiction. Nowadays, even the most ordinary daily activities, which are part of our work or leisure, are somehow connected to the metaverse, whether we like it or not: have you ever attended a legal seminar on the metaverse? We had, and although in terms of access and content it did not seem to be particularly different from a normal webinar, the legal implications of the same are instead extraordinary. In this regard, the metaverse has been discussed under uncountable law profiles such as finance, tax, employment, real estate, data privacy, criminal law, etc., and, it must be said, intellectual property is no less. Therefore, assuming no one needs to hear a new definition of the metaverse, the goal of this article is to try to identify the legal issues the latter raises in particular in relation to the use of trade marks. Companies which have now entered the metaverse in the most different ways are well aware that the metaverse is a potential new market and have been very careful to register their trade marks also to deal with the virtual world. A report from Research and Market1 has named 50 of the most active companies in the metaverse, among which are Meta, Apple, Google, Microsoft, Alibaba, Sony, Binance, Walmart, Nike, Gap, Netflix, adidas and Atari.