The metaverse is the future of the internet, according to tech CEOs like Mark Zuckerberg and Satya Nadella. Or it could be a video game. People can easily make their own video games on Roblox, and some companies are selling broken game worlds that come with NFTs (non-fungible tokens).
In the 1992 science fiction novel Snow Crash, the term “metaverse” was coined as a combination of “meta” and “universe.” Virtual reality advancements are frequently related to the development of the metaverse because of the increasing demand for immersion.
Web3 has boosted metaverse development. Buzzwords like “Web3” and “The Metaverse” have been used to overstate the development of various connected technologies and projects. The metaverse, which originates from social networking and video games, has difficulties with user addiction, safety, and privacy.
Getting into the Metaverse
The metaverse is “a network of interconnected 3D virtual worlds.” Users can get to these worlds by putting on a virtual reality headset. They can move around in the metaverse by moving their eyes, using feedback controllers, or speaking. The headset makes the user feel like they are really there. This is called “presence,” and it is created by giving the user the physical feeling of being there.
To put it another way, when talking about “the metaverse,” firms often mean both virtual reality and augmented reality, which mix elements of both the digital and physical realms. That doesn’t mean that VR or AR must be the only ways to access these virtual worlds. The term “metaverse” has been coined to describe virtual worlds that may be accessed via PCs, game consoles, and even smartphones.
Many companies that have joined the metaverse anticipate a new digital economy where users may purchase and sell items. In idealized conceptions of the metaverse, you can transport virtual clothes or cars from one platform to another, albeit this is difficult. Some claim new technologies like NFTs can enable portable digital assets, but this isn’t true. Moving goods from one video game or virtual environment to another is a complicated operation that no company can handle.
Online learning and government services may be Metaverse’s biggest markets.
But the uses are not just limited to games. Metaverse concerts are being tried out by musicians and entertainment companies. Leading sports teams, like Manchester City, are building virtual stadiums so that fans can watch games and, likely, buy virtual merchandise.
Rec Room or Horizon Worlds can show us how the metaverse operates. This is how most people think of the metaverse: as a VR-based world that is separate from our physical one and where people can socialize and have a seemingly endless number of virtual experiences, all of which are supported by their own digital economy.
How is the Metaverse Currently?
To define the future metaverse, you must define the present. We already have massively multiplayer online games (MMOs) that are practically complete virtual worlds, as well as digital concerts, video conversations with people from all over the world, online avatars, and commercial platforms. So, if you want to sell these things as a new way of seeing the world, they have to have something new about them.
In some ways, that kind of hype is more important to the concept of the metaverse than any single technology. As a result, it should come as no surprise that those supporting NFTs—cryptographic tokens that can act as digital certificates of ownership in a manner similar to that used in the real world—are also enthusiastic about the metaverse. The public blockchains they’re built on have privacy and security issues, but if a tech business can argue they’ll be the digital key to your Roblox home, then boom. You’ve turned your pastime of buying memes into internet infrastructure (and potentially increased the worth of your cryptocurrencies).
Since Facebook changed its name, the idea of “the metaverse” has been a powerful way to repackage old technology, oversell the benefits of new technology, and attract the attention of speculative investors. But just because a lot of money is flowing into an area doesn’t mean that a major paradigm shift is right around the corner, as 3D TVs, Amazon’s delivery drones, and Google Glass all show. There have been a lot of bad investments in the history of technology.
But futurity is important to the tech industry as a whole in some ways. It’s fine to sell a phone, but it’s better to sell the future. In reality, it’s possible that a real “metaverse” wouldn’t be much more than some cool VR games and digital avatars in Zoom calls, but mostly just what we still think of as the internet.
Beyond virtual reality,
The metaverse has hurdles before universal acceptance. This universe’s “virtual” half is a challenge. VR is a key part in the metaverse, but access shouldn’t be limited to VR gear. Anyone with a computer or smartphone can use Second Life’s metaverse. Because VR is still struggling to gain market adoption, the metaverse must be widely accessible.
Everywhere, fantastic realms.
Augmented reality (AR) experiences could be the key to unlocking the metaverse’s full potential. AR lets people use their phones or other devices to digitally enhance what they see in the real world in real time. This lets them use a virtual world while still feeling like they are in the real world.
A metaverse based on augmented reality wouldn’t be a whole new digital world. Instead, it would be a place where our real world and the digital world meet. Louis Rosenberg, a computer scientist and tech writer, believes that this form of the metaverse has the potential to change the way we live: “I believe the vision portrayed by many Metaverse companies of a world filled with cartoonish avatars is misleading.”Yes, social virtual worlds will become highly popular, but they will not be the means by which immersive media alters society. The genuine Metaverse, which will become the primary platform for our existence, will be an augmented universe. If we execute it correctly, it will be magical and pervasive.
(Ravenscraft,2022) (Adrian Ma,2022 )