Enter the Metaverse – Your Online Future

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What is the metaverse?

It is a network of 3D areas that is persistent. Today, almost all programs, digital operating systems, and web pages operate online using the same protocols and technology. The metaverse is a 3D elevation of the internet world that includes much of consumer leisure and socializing as well as augmented reality—unseen virtual simulations in the real world.

So the metaverse doesn’t imply virtual reality (VR)?

The metaverse as a whole must be distinguished from access points and particular experiences. An effective parallel would be to discuss the mobile internet, which is different from apps. In addition to using a web browser to access the mobile internet, you can also do it without using any kind of visual interface. Saying “”Hey Siri, what time is it?”” will connect you to the mobile internet on your phone. Although common access points to the metaverse may include VR or AR (augmented reality) headsets, they are not necessary.

Describe anything that exists today as a metaverse?

The most comparable examples would be consumer-focused gaming platforms geared toward leisure time, like Roblox or Minecraft, which are well-liked experiences reaching tens of millions of people every day and tightly integrating millions of different virtual worlds. That’s still rather modest, though, and would be somewhat like describing a GeoCities, Yahoo, or AOL portal from the 1990s as a forerunner of the modern internet.

Going back even deeper than the internet virtual world Minecraft A proto-metaverse is frequently used to describe Second Life.

It is a good illustration. Second Life demonstrates that this is not a novel concept. Despite the fact that the name is 30 years old, the theory and early literature surrounding it date back over a century. One of the most influential and successful early examples of it was Second Life, which had a largely independent economy where users could do business with one another while paying a tax as opposed to going via the platform as a middleman. There was no set goal for the game; it was created to encourage uncontrolled play. It concerned what you wished to carry out.

Comparing that to today is also significant, though. At its height, in 2006, Second Life had a few million monthly users. It’s possible that there are more games available on Roblox right now. A significant portion of that can be attributed to the fact that creation is now much simpler than it formerly was, making it something even a young child can perform. So, with Second Life, we can follow the trajectory of the metaverse in addition to seeing its ancestry. These platforms’ capacities, availability, and reach expand together with their economic value throughout time.

Should we expect the metaverse to be an anarchist utopia?

Some people say nation-state civilization and community are coming to an end, but I don’t think that’s realistic. A stronger regional identity is more likely to result from a mix of growing regional player influence and growing state regulation.

What problems in the real world does the metaverse genuinely address?

A 3D immersive environment is frequently, if not almost always, a more natural and effective approach to conveying knowledge and concepts. It took thousands of years for humans to become capable of using 2D interfaces.

For instance, we are aware that YouTube videos are not the most effective way to learn and that Zoom school was not really engaging. So that we can understand the potential benefits of an immersive education: entering a circulatory system, creating a Rube Goldberg machine (a device that performs a simple task in the most complicated way possible), navigating various gravitational environments, or learning physiotherapy using haptic sensors with 3D representation and gait analysis rather than by watching a video screen. We may infer with certainty that some components of that will improve upon the current internet and enhance our experience.

Data rights, data security, data literacy, platform power, platform regulation, misinformation, radicalization, the role of algorithms in our daily lives, online happiness, toxicity, and harassment are just a few of the core issues we’re still dealing with in 2022. And in the metaverse, they will all be made worse.

The few lessons we have learned will frequently get harder as time goes on. In comparison to moderation in 2D text, moderation in 3D space necessitates various techniques and approaches. The fact that many of the main issues in the social period weren’t predicted and actually required a lot of testing presents one of the difficulties in this situation.

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