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WHAT IS METAVERSE?
Introduction:
This is a guide to understanding the concept of metaverse by Jaymin Kim. The term METAVERSE has been around for a long time (up to 30 years now) and despite that, just like any other buzzword, its meaning has not gotten any clearer and it is still a mystery to most laymen and even some experts.
The first thing to know about the metaverse is that the word was coined by Neal Stephenson in 1992. The word was primally mentioned in his science fiction novel 'Snow Crash'. He imagined a 21st-century dystopian future as a medium for people to escape from their reality just as displayed in 'The Matrix', though with a dye of unwillingness.
Meaning:
I think the meaning of metaverse cannot necessarily be bound by the confines of a definition as it is not yet credibly incorporated and implemented in our world today. It can, however, be conceptualized as an evolutionary development to our today's internet that involves a 3D virtual reality and augmented reality in which users can enter a virtual world to work, shop, play, communicate and socialize with the feeling of being present, though virtually.
Metaverse involves the use of virtual and augmented reality headsets and it emphasizes 'presence'. Presence is the major and most important definitive attribute of the metaverse as technological advancement is proposed to make people feel present in virtual reality, mixed reality, and augmented reality by choosing their avatar that can be personally customized.
Incorporation:
The popularity of the term 'metaverse' has radically heightened since big technological enterprises and business organizations started showing a high amount of interest in the concept and envision it as the new future of social connection and business. Facebook hinted interest in the metaverse in 2014 when 'Oculus' was bought. Interests in the metaverse spiked when Mark Zuckerberg declared that Facebook's commitment has been directed to the development of the metaverse in 2021, Facebook was renamed 'Meta Platforms'.
The metaverse technology has already been incorporated into video games and is now widely used. The game that is the closest to the metaverse ideal is 'Second Life' which, just as the name suggests, displays a virtual world that is populated with live people that choose a representative avatar to live in a persistent three-dimensional world, as defined by its creator Philip Rosedale in an interview in 2022. Second Life is often regarded as the first metaverse. Roblox is another acclaimed metaverse software that has gained significant usage in the marketing world today.
Metaverse involves the use of virtual reality headsets with a price range of $300-$3000 as of 2022
Criticisms:
Despite the proposed wide range of use of the metaverse, there are some criticisms of the concept. The most prominent issue with metaverse is privacy this is because most users would have to give personal information collected by related companies thereby violating the privacy of the users.
It is also thought that addiction and problematic social media use which are already displayed aftermath of the internet today would be displayed in more chronic ways with the incorporation of the metaverse. People will probably get addicted to it and will see it as a medium to escape reality and that will lead to depression and other mental health problems.
Jaymin Kim, have written articles on metaverse, Web 3.0, NFTs, Crypto, Bitcoin, and the digital World. Do visit my profile for more related quality content.
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For companies building different versions of the Metaverse, there are valuable lessons to learn from Second Life on successfully growing a userbase that wants to live, work, and play on their version of the Metaverse.
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“Metaverse” — a buzzword used by tech geeks? A prophecy by futurists? A world domination plan by social media companies?
The term “Metaverse” is being thrown around a lot in vague association with other new terms. What do all these terms mean, and how are they related, if at all?
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