More than half (55%) of respondents think the metaverse is likely to replace real-life, in-person social interactions in the next five years. Clearly the metaverse doesn’t exist yet even if big tech companies are racing to make it happen. Management consultant firm McKinsey in a recent report, estimated that the metaverse could generate $4-$5 trillion across consumer and enterprise use cases by 2030. Automobile dealerships could keep limited stock on hand of particular vehicles and use spatial computing, specifically the AR cloud, to seemingly change interior and exterior attributes digitally in real time to showcase more options. Enterprises are starting to place bets on the metaverse, but don’t overcommit in these early days of nascent metaverse technologies.

Virtual productivity platforms are growing too, with Facebook and Microsoft announcing new ways to collaborate online. Hybrid offices, video-based education and online social communities are just a few of the ways in which more of our lives—for better or worse—is spent in digital spaces. One of the most popular virtual gaming setups, and a game that can best depict the metaverse as we know it today, is Second Life, launched in 2003. This game resembles an early 2000’s role-playing game and fulfils several roles imaged for the future where users are embodied, and avatars can interact and hang out with each other in a virtual world. These virtual spaces allow us to enjoy real-world experiences such as clubbing and business meetings, among a lot more. The technology underpinning the metaverse is cobbled together from other technologies, including virtual reality, blockchain and Web 3 .

The metaverse offers most of the options available in the real world, plus a few that are only available virtually. Not only can you share information, pictures and videos, you can play group games, chat in VR rooms or even go on a date. The goal is that, eventually, anything you can do in the real world will have a virtual counterpart in the metaverse. However, it isn’t about replacing reality but working in sync with your real life, to enhance it, says Madsen.

“Ownership of one’s real-world identity will carry over to the metaverse, and NFTs will be this vehicle.” It adds digital overlays on top of the real world via a lens of some type. Google Glass and heads-up displays in car windshields are well-known consumer AR products. Factors such as the degree of interoperability among virtual worlds, data portability, governance and user interfaces will depend on how the metaverse pans out. “Metaverse” became a household word when Facebook rebranded its corporate identity to Meta in October 2021 and announced plans to invest at least $10 billion in the concept that year. In addition to Meta, tech giants including Google, Microsoft, Nvidia and Qualcomm are also investing billions of dollars in the concept.

What Is The Metaverse

In his 2021 year in review blog post, for example, Microsoft co-founder Bill Gates noted that most people don’t have the VR goggles and motion capture gloves to accurately represent their expression, body language and quality of their voice. The internet is a network of billions of computers, millions of servers and other electronic devices. Once online, internet users can communicate with each other, view and interact with websites, and buy and sell goods and services. These technologies are expected to play distinct and important roles in the development of the metaverse.

Explore deep-dive content to help you stay informed and up to date

Then keep yourself safe wherever you go online with powerful online security and privacy software like Avast One. As a combinatorial innovation, metaverses require multiple technologies and trends to function. Contributing trends include virtual reality , augmented reality , flexible work styles, head-mounted displays , an AR cloud, the Internet of Things , 5G, artificial intelligence and spatial computing. To see the metaverse in action, we can look at popular massively multiplayer virtual reality games such as Rec Room or Horizon Worlds, where participants use avatars to interact with each other and manipulate their environment. Perhaps the closest existing iteration to the envisioned metaverse is the game Second Life, a simulation game that lets users experience virtual reality in which their avatar could shop, eat, shower, and do everything they would in real life.

We also have to figure out a legal of what happens if you get harassed in a virtual platform, given that it has real implications since you’re so immersed in the technology,” said Baggili. Talking about the metaverse feels a lot like talking about the internet back in the 70s and the 80s. As the building blocks of the new form of communication were being laid down, it sparked speculation around what it would look like and how people would use it. Everyone was talking about it but few knew what it really meant or how it would work.

Whatever the metaverse is, it’s not just virtual reality, or augmented reality, or the blockchain and NFTs, or virtual worlds and games. “… The current increase in attention to the Metaverse is partly driven by the very recent ability to fully ‘own’ virtual objects, experiences, or land. Blockchain, the ‘crypto finance hub,’ makes it possible to precisely define a virtual thing so it can be bought and sold. Decentraland and Sandbox, for example, are both metaverse worlds that sell virtual land to businesses that build virtual buildings.

On the other hand, major Meta competitor Pico announced its Metaverse platform for its portfolio of XR headsets. The Bytedance-owned firm is developing Project Pico Worlds, which enables individuals to build their own VR worlds and assets. The Metaverse is a massively trending topic in today’s technology landscape.

What Is The Metaverse

The term metaverse originated in Neal Stephenson’s 1992 sci-fi novel Snow Crash. Stephenson depicted the metaverse as a virtual global market accessed via special goggles or public terminals. https://xcritical.com/ Stephenson’s book described the metaverse as a place where you can buy and sell virtual real estate, and he popularized the term avatar to describe virtual bodies in a virtual environment.

Look, I just read an article saying we were all going to live in the metaverse, and I want to know what that means.

Paul Tomlinson, 41, has worked remotely for years, living in rural Maine with his family and managing tax and financial-processing software for a firm that works with municipal and state governments. There’s “nothing sexy” about the job, he says, but it does involve needing to have eyes on a large amount of data at once. A few years ago, this meant his desk had four different computer monitors on it. The cumbersome office setup was already a difficult and messy solution, but add in a disruptive cat and it became untenable. The Metaverse isn’t here yet, but a lot of the pieces do exist in various forms.

What Is The Metaverse

A digital twin replication of a building could theoretically enable architects to collaborate with clients in real time on layouts and pinpoint problems and opportunities in advance of building out the space. At present, many of the metaverse-like experiences offered by gaming platforms such as Roblox, Decentraland and Minecraft can be accessed through browsers or mobile devices and a fast internet connection. What are enterprise leaders to make of a fast-evolving, hyped-up concept that could fundamentally change how humans live?

How to access the metaverse with a VR headset

But this disconnection to the physical world, and the uneasy feeling of separation from people, may be a significant hurdle in getting people to voluntarily wear a headset for hours at a time. A few years ago, people interested in home VR had to choose between expensive computer-based systems that tethered the user or low-cost but extremely limited smartphone-based headsets. A major item in the conversation on the metaverse is whether it can create a safe and responsible immersive environment. Earlier this year, Facebook came under fire after a woman reported she had been sexually harassed and “virtually gang-raped” in the metaverse.

What Is The Metaverse

With blockchain-based games, players can turn the time they spend into cryptocurrency. In the popular Axie Infinity, players buy, train and breed Pokemon-like creatures that are themselves NFTs, each one individually registered on the Ethereum blockchain. An active marketplace allows players to sell the creatures for cryptocurrency. Axie Infinity has seen a lot of international popularity during the pandemic; the Philippines has particularly seen a great deal of growth, with players of all ages using the game to earn money.

Social experiences in the Metaverse

The word’s increased ubiquity is creating an impending sense of doom, as if, at any moment, our physical lives will be engulfed in corporate pixels and paywalled interactions. But Fortnite and Roblox have also been hyping What Is The Metaverse up the metaverse for some time now and the term itself is actually decades old. Companies that find a way to deploy virtual and augmented reality effectively will likely perform well and deliver gains to their investors.

  • The idea is the Metaverse will consist of a massive network of interactive 3D worlds and you will be able to move freely between these worlds for work, play, and everything in between.
  • Along with Horizon Worlds , Meta offers Horizon Venues , and Horizon Workrooms .
  • Social capital is the practical outcome of informal interactions between people that can be attributed to networking in the business world.
  • While it will likely be possible to interact with the Metaverse through a variety of means, including computers and phones, the experience will be designed around virtual reality and potentially augmented reality.
  • We may be able to access the metaverse through smartphones, similar to how we access the internet.
  • One is ‘industrial’, using platforms such as Azure Digital Twins to model real-world entities digitally, link them to their physical counterparts via IoT sensor inputs, and then analyse the resulting data flows to extract insights.
  • This is in part because the metaverse is evolving and partly because many of the tools driving the metaverse are themselves made up of multiple technologies.

Interest in the metaverse is expected to grow substantially as investors and companies want to be part of what could be the next big thing. “And I think it’s going to be the next big chapter for our company, too, doubling down in this area.” In the future, there may be a main hub that connects users to each part of the metaverse, like the forest in The Nightmare Before Christmas, with magical doors that allow anyone to move seamlessly in and out of discrete worlds. Check out ethereum-based virtual worlds like The Sandbox and Decentraland.

Books and movies about the metaverse

These include white papers, government data, original reporting, and interviews with industry experts. We also reference original research from other reputable publishers where appropriate. You can learn more about the standards we follow in producing accurate, unbiased content in oureditorial policy.

Who Will Benefit From the Metaverse?

The pitches for these visions of the future range from optimistic to outright fan fiction. It’s at this point that most discussions of what the metaverse entails start to stall. We have a vague sense of what things currently exist that we could kind of call the metaverse if we massage the definition of words the right way. And we know which companies are investing in the idea, but after months, there’s nothing approaching agreement on what it is. Meta thinks it will include fake houses you can invite all your friends to hang out in.

What Exactly Is the Metaverse?

A virtual world is a simulated environment that can be accessed by many users who can explore the world simultaneously and independently through the use of an avatar. The virtual world presents perceptual data to the user while also including the real time action and communication of other users along with their movements. Josh Okunola, for example, is a 17-year-old digital artist from Nigeria, currently studying in London, who has been playing Roblox since 2014.

The metaverse is arguably the next evolution in social and commercial technologies. But its potential as an extension of real-world experiences could be bigger and more impactful than anyone can imagine today. At their core, fears and concerns about the metaverse are ultimately concerns about scale. Any expansion of the virtual world is liable to amplify its more harmful attributes. What would it mean for so many essential interactions to be mediated by a handful of for-profit companies? If Meta’s current dominance over social media is any indication, it doesn’t inspire much hope.