Difference between revisions of "Metaverse"

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The Metaverse is a concept initially proposed in science fiction
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[[Wikipedia:Metaverse|The Metaverse]] is a concept originally proposed in science fiction that describes an experience where you can fully engage with the virtual world rather than watching through a window <ref name= "Robertson">Robertson, Adi (2021-10-04). "What is the metaverse, and do I have to care?". The Verge. Retrieved 2022-1-27.</ref>. In concept it is often viewed as a theoretical successor or evolution of the internet (CITE). Although mainly still a dream for the future of digital interactions, it is currently embodied through some current trends in online infrastructure, such as a surge in popularity of immersive 3D worlds <ref name="Robertson"></ref>. Due to conflicting opinions over what a Metaverse is and what it should be, there is no current all encompassing definition – the Metaverse represents an experiential idea for the future of interactive technology that connects cohesively to our own tangible world <ref name="Robertson"></ref>.
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==History==
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The term metaverse was coined by [[Wikipedia:Neil Stephenson|Neil Stephenson]] in his 1992 novel [[Wikipedia:Snow Crash|“Snow Crash”]] in reference to an online virtual world people could visit through avatars <ref name = "Stephenson">Neal., Stephenson (2007). Snow crash. Rizzoli. ISBN 978-88-17-01682-7. OCLC 799825166.</ref>. Inhabitants of Stephenson's universe used the metaverse as an escape from their dissatisfaction with the world around them, and could engage with every aspect of life in the virtual realm <ref name = "Stephenson"></ref>
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Even without the term, examples of metaverses have existed for decades. The first attempted implementation of the Metaverse was 3D reality platform [[Wikipedia:Second Life|Second Life]] which came out in 2003 <ref name = "Tidy">Tidy, Joe (2021-11-05). "Zuckerberg's metaverse: Lessons from Second Life". BBC News. Archived from the original on 2021-11-13. Retrieved 2021-11-17.</ref>. What set Second Life appart was the lack of objective associatiated with most video games; it was designed as a place to hang out <ref name = "Tidy"></ref>. Second life has maintained followers for decades since it's launch, and
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What sets the Metaverse apart is the desire to integrate seamlessly with all aspects of real life. Rather than a platform to simply play video games, it serves a destination for shopping, entertainment, services, and more all in one place <ref name= "Dwoskin">Dwoskin, Elizabeth, et al. “How Facebook's 'Metaverse' Became a Political Strategy in Washington.” The Washington Post, WP Company, 26 Sept. 2021, https://www.washingtonpost.com/technology/2021/09/24/facebook-washington-strategy-metaverse/?utm_medium=social&amp;utm_campaign=wp_main&amp;utm_source=twitter. </ref>. Primitive versions of this integration can be seen today with applications such as [[Wikipedia:Uber|Uber]] or [[Wikipedia:Roblox|Roblox]] <ref name= "Dwoskin"></ref>, and aim to extend past the current bounds of the internet.
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==Examples in media==
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Initially proposed in science fiction as a use of escapism from dystopia, it has evolved from a niche genre to worldwide knowledge through increasingly popular works. Beyond Stephenson's original novel, the concept gained increasing notoriety through both the 2011 novel and 2018 movie adaptation of Ernest Cline's ready Player One (CITE)>
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==Real life and the future==
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The metaverse became a buzzword <ref name = "Fischer">Fischer, Sarah (16 November 2021). ""Metaverse" is Wall Street's new favorite buzzword". Axios. Archived from the original on 4 December 2021. Retrieved 27 January 2022</ref> in 2021 when tech conglomerate [[Wikipedia:Facebook|Facebook]] rebranded their company to [[Wikipedia:Meta|Meta]] and announced their plans to develop a metaverse (CITE). Having experienced similar internet hype surrounding the concept upon the release of Second Life, the resurgence in popularity is due in part to an advance in graphical quality that could serve to increase immersion and blend with reality (CITE).
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Other contributors to the rise of popularity include increased desire for social interactions in the wake of the Coronavirus pandemic (CITE1?), as well as the popularization of decentralization in the form of cryptocurrency and NFTs, which could act as receipts for intangible things and potential carry between different metaverses (CITE1?), although this is a potential challenge (CITE).
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Facebook’s movement towards the metaverse represented a cultural shift – for a tech conglomerate of its scale, it set a looming precedent <ref name="Robertson"></ref>. With over 20,000 people working in Facebook's Virtual Reality lab as well as a 10 billion dollar investment <ref name = "Roose">Roose, Kevin (2021-10-29). "The Metaverse Is Mark Zuckerberg's Escape Hatch". The New York Times. ISSN 0362-4331. Archived from the original on 2021-10-30. Retrieved 2022-1-27. (subscription required)</ref>, many other companies followed suit. Companies like [[Wikipedia:Microsoft|Microsoft]] have launched competing platforms such as Microsoft Mesh (CITE), and the race to make the definitive Metaverse began in full (CITE). The rush to the new digital frontier has brought investors to buy digital land and place their stake in the growing industry <ref name= "Ravenscraft">Ravenscraft, Eric. "The Metaverse Land Rush Is an Illusion". Wired. ISSN 1059-1028. Retrieved 2022-1-27.</ref> . By artificially generating scarcity of their products, early pioneers in Metaverse spaces are able to generate value from something that would otherwise be unlimited <ref name= "Ravenscraft"></ref>.
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==Social media and advertising==
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A common criticism of the traditional internet model has been the emergence of ad targeting and for-profit advertising, specifically through social media <ref name= "Peck">Peck, Andrew (2020). "A Problem of Amplification: Folklore and Fake News in the Age of Social Media". Journal of American Folklore. 133 (529): 329–351. doi:10.5406/jamerfolk.133.529.0329. ISSN 1535-1882. S2CID 243130538</ref>. The shift into the metaverse has parties on both sides of the marketing debate hopeful: for those in favor of marketing it offers a platform for brands to be engaged with like never before, and for those against it the metaverse is a clean slate free from the onslaught of ad targeting (CTIE).
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==Ethical Criticisms and Concerns==
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The dream of having a fully decentralized metaverse run by decentralized autonomous organizations (DAOs)<ref name= "Ravenscraft"></ref> raises many issues of its own. Under this management style, any user gets a say in what happens, and with no company holding responsibility no repercussions are placed on users who may partake in inappropriate behavior or language <ref name = "Ravenscraft"></ref>. The issue of governance and responsibility in virtual worlds is too new to adhere to any real world laws, which creates a new and lawless frontier for users to do what they please within the allowances of the game's code <ref name = "Tidy"></ref>.
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Even with company liability in place, the Metaverse still poses a number of issues regarding safety protocols and enforcements. Facebook’s current platform Horizon Worlds has faced criticisms due to lack of safety on the platform, receiving claims of sexual assault <ref name= "Jones">Jones, Stephen. "Meta launched an investigation after a woman said she was groped by a stranger in the metaverse". Business Insider. Retrieved 2022-1-27.
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</ref>. Other problems that already exist on the internet face the possibility of being exacerbated in the metaverse <ref>What Is the Metaverse and Why Should I Care?". Time. Retrieved 2022-1-27.</ref>.  – data security, misinformation, hacking, and other scams are major concerns <ref name = "Fischer"></ref>. Many critics believe that the race to be the first to implement the metaverse may lead to glossing over safety protocols needed for such a platform to address these issues <ref name= "Jones"></ref>.
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===Accessibility===
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It is likely that metaverse applications will only supplement the internet rather than replace it <ref name="Robertson"></ref>, but it is worthy to note that there are advantages to non-real time interfaces: computers and headsets required to run them are often expensive, and pose problems for people with mobility or vision disabilities <ref name="Robertson"></ref>.
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==References==
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<references/>

Revision as of 21:26, 28 January 2022

The Metaverse is a concept originally proposed in science fiction that describes an experience where you can fully engage with the virtual world rather than watching through a window [1]. In concept it is often viewed as a theoretical successor or evolution of the internet (CITE). Although mainly still a dream for the future of digital interactions, it is currently embodied through some current trends in online infrastructure, such as a surge in popularity of immersive 3D worlds [1]. Due to conflicting opinions over what a Metaverse is and what it should be, there is no current all encompassing definition – the Metaverse represents an experiential idea for the future of interactive technology that connects cohesively to our own tangible world [1].

History

The term metaverse was coined by Neil Stephenson in his 1992 novel “Snow Crash” in reference to an online virtual world people could visit through avatars [2]. Inhabitants of Stephenson's universe used the metaverse as an escape from their dissatisfaction with the world around them, and could engage with every aspect of life in the virtual realm [2]

Even without the term, examples of metaverses have existed for decades. The first attempted implementation of the Metaverse was 3D reality platform Second Life which came out in 2003 [3]. What set Second Life appart was the lack of objective associatiated with most video games; it was designed as a place to hang out [3]. Second life has maintained followers for decades since it's launch, and

What sets the Metaverse apart is the desire to integrate seamlessly with all aspects of real life. Rather than a platform to simply play video games, it serves a destination for shopping, entertainment, services, and more all in one place [4]. Primitive versions of this integration can be seen today with applications such as Uber or Roblox [4], and aim to extend past the current bounds of the internet.

Examples in media

Initially proposed in science fiction as a use of escapism from dystopia, it has evolved from a niche genre to worldwide knowledge through increasingly popular works. Beyond Stephenson's original novel, the concept gained increasing notoriety through both the 2011 novel and 2018 movie adaptation of Ernest Cline's ready Player One (CITE)>



Real life and the future

The metaverse became a buzzword [5] in 2021 when tech conglomerate Facebook rebranded their company to Meta and announced their plans to develop a metaverse (CITE). Having experienced similar internet hype surrounding the concept upon the release of Second Life, the resurgence in popularity is due in part to an advance in graphical quality that could serve to increase immersion and blend with reality (CITE).

Other contributors to the rise of popularity include increased desire for social interactions in the wake of the Coronavirus pandemic (CITE1?), as well as the popularization of decentralization in the form of cryptocurrency and NFTs, which could act as receipts for intangible things and potential carry between different metaverses (CITE1?), although this is a potential challenge (CITE).

Facebook’s movement towards the metaverse represented a cultural shift – for a tech conglomerate of its scale, it set a looming precedent [1]. With over 20,000 people working in Facebook's Virtual Reality lab as well as a 10 billion dollar investment [6], many other companies followed suit. Companies like Microsoft have launched competing platforms such as Microsoft Mesh (CITE), and the race to make the definitive Metaverse began in full (CITE). The rush to the new digital frontier has brought investors to buy digital land and place their stake in the growing industry [7] . By artificially generating scarcity of their products, early pioneers in Metaverse spaces are able to generate value from something that would otherwise be unlimited [7].

Social media and advertising

A common criticism of the traditional internet model has been the emergence of ad targeting and for-profit advertising, specifically through social media [8]. The shift into the metaverse has parties on both sides of the marketing debate hopeful: for those in favor of marketing it offers a platform for brands to be engaged with like never before, and for those against it the metaverse is a clean slate free from the onslaught of ad targeting (CTIE).

Ethical Criticisms and Concerns

The dream of having a fully decentralized metaverse run by decentralized autonomous organizations (DAOs)[7] raises many issues of its own. Under this management style, any user gets a say in what happens, and with no company holding responsibility no repercussions are placed on users who may partake in inappropriate behavior or language [7]. The issue of governance and responsibility in virtual worlds is too new to adhere to any real world laws, which creates a new and lawless frontier for users to do what they please within the allowances of the game's code [3].

Even with company liability in place, the Metaverse still poses a number of issues regarding safety protocols and enforcements. Facebook’s current platform Horizon Worlds has faced criticisms due to lack of safety on the platform, receiving claims of sexual assault [9]. Other problems that already exist on the internet face the possibility of being exacerbated in the metaverse [10]. – data security, misinformation, hacking, and other scams are major concerns [5]. Many critics believe that the race to be the first to implement the metaverse may lead to glossing over safety protocols needed for such a platform to address these issues [9].

Accessibility

It is likely that metaverse applications will only supplement the internet rather than replace it [1], but it is worthy to note that there are advantages to non-real time interfaces: computers and headsets required to run them are often expensive, and pose problems for people with mobility or vision disabilities [1].



References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Robertson, Adi (2021-10-04). "What is the metaverse, and do I have to care?". The Verge. Retrieved 2022-1-27.
  2. 2.0 2.1 Neal., Stephenson (2007). Snow crash. Rizzoli. ISBN 978-88-17-01682-7. OCLC 799825166.
  3. 3.0 3.1 3.2 Tidy, Joe (2021-11-05). "Zuckerberg's metaverse: Lessons from Second Life". BBC News. Archived from the original on 2021-11-13. Retrieved 2021-11-17.
  4. 4.0 4.1 Dwoskin, Elizabeth, et al. “How Facebook's 'Metaverse' Became a Political Strategy in Washington.” The Washington Post, WP Company, 26 Sept. 2021, https://www.washingtonpost.com/technology/2021/09/24/facebook-washington-strategy-metaverse/?utm_medium=social&utm_campaign=wp_main&utm_source=twitter.
  5. 5.0 5.1 Fischer, Sarah (16 November 2021). ""Metaverse" is Wall Street's new favorite buzzword". Axios. Archived from the original on 4 December 2021. Retrieved 27 January 2022
  6. Roose, Kevin (2021-10-29). "The Metaverse Is Mark Zuckerberg's Escape Hatch". The New York Times. ISSN 0362-4331. Archived from the original on 2021-10-30. Retrieved 2022-1-27. (subscription required)
  7. 7.0 7.1 7.2 7.3 Ravenscraft, Eric. "The Metaverse Land Rush Is an Illusion". Wired. ISSN 1059-1028. Retrieved 2022-1-27.
  8. Peck, Andrew (2020). "A Problem of Amplification: Folklore and Fake News in the Age of Social Media". Journal of American Folklore. 133 (529): 329–351. doi:10.5406/jamerfolk.133.529.0329. ISSN 1535-1882. S2CID 243130538
  9. 9.0 9.1 Jones, Stephen. "Meta launched an investigation after a woman said she was groped by a stranger in the metaverse". Business Insider. Retrieved 2022-1-27.
  10. What Is the Metaverse and Why Should I Care?". Time. Retrieved 2022-1-27.