What Does the Metaverse Mean for Our Digital Future?

The former Facebook company as Facebook revealed plans for a name change to Meta
the company claimed the change was more in line with its mission of “bring the
metaverse to life and help people connect, find communities and grow businesses.” An
abrupt change in one of the world’s top firms prompted a variety of speculation and
commentary and posed numerous questions and provided possible answers.

One of the most important questions is: What is the metaverse and what is the reason
Facebook recently re-focused its future in the direction of the metaverse?
David Touve, senior director of the University of Virginia’s Batten Institute and an expert
in digital technologies and new experiences, recently responded to questions on the new

What does the term “metaverse” mean?

In order to grasp the notion of the “metaverse,” it can be useful to consider any shared,
virtual space, from chat rooms to games such as Minecraft as well as Fortnite. These
spaces are different in the depth of the experience they provide such as audio, text
video, visual details, spatial perception and actions that you can perform or do, etc. What
they do share is the potential for millions or even millions of users to connect to one
another in the online environment.

If Facebook now Meta uses the term metaverse, they’re just taking things a couple of
steps further. Meta’s concept of the metaverse seems to be influenced by the immersive
experiences that were thought up when the term could have first been coined more than
three decades ago, in the novel “Snow Crash” by Neal Stephenson. But the structure of
the platform – and especially, the person who controls it is not the same.
The metaverse experience is believed to be extremely immersive, with virtual and
augmented reality to give the impression that you are in another world. But, unlike virtual
worlds such as Minecraft and Fortnite and the metaverse featured in “Snow Crash,”
which are controlled by a single company, Zuckerberg as well as other technologists
have been discussing an internet-like platform similar to the internet, an infrastructure
that is underlying and allows for growth which is not controlled and managed by a single

Instead, the metaverse would be made possible through a set of underlying rules and a
wide range of technologies that enable a variety of devices and software to connect and

create these shared experiences, just like a range of mostly invisible-to-the-user
protocols make possible the internet over which we now connect to a range of services.
This platform would not be Meta’s own metaverse. Instead, companies such as Meta will
provide a shared experience in the thousands, or even millions of virtual locations in the

Are there any reasons to believe that we are heading towards more
widespread acceptance?

Like the slow progression in artificial intelligence, the road towards virtual reality being a
genuine experience has been brewing for quite a long period of. Stereoscopes were the
first to introduce 3D experiences around the early 1800s, starting by drawing and then
later using photographs. Hollywood experimented with immersive films such as that of
Sensorama during the 60s. In the 1960s, the Air Force funded the development of 3D
flight simulators during the 1970s. Ironically, one of the initial sets of VR goggles to be
developed and offered in the latter part of 1980 was named”the ” EyePhone.”
Recently, I think there is evidence that, since 2000, we have increased excitement
about, and a greater capability to provide this type of immersive gaming. Fortnite alone
registered more than 100 million users during the year between spring 2019 through
spring 2020, bringing its total registered user count to around 350 million. In comparison,
it took 4 months to allow Second Life, a virtual world created in 2002 to reach one million
users registered. The Second Life user base was about 0.08 percent of the total
internet’s population in 2006 Fortnite’s users numbered at around 8 percent of the
internet-connected world by 2020.
If Fortnite were a destination for tourism it would be among the most visited locations on
the planet. To put it in perspective, China saw 145 million tourists in 2019, while those in
the United States saw nearly 80 million. However, Fortnite users do not need to leave
their homes to travel.

What are the obstacles in the way of embracing the metaverse?

Technology might no longer be the primary barrier to experiences that are immersive
and virtual. The first immersive experiences are achievable with the device that most of
us already own: a smartphone. Manufacturers of smartphones are already working to
incorporate AR capabilities into their new models. In addition, you can put the majority of
smartphones that were launched in the last few years into a VR headset – priced at $50
or less and enjoy an acceptable VR experience.

My opinion is that the biggest obstacle to a metaverse as large as that as described by
companies such as Meta is social, or at least socio-political and not technical.
Technological hurdles are likely to be overcome with time and social issues could get
more complicated over the course of time. The social obstacle that involves a diverse
group of people reaching an agreement on what will happen – was the same issue that
the early internet had to overcome.
For instance, many information networks like ARPANET, CSNET, BITNET and later
NSFNET existed in the early 1980s.
They were an early precursor to and later an integral part of the current internet. These
networks consisted not just of various underlying standards and architectures as well as
diverse communities of individuals. If these communities had not discovered ways to
communicate with each other , both in terms of technology and in person – we might not
have the internet that we have today.

Fast forward almost 40 years and the number of people affected by a potential
metaverse is not just vastly larger in terms of population and is more international from
Day One It also comprises an intricate network of nation-states as well as massive
private corporations.
For instance, in the month of May this year it was announced that the South Korean
government formed its own ” Metaverse Alliance,” which has expanded to include over
200 institutions within the country. On August 1, Nvidia introduced the ” Omniverse”
initiative which introduced an advanced graphics processor, as well as the system-on-a
chip company’s unique take on the necessary technologies for an open and flexible VR

Involved with technology at work

It’s not to be a futurist, but I believe the pandemic merely caused a shift in the way we
work that could have been in motion , the shift away from single-location workplaces to
increasingly geographically dispersed teams and organizations.While everybody isn’t
going be able to remotely work, since technology is able to facilitate the sharing of work
and social experiences the majority of workers will be able to be able to work from
wherever they are most effectively. The majority of workers will prefer to use any
technology that can make their preferred working environment possible. If this population
has the abilities and expertise that the world requires and the workers who are still
working in the office will in turn adjust.

Interactions appear “less real”

Similar to other workplaces certain virtual spaces will be designed and, consequently,

felt – superior to other environments. In a platform like Zoom there is the discomfort of
looking at all of them simultaneously and simultaneously everyone else is staring at you.
The wall of eyes is something like being in a stage, which many people do not like more
than sitting in a gathering.
When these virtual spaces get increasingly immersive, the result might be that we are
more relaxed and are able to complete work in various ways , or even complete various
types of work. The most efficient virtual workspace will not be a copy of the workplace
we use. Instead the online environments will offer an entirely new type of workspace that
will have its own unique experiences.

Future of a Business

Some people see the rebranding as Meta to be, at the very least partially, a means to
distract attention from the many problems Facebook faces such as recent whistleblower
revelations, recent whistleblower revelations as well as the ongoing concerns related
with the upcoming Jan. 6. as well as the 2020 presidential election. While this may be a
motivation for the short term however, it isn’t a complete explanation of the long-term
significance of the potential implications and opportunities in the metaverse.
The idea of a metaverse could be driving Meta in the long run for a number of motives
connected to revenue streams and platform strategies. The first is that any destination in
the metaverse is one that is social. Social platforms have inherent network effects. This
means that the more friends are connected to the platform, the more valuable it will be to
you. This means that accelerating the adoption of a product early can result in greater
progress later on. Furthermore, Meta has 3 billion users who are on the list of invited
users for all new products.
Additionally, the metaverse offers the opportunity to Facebook that earns almost all its
revenues from advertising – to not just create new types of advertising products, but to
also to create possibilities to trade in order to diversify its source of income. By
commerce in this context it’s not just the usual online commerce as well as those who
sell virtual products within as well as upgrades to the metaverse.
Thirdly, virtual goods can be profitable. Making a copy of a virtual product is almost free,
therefore, the margins are huge. Additionally, the longer and money that a user spends
in virtual environments on any one platform, the more those investments are essentially
a sinking cost, which causes the user to be less likely to switch platforms. Similar to the
Apple iOS user who has purchased a wide range of applications to their iPhone is more
likely to move to Android and forfeit their previous investment.
In addition, the possibility of selling products to other users should they decide to switch
platforms, this kind of peer-to-peer trading could also generate revenue. The current

buzz about NFTs which are also known as non-fungible tokens might be exaggerated,
but after squelching many of its hypotheses, it’s evident that humans would rather buy
digital goods using both actual and digital currencies.

The digital economy In metaverse:

In the end, we know Meta has aspirations to create a cryptocurrency regardless of
whether that final currency is known as Diem or not. The digital economy on the virtual
platform gives the possibility of putting an asset in widespread circulation first for virtual
items and later for transactions within what the old-timers refer to as ” meatspace,” in
contrast to cyberspace.


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