World Wide Web 3 |  Metaverse, a virtual and digital escape experience

World Wide Web 3 | Metaverse, a virtual and digital escape experience

In 2022, we are able to buy virtual land, attend digital music festivals, and earn money in the metaverse like fox video. Are we on the brink of the biggest tech revolution ever or are we just the subjects of the upcoming Jordan Peele movie? Whatever your thoughts, they don’t deny the fact that this technology is here and it is here to stay. But the question is what really constitutes metaverses? Where do we draw the line between virtual reality and the real world?

Let’s first begin by understanding what “metaverse” means: Webster’s Dictionary defines it as “computing: a persistent virtual environment that provides access to and interoperability of many individual virtual realities.” Based on this definition alone, the metaverse does not fall into the category of Web3. For an item to be considered Web3, it must be built on blockchain technology, but this is not a requirement for metaverses.

The struggle over how to define this emerging new reality has sparked debate across the Web3 community. Especially after the recent announcement that Walmart is moving to a parallel virtual world via Roblox. Many members of the Web3 community are ignoring the news, as Roblox is not built on blockchain or decentralized technology and has no token aspect of its own.

To get a more perspective on the topic, I asked Black Meta creator, Tina Bonner, and metaverse consultant Don Allen Stevenson about the true definition of metaverse. Bonner replied, “A digital experience in which you do the same things that you do in the physical realm, and you do them in the digital realm. So, a digital environment in which you interact socially and engage with all the things you do in the physical world. Another big point of the metaverse is where the The experience – in the internet – is unlike the world of Web2, where you’re only online… browsing social media, for example.” Stevenson defines metaverse as “a moment in time when people value their digital selves more than their physical selves. I think about it. as the future of the Internet and digitalization. The metaverse is platform, hardware, company, and neutral.”

The etymology of the word is from the science fiction novel “Snow Crash” by Neal Stephenson which was later popularized by films such as Ready player one And the matrix. The metaverse was created with the purpose of providing a virtual haven where characters can get away from their harsh realities.

The creation of the metaverse didn’t start with the description that Stevenson gave us, it actually started with virtual reality technology, which was first created by Morton Heilig in 1956. He made a VR machine that simulates the experience of riding a motorbike in Brooklyn, New York. This was the basis for the first virtual reality headset created by Ivan Sutherland in 1968. Technology gave Stevenson the groundwork for visualizing the metaverse in his novels.

The first computerized metaverse was developed from the 1982 innovative term “cyberspace,” which is defined as “an idea of ​​an environment distinct from the real world, which deals only with communications over computer networks. In a way, this is like a very basic metaverse. It creates an idea Our online activity that takes place in an environment separate from the physical world.” But in 2000, Gartner expanded the concept with the term “supranet”, defined as “the fusion of the digital/virtual world with the physical (real) world”.

The metaverse we know today has become very popular in the gaming industry. In 2003, the world was introduced to Second Life, a virtual game where users can create an avatar and nurture a fictional life in a parallel world, and many consider this to be the first metaverse. Since then, the development of computer game experiences like The Sims has opened up opportunities for people to not only nurture fictional characters, but entire story lines that evolve like a human.

But in the past few years, a new “metaverse” game, Roblox, has emerged and taken over the masses — especially in Generation Z. I asked Bonner if Roblox should be considered a metaverse. What is her response? “Roblox is definitely a metaverse because the properties of the metaverse is a shared experience where you actually interact with people, and you can do the same things in the digital world as you can in the physical realm. If Roblox doesn’t have a component that allows you to interact with other people, it will be considered a game, not necessarily the metaverse. She explained, “Not every game has to be in the equation, but if it has a social aspect or a communication aspect, it does.”

With respect to Web3, metavers built on blockchain technology – Decentraland and Facebook’s Meta – have become a popular development, yet none of them have triumphed over user interaction and the popularity of Roblox.

What is the future of metaverse? “I see the metaverse as a way of life,” Bonner told REVOLT, “I imagine that sometime very soon, over the next decade with Apple releasing their new headphones, just as everyone had a DVD player in their home, everyone at some point would have virtual headphones or Augmented reality glasses in their home. We’re not supposed to take away the experiences we have now, we’re supposed to add to them.” Stevenson added, “I see the metaverse becoming more important than the Internet in the next 10 to 15 years. I believe it will allow for increased user experiences that are not limited to space, time, or two-dimensionality. Our next generation of social media will engage the virtual world in more ways than we’ve seen before. Before “.

Whether it’s concerts or virtual shopping experiences, the metaverse is here to stay, and it will be integrated into our daily lives sooner than we think.


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