Post 2030

In 1992, the American author Neil Stevenson introduced the concept of “Metaverse” in his novel “Snow Crash.” The narrative unfolds as characters immerse themselves in the realm of “Metaverse” through their digital representations, known as “Avatars.”

Over time, the term evolved, finding its initial applications in virtual world platforms, such as the Second Life platform in 2003. The concept of avatars itself was pioneered in 1985 by Chip Morningstar and Joseph Romero when they designed “Habitat,” a multiplayer online game.

By 2019, the term “metaverse” had made its way into the lexicon of DC Comics authors, referring to a centralized version of reality influencing other iterations across alternate timelines. The term began to serve as a way to promote various technologies and projects with similar attributes. While many online multiplayer games share features with metaverses, they differ by providing access only to non-permanent states shared by a limited number of players. This distinction led to the introduction of the concept of virtual multiverse games.

In its broadest sense, “Metaverse” extends beyond virtual worlds and may encompass the entire Internet or even augmented reality. Within the Metaverse, avatars transcend the constraints of the physical world and venture into the realm of virtual reality.

While a specific definition for Metaverse remains elusive, Meta (formerly Facebook) describes it as a collection of virtual spaces where people can create and explore, fostering activities like hanging out with friends, working, playing, learning, shopping, and expressing creativity. Companies like Meta are actively developing tools to bring the Metaverse concept to life.

Generally, Metaverse refers to virtual communities or interconnected worlds where avatars can interact. Access to metaverses typically requires virtual and augmented reality headsets, watches, and smart glasses.

The Metaverse community holds the potential for vast economic markets. Brands may have virtual counterparts priced equivalently or even matching real-world items. For instance, a virtual Rolex watch might be purchased within the Metaverse, serving as a status symbol in the digital community. This digital interactive social momentum is expected to play a significant role in trade within metaverses, though its scope remains speculative at the current stage.

However, the Metaverse is not without its challenges. Virtual social classes, strange diseases, and mental health issues may emerge in this ungoverned realm, presenting a new and unfamiliar order.

Observers express concerns about the potential negative impact of the Metaverse, especially on developing societies. They argue that the lure of new games and virtual reality programs may divert attention from essential pursuits like work, production, education, and science. There are apprehensions that these virtual spaces could become traps for young people, leading them away from productive activities and fostering new social habits that society may find difficult to accept. Such concerns encompass worries about the rise of crimes like harassment, violence, and other antisocial behaviors.

In conclusion, the fruition of metaverses may take years or even decades. As the virtual world of the Metaverse evolves, it has the potential to transform societies into compensatory entities, challenging the balance between the virtual and natural worlds. The implications of this transformation warrant careful consideration and ongoing exploration. For further insights, let’s delve into the remaining aspects of this discussion.

Author : Manahel Thabet
Published February 27,  2022
Al Bayan Newspaper

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