Deciphering Facebook’s Meta
Metaverse: The idea is depicted in Neal Stephenson’s 1992 novel Snow Crash
Metaverse is used to describe a virtual reality world, where people go to live, work, and play in a full-sensory environment.
It is an experience so immersive that it’s hard to distinguish from reality.
What is the Metaverse?
In the metaverse, you might use a headset to enter a virtual world connecting all sorts of digital environments.
Unlike current VR, which is mostly used for gaming, this virtual world could be used for practically anything — work, play, concerts, cinema trips — or just hanging out.
Experiences of the Metaverse
If you own a non-fungible token (NFT) or even just some crypto, then you have already partaken in the metaverse experience.
Video games already have metaverse-like elements
like Roblox and Fortnite, as well as Animal Crossing: New Horizons, have metaverse-like elements.
Perfect Timing
Digital technology has kept us connected during the pandemic
Of all the events leading up to this, the pandemic most notably led consumers to renegotiate our relationship with the internet.
As the world around us got wrapped in lockdowns, we sought out
- New ways to transport ourselves without moving physically.
- Safety-induced measures turned our homes into offices, gyms, and schools.
- A captive situation, which would otherwise seem dystopian, unwound and re-wired itself into our conscience as a Lysol-wiped safe haven.
Meta’s Goal: Embodied Internet You Are Inside Of
Facebook Wants Us to Live in the Metaverse
“Our overarching goal across all of these initiatives is to help bring the metaverse to life,” Zuckerberg said.
This is a pivot not only in terms of the strategic focus of the company, but also in our perception of the idea itself.
The metaverse is not just a virtual world that we can step into, but instead a world that we can embody ourselves.Will help people “deliver and experience a much stronger sense of presence with the people they care about, the people they work with, the places they want to be.”
Metaverse at Workplace and Home
- where individuals can work together with one another, their media, and real-world objects via VR headsets (like Fb’s Oculus Quest 2), smartphone AR, and sensible glasses
- capable of work and play collectively in custom-made digital houses and worlds
- and presumably, even interact in a “metaverse financial system” the place they will construct companies
Metaverse Roadmap
- Meta expects the metaverse will probably be mainstream within the subsequent 5 to 10 years.
- With as many as a billion customers by that time.
Facebook has lots of data and experience in the space (like Fb’s Oculus Quest 2), smartphone AR, and sensible glasses.
Who else is interested in the metaverse?
Creator economy
The immersive experience will increase engagement in various categories such as games, e-commerce, sports, travel, and etc. More time means more content means metaverse experience will accelerate creator economy
NFT
The Creator economy will accelerate growth in NFT asNFT will go beyond traditional digital art.
Workplace
Greater immersiveness will enable coworkers to participate in ways that are still challenging through existing technologies
Games
Increasingly immersive (more adapted to sense-of-place, more social, more interactive) and crafted by an exponential rise in creators.
Immersive Commerce
It allows to see the objective in proper scale and put them in a context where it can be used.
Shopify Uses VR and AR to Design a New Consumer Experience
Real Estate
Look for the experience to become more social and more interactive as the metaverse absorbs the real-estate industry
Travel
One of the most expensive and ecologically-taxing industries is travel. From single-player to multiplayer experience where you are actually there — with your friends — via telepresence.
Education
Educators will apply learnings from games to make the experience more fun and interesting that will change in the future as the metaverse transforms education to be more immersive, more social.