In 1992, science fiction writer Neal Stephenson introduced the term “metaverse” to describe a virtual, 3D world where avatars of real people live. Though there have been many works of fiction based on metaverse concepts, Stephenson’s book remains the standard reference for enthusiasts of the concept. There are a number of ways to participate in the Metaverse, from games that involve the use of avatars to collaborative projects. Let’s look at some examples:
Microsoft recently announced a $69 billion deal with gaming giant Activision Blizzard. This acquisition will not only speed up Microsoft’s gaming business, but will also provide the building blocks for the Metaverse. Activision Blizzard has already announced plans to incorporate virtual reality into the Xbox One platform. The deal will also bring popular games like World of Warcraft and Call of Duty to Microsoft’s subscription service. But the biggest question is: Can the Metaverse keep up with the demands of game developers?
The metaverse may be a viable future for mobile users. Some naysayers point to the cumbersome headsets needed to access it. Facebook’s executive, for example, called the headsets “worse than annoying.” Other naysayers point to the fact that Big Tech companies have not yet figured out how to curb misinformation and hate speech. And the company that built Facebook, which recently rebranded itself to “Meta,” says that the metaverse will be the successor to mobile internet.