The metaverse is the imagined, virtual reality-based extension of our digital lives. It’s being touted as the future of fashion, gaming and even partying – but experts say its most valuable use will be in education.
The idea of a virtual world isn’t new, but the metaverse is getting a lot of attention thanks to developments in virtual reality, blockchain technology and augmented reality. It’s also being hyped as a tool that will grow the digital economy, which currently makes up the majority of the global economy and is poised to take over as the primary economic driver by 2040.
In the metaverse, users would connect to a network via a headset like the Oculus Rift or HTC Vive and use motion-tracking devices to control the movement of their avatars. They’d interact with virtual objects and meet up with other avatars from anywhere in the world — just as they can today by using platforms like Facebook’s neural wristband.
One major component of the metaverse is non-fungible tokens (NFTs), a type of virtual currency based on blockchain technology that can be used to purchase virtual goods and services. The idea is that NFTs will let users capitalize on virtual goods and real-world assets, including real estate and stocks.
Businesses are already experimenting with the metaverse. For example, Nike has created a virtual world called “Nikeland” where fans can connect and play games while wearing virtual sneakers and apparel that the company designed. Another way brands are leveraging the metaverse is by connecting with potential customers in virtual communities, such as online chat rooms and forums.
Companies are also creating metaverse spaces that provide a place for employees to connect and collaborate across geographies and departments. These metaverse spaces are often designed as branded environments that can be utilized by employees to conduct meetings and share information in a more engaging way than email or traditional videoconferencing.
The metaverse is also being touted as a platform that can help scientists replicate and test scientific experiments. Researchers could use a VR headset to record an experiment and recreate it in the metaverse, which would allow them to check for proper equipment, room conditions and other variables that may have influenced the original results. This could be a huge step forward in the reproducibility of scientific research.
There are still a number of hurdles that need to be overcome before the metaverse can truly reach its full potential. For one, VR headsets need to get cheaper and more powerful so that they can be more widely used by the general public – especially when it comes to the cost of hardware. They’ll also need to add haptic sensors, improve their quality of experience and offer more functionality, such as socializing and multiplayer gaming. Additionally, they’ll need to work on faster servers and better computing power so that they can handle more users.