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What exactly is the metaverse, how you use it?

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What exactly is the metaverse, and how do we use it?!.

What exactly is the metaverse and how can we use it? Challenges that the metaverse is facing,  non-fungible tokens (NFTs)



You've probably heard lately how metaverse is ushering in a new era of digital connectivity, virtual reality (VR) experiences, and e-commerce. Tech companies are betting big on this: Microsoft's $68.7 billion acquisition of game development giant Activision Blizzard reflects the company's desire to strengthen its position in the interactive entertainment space.


Prior to that, Facebook's parent company rebranded itself as Meta—a pillar of founder Mark Zuckerberg's grand ambitions to reinvent the social media platform as "a metaverse company that is building the future of social connectivity."


But as Nike files new brands to sell virtual Air Jordans, Walmart prepares to offer virtual goods in online stores using its own crypto and other non-fungible tokens (NFTs).

As a journalism professor who studies the future of immersive media, I agree that the metaverse opens up opportunities for transformation. But I also see the inherent challenges on the path to mainstream adoption. So what exactly is Metaverse and why is it being touted as a game-changing innovation?


What is the metaverse?

Metaverse is "an integrated network of 3D virtual worlds". These worlds are accessed via a virtual reality headset – users navigate the metaverse using eye movements, feedback controllers, or voice commands. The headset draws the wearer in and stimulates what is called presence created by creating the physical sensation of being there.


To see the Metaverse in action, we can watch popular multiplayer virtual reality games like Rec Room or Horizon Worlds, in which participants use avatars to interact with each other and manipulate their environment.


But the broader applications beyond gaming are staggering. Musicians and entertainment companies are experimenting with hosting concerts in the metaverse. The sports industry follows top franchises as they build virtual stadiums like Manchester City so fans can watch matches and possibly buy virtual goods.



Perhaps the greatest opportunities for the metaverse will be in e-learning and government services.

This is the popular understanding of the Metaverse: a virtual reality-based world independent of our physical world, where people can socialize and engage in a seemingly endless variety of virtual experiences powered by their own digital economy.


Challenges that the metaverse is facing


  • However, there are challenges to overcome before achieving global and widespread adoption of the metaverse. And one of the main challenges is the "virtual" part of this universe.
  • While VR is considered a key ingredient in the Metaverse recipe, getting into the Metaverse isn't (and shouldn't be) limited to owning a VR headset. In a sense, anyone with a computer or smartphone has access to a metaverse experience like the digital world of Second Life. Ensuring broad availability is key to keeping the metadata store working based on virtual reality's ongoing battle to gain traction among consumers.
  • The virtual reality market witnessed remarkable innovations in a short time. A few years ago, people interested in home virtual reality had to choose between expensive computer systems that connect the user and low-cost but extremely limited smartphone-based headsets.
  • We've now seen the arrival of affordable and high-quality portable wireless earbuds such as Meta's Quest series, which are fast becoming the market leader in-home virtual reality. The graphics are exciting, the content library is more robust than ever, and the device costs less than most video game consoles. So why do so few people use virtual reality?
  • First, global VR headset sales are on the rise, with 2021 being a banner year for headset manufacturers seeing their best sales since the launch of big-brand VR devices in 2016. However, they are still not sold. only about 11 million devices worldwide.


Virtual movement

There are countless factors as to why virtual reality isn't gaining further momentum, from missed marketing opportunities to production barriers. However, it is possible that using VR is inherently unattractive to a significant number of people, especially for frequent use. Despite the impressive advances in display technology, VR developers are still trying to combat the "cybersickness" (an uncomfortable feeling akin to motion sickness) that their devices bring to many users.


Studies have shown that physical neck discomfort can be another hurdle and remain an issue as long as virtual reality requires the use of large headsets. Studies also show that women experience higher levels of discomfort because the fit of the helmet is optimized for men. And beyond the physical challenges of using VR, there's its isolating nature: "When you put on the headset, you're disconnected from the world around you," writes Professor and digital technology researcher Ramona Pringle.


Of course, some are drawn to virtual reality to experience escapism from escalating realities or to interact virtually with others. But this disconnection from the physical world and people's unpleasant sense of separation can be a major barrier to getting people to voluntarily wear headphones for hours on end.

What exactly is the metaverse and how can we use it? Challenges that the metaverse is facing,  non-fungible tokens (NFTs)



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