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3 minute read
15 The Metaverse
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The Metaverse
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We are entering into an era where new tech seems to be teetering on the edge of a complete digital takeover. If you thought it was difficult to tear yourself and your ego away from your phone and the social media apps of today then I’m afraid this is a mere drop in the ocean as to what is coming next.
Try to imagine a virtual world that runs parallel in real-time to our own physical world, where people can plug in via some kind of VR/AR headset and experience life like we do in the real world. In the Metaverse you will be able to explore landscapes, work & make money, buy property, build property, meet partners, socialize, enjoy concerts, study, workout, go to the cinema, take a vacation, play games and much more. Much like the film Avatar all this will be experienced through your unique avatar identity and more than likely, as a user, you would probably sign up to the different worlds and apps using some form of crypto currency as you seamlessly flow from one digital world into another. There are lots of big tech players currently pouring billions into the idea of the Metaverse, which means that like the internet, it wouldn’t be owned by one company and would evolve into a shared experience. Companies such as Meta (facebook), Microsoft, Unity, Epic Games & Roblox want to be on the front line of this immersive interconnected 3D experience which won’t be so different in concept to the online multimedia platform Second Life (2003). During lockdown virtual reality really came into its own where people spent more time either gaming or socializing in
various virtual spaces. I myself bought a festival pass for the Lost Horizon VR experience which would normally be a physical experience at Glastonbury Festival. After choosing an avatar (neon raving skeleton) I could then purchase clothes, hairstyles, accessories and of course the all-important dance moves. The club event happened in a warehouse styled world with different rooms playing different vibes from real-time DJs, as well as showcasing a selection of musicians and bands. As a 47-year old librarian remembering the 1992 Sci-Fi movie ‘The Lawnmower Man’ I found this technology utterly amazing that I too now had a digital body and could interact and communicate with other digital bodies inside a virtual space. I was probably a bit late to the party if I’m honest as this type of community and tech has been developing since the late 80s. The gaming community is really the pioneering force behind this tech, albeit through the act of competing or playing together in teams, and the multi-billion pound industry has definitely become a good place to connect and meet up with people on another level. Another source of inspiration is the fantastic documentary ‘We Met in Virtual Reality’ which was made during lockdown and selected at this years Sundance Film Festival. The film was shot in a virtual space called VRChat using a camera called VRC lens allowing for a ‘fly on the wall’ perspective. All the conversations are real as are the relationships between the avatars where director Joe Hunting follows the interaction between digital people in a digital space. In many of the scenes people explore new landscapes together, socialize at the bar, have romantic dates or dance in clubs - they can even join in with belly dancing classes or sign language lessons if they choose. It seems that the virtual world can offer lots of immersive entertainment and interaction between people but without having to leave the comfort of your own home…which is something that is pretty cool but also really scary, I mean which world will the next generation prefer to live in? By Zoe Rothwell
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