Metaverse

A screenshot of Second Life with people-like models sitting outside on couches around a coffee table. The person second from the right is in a red character suit. In the background in the distance, behind matchstick-shaped trees, are four towers. One tower is glowing with energy, and the tower on the far right is actually a giant space suit. Being a video game from the 2000s, the graphical fidelity is low, lacking shadows, ambient occlusion, and complex materials.
Avatars socialising in the virtual world Second Life

The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact,[1] usually in 3D and focused on social and economic connection.[2][3][4][5]

The term metaverse originated in the 1992 science fiction novel Snow Crash as a portmanteau of "meta" and "universe".[6][7] In Snow Crash, the metaverse is envisioned as a version of the Internet that is a single, universal, and immersive virtual world, facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets.[8][2]

The term "metaverse" is often linked to virtual reality technology,[9][10] and beginning in the early 2020s, with Web3.[11][12] The term has been used as a buzzword by companies[8][13] to exaggerate the development progress of various related technologies and projects for public relations purposes.[14] Information privacy, user addiction, and user safety are concerns within the metaverse, stemming from challenges facing the social media and video game industries as a whole.[8][15][16]

  1. ^ RITTERBUSCH, GEORG DAVID; TEICHMANN, AND MALTE ROLF (February 9, 2023). "Defining the Metaverse: A Systematic Literature Review". IEEE Access. 11: 12368–12377. Bibcode:2023IEEEA..1112368R. doi:10.1109/ACCESS.2023.3241809.
  2. ^ a b Newton, Casey (July 22, 2021). "Mark Zuckerberg is betting Facebook's future on the metaverse". The Verge. Archived from the original on October 25, 2021. Retrieved October 25, 2021.
  3. ^ Ritterbusch, Georg David; Teichmann, Malte Rolf (2023). "Defining the Metaverse: A Systematic Literature Review". IEEE Access. 11: 12368–12377. Bibcode:2023IEEEA..1112368R. doi:10.1109/ACCESS.2023.3241809. ISSN 2169-3536. S2CID 256562095.
  4. ^ Robertson, Adi (October 4, 2021). "What is the metaverse, and do I have to care?". The Verge. Retrieved March 9, 2022.
  5. ^ Clark, Peter Allen (November 15, 2021). "What Is the Metaverse and Why Should I Care?". Time. Retrieved December 29, 2021.
  6. ^ Zenou, Theo (June 30, 2022). "A novel predicted the metaverse (and hyperinflation) 30 years ago". The Washington Post. ISSN 0190-8286. Retrieved September 7, 2022.
  7. ^ Ball, Matthew (July 19, 2022). The Metaverse: And How it Will Revolutionize Everything. Liveright Publishing. ISBN 978-1-324-09204-9.
  8. ^ a b c O'Brian, Matt; Chan, Kelvin (October 28, 2021). "EXPLAINER: What is the metaverse and how will it work?". ABC News. Associated Press. Archived from the original on December 4, 2021. Retrieved December 4, 2021.
  9. ^ Brown, Dalvin (August 30, 2021). "What is the 'metaverse'? Facebook says it's the future of the Internet". The Washington Post. Retrieved November 1, 2021.
  10. ^ Antin, Doug (May 5, 2020). "The Technology of the Metaverse, It's Not Just VR". The Startup. Archived from the original on October 25, 2021. Retrieved October 25, 2021.
  11. ^ Fannin, Rebecca (April 14, 2022). "Hong Kong's 'Mr. Metaverse' on why he's placing a big Web3 bet against Mark Zuckerberg". CNBC. Retrieved April 26, 2022.
  12. ^ "The Metaverse Requires a Whole New Vocabulary to Navigate Web3". Bloomberg.com. April 8, 2022. Retrieved April 26, 2022.
  13. ^ Fischer, Sarah (November 16, 2021). ""Metaverse" is Wall Street's new favorite buzzword". Axios. Archived from the original on December 4, 2021. Retrieved December 4, 2021.
  14. ^ Ravenscraft, Eric (December 26, 2021). "The Metaverse Land Rush Is an Illusion". Wired. ISSN 1059-1028. Retrieved December 28, 2021.
  15. ^ Needleman, Sarah E. (October 16, 2021). "The Amazing Things You'll Do in the 'Metaverse' and What It Will Take to Get There". The Wall Street Journal. ISSN 0099-9660. Archived from the original on October 25, 2021. Retrieved October 25, 2021.
  16. ^ Rajan, Amala; Nassiri, Nasser; Akre, Vishwesh; Ravikumar, Rejitha; Nabeel, Amal; Buti, Maryam; Salah, Fatima (November 1, 2018). "Virtual Reality Gaming Addiction". 2018 Fifth HCT Information Technology Trends (ITT). pp. 358–363. doi:10.1109/CTIT.2018.8649547. ISBN 978-1-5386-7147-4. S2CID 67876446. Archived from the original on December 7, 2021. Retrieved November 3, 2021.

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