Metaverse: Making it a universe for all

Our lives in the last two decades have been radically changed by technology, especially the internet, which has connected millions of people around the world and helped with easy access and sharing of knowledge. The pervasiveness of the internet was reinforced with the COVID-19 pandemic, when global internet use increased between 50-70 percent as livelihoods, education, and governance shifted online. From Web 2.0, we are now supposedly moving towards metaverse, a virtual reality space where people interact with each other in a computer-generated environment through virtual and augmented reality sets. It can also be an integration of virtual and physical spaces, or mirror to reflect the physical world, or create an entirely new one. Hypothesised to shift our entire worlds and routines online, Mark Zuckerberg, the co-founder of Meta Platforms states, “You’ll be able to do almost anything you can imagine—get together with friends and family, work, learn, play, shop, create—as well as completely new experiences that don’t really fit how we think about computers or phones today… In this future, you will be able to teleport instantly as a hologram to be at the office without a commute, at a concert with friends, or in your parents’ living room to catch up.” It may also have interoperability of avatars that users create for themselves, allowing them to navigate through a wide range of platforms. Many video games like Second Life and Minecraft can be considered to currently be metaverses.


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