In essence, imagine a virtual world, where you log on, but instead of playing as a character, you are just yourself. You have an avatar (a virtual representation of you) and you can go about your life, meeting friends, taking business meetings, signing paperwork and attending music festivals. You use extended reality (XR) tools such as virtual reality (VR) headsets to influence the world around you in the metaverse. This is intended to make you feel like you’re really in another world, without physically leaving the room.
The metaverse is a shared virtual space. Unlike when you play a video game and you have to stay in the specific world of that game, the metaverse allows you to travel around the world with no constraint on where you go. This world is also ongoing, so it doesn’t pause when you leave, and it follows a set of key ideas that are designed to keep it consistent. No company owns the metaverse, but rather they create space and experiences that form this virtual world.
Whilst this all might sound a bit like a new version of The Sims, the key difference is that the ultimate aim of the metaverse is to have no distinction between reality and fantasy. You could ‘meet’ your friends for brunch and the people you’d be talking to are the same friends that you have in real life. You can ‘sit’ in a meeting room with other professionals and discuss business and that is just the same as if you sat in the office together.
Ultimately, this is a new technology and how exactly it will work and develop is still being established. As more companies get involved, it’s likely to expand past the game-style experience that is available currently. There is currently a race by several major tech players to create an experience that will lead the way.
30 years ago, the idea of a virtual world would have been seen as something out of a science fiction novel. Carrying a mobile phone was common, but phones were used for making calls and sending messages, not social media. Facebook was yet to be founded and the idea of spending a chunk of your waking hours looking at a small screen seemed strange and expensive.
But smartphones have become part of our everyday routine and interactions. Not only do they allow us to connect with friends and family, but many of us rely on them for work, banking, directions and countless other functions that smooth out our day-to-day lives.
Transitioning to this online way of working and living means that we can connect with people all over the world, and access services as and when we need them. If a company wants to remain competitive, it’s no longer enough to have a simple website or just a contact phone number. Customers want to be able to get the information they need, at a time that suits them.
As a result, companies are jumping on this demand and pioneering clever new ways to expand our world far beyond what happens in real life. It’s only just getting started, but the metaverse is the newest addition to this ever-expanding technology portfolio – but what exactly is it? We take a look.
The term ‘metaverse’ was first coined in 1992. Whilst this seems incredibly early, at this point it was just an idea in a science fiction novel, not a reality. The World Wide Web had only been invented a few years before, so the author Neal Stephenson was inspired to write Snow Crash based on what possibilities this could open up.
The first virtual world came courtesy of the game Second Life in 2006, where players could create an avatar for themselves and go about an alternate life in the virtual world. But the idea of a metaverse has really only come into play in recent years, with the invention of Bitcoin and VR headsets, as well as the popularity of the Ernest Cline novel Ready Player One. The book is set in a parallel universe, accessed via virtual reality.
Some of the current buzz around the metaverse stems from Facebook changing its name to Meta, in order to reflect Mark Zuckerberg’s goal of facilitating social experiences in virtual reality, rather than just through social media.
There are a few different options when it comes to actually accessing the metaverse, depending on what type of experience you’re after and how much you’re willing to spend. As the metaverse is still developing, new technologies may come in, and the existing ones may become obsolete, but currently there are few things you’ll need to access the metaverse.
Whilst it’s unclear whether AR and VR will become compulsory requirements to enter the metaverse in the future, companies like Meta (formerly called Facebook) are certainly investing in their own VR headsets.
The fun element of the metaverse is being able to purchase and own virtual items that you wouldn’t necessarily be able to afford in real life. From shoes to land, buying things in the metaverse is just another way to personalise your experience, in the same way that you have your own personal style or taste in your day to day life.
Whilst it might be easy to understand why you’d want your avatar to be wearing the latest trainers, purchasing real estate in the metaverse can feel a bit confusing. Why would you want to pay to build your house on a specific spot when you’re not constrained by office locations or school catchment areas like you are in real life?
But the benefit of buying land in the metaverse is that you don’t have to live there, or travel there in real life to rent it out and maintain it as a landlord. Buying plots around virtual cities that are desirable means that as the city grows in popularity, so does the value of the land that you’ve bought. Just like investing in up-and-coming real estate locations, investing in virtual plots can get you the same benefits.
Firstly, you’ll need to have a cryptocurrency wallet. Everything is done digitally, so this ‘wallet’ will ideally be added to your browser, so that you can easily use the currency in the metaverse. Think of it like a holiday currency exchange: you use your home currency to purchase whichever cryptotokens your chosen metaverse platform accepts. Just as with other currencies, there may be a transaction fee for this.
You may have heard of cryptocurrencies like Bitcoin or Ether – some metaverse platforms allow you to use these directly, or otherwise you can exchange this for another type of crypto token in the same way. The difference between the term cryptocurrency and cryptoken in simple terms is that cryptocurrency refers to the whole currency, in the same way as pound sterling does, whereas a crypto token refers to the individual item, like a pound coin.
If you’ve read about the metaverse, it’s likely that you’ve also heard technology’s new favourite buzzword: NFT, which stands for nonfungible token. If you’re thinking about getting involved in the metaverse, then this is a concept you’ll need to wrap your head around.
To understand NFTs, you first need to understand blockchain. Put simply, blockchain is a publicly available ledger that records transactions. In the same way that when you buy a house the solicitor does the paperwork that changes the deeds of the property to your name, when you buy an NFT, the transfer between one person and another is recorded. In the digital world, when someone buys an NFT, this transaction is recorded on the blockchain and given a time stamp.
An NFT is a unique cryptographic token that someone purchases. They are all worth different amounts of money. Imagine buying a unique piece of art – instead of paying cash and hanging this on your wall as an investment piece, with an NFT you pay in cryptocurrency, and add it to your digital wallet. However, they’re only worth what someone will pay for them, rather than having an established market value. Some premium NFTs come with the benefit of giving the owner access to an exclusive community, including password-protected content and the opportunity for high net-worth networking.
It’s important to note that items like shoes or clothing are not NFTs, even though they’re a piece of digital property, as they’re not unique. For an item to be considered an NFT, it has to be unique on the blockchain. That means it needs to be the only copy of that cryptographic token to exist. For example in the real world, there is only one Mona Lisa, even though you can purchase prints of it.