The Metaverse is a complex, multifaceted concept that has gained significant attention in recent times. It refers to a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual reality[2]. It includes the sum of all virtual worlds, augmented reality[1], and the internet[5]. The implementation of the Metaverse involves various key players like Meta (formerly Facebook[3]), Microsoft[4], Nike, Activision, and Oculus. These companies use technologies such as computers, smartphones, Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) to provide access points. Crucial technological foundations in this context include the X3D Specification and OpenXR standard. However, the Metaverse faces numerous challenges, including privacy[6] concerns, computational efficiency needs, and potential health impacts. The concept is also explored widely in literature and ongoing discussions about its societal implications.
The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, usually in 3D and usually focused on social and economic connection.
The term metaverse originated in the 1992 science fiction novel Snow Crash as a portmanteau of "meta" and "universe". In Snow Crash, the metaverse is envisioned as a hypothetical iteration of the Internet as a single, universal, and immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets.
The term "metaverse" is often linked to virtual reality technology, and beginning in the early 2020s, with Web3. The term has been used as a buzzword by companies to exaggerate the development progress of various related technologies and projects for public relations purposes. 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.