What is metaverse?

Zuckerberg said, “Our overarching goal across all of these initiatives is to help bring the metaverse to life.”

What is metaverse?

The most common conceptions of the Metaverse stem from science fiction. Here, the Metaverse is typically portrayed as a sort of digital “jacked-in” internet – a manifestation of actual reality, but one based in a virtual (often theme park-like) world, such those portrayed in Ready Player One and The Matrix. And while these sorts of experience are likely to be an aspect of the Metaverse, this conception is limited in the same way movies like Tron portrayed the Internet as a literal digital “information superhighway” of bits.

Just as it was hard to envision in 1982 what the Internet of 2020 would be — and harder still to communicate it to those who had never even “logged” onto it at that time — we don’t really know how to describe the Metaverse. However, we can identify core attributes.

The Metaverse, we think, will…

  1. Persistent – which is to say, it never “resets” or “pauses” or “ends”, it just continues indefinitely
  2. Be synchronous and live – even though pre-scheduled and self-contained events will happen, just as they do in “real life”, the Metaverse will be a living experience that exists consistently for everyone and in real-time

  3. Be without any cap to concurrent users, while also providing each user with an individual sense of “presence” – everyone can be a part of the Metaverse and participate in a specific event/place/activity together, at the same time and with individual agency

  4. Be a fully functioning economy – individuals and businesses will be able to create, own, invest, sell, and be rewarded for an incredibly wide range of “work” that produces “value” that is recognized by others

  5. Be an experience that spans both the digital and physical worlds, private and public networks/experiences, and open and closed platforms

  6. Offer unprecedented interoperability of data, digital items/assets, content, and so on across each of these experiences – your “Counter-Strike” gun skin, for example, could also be used to decorate a gun in Fortnite, or be gifted to a friend on/through Facebook. Similarly, a car designed for Rocket League (or even for Porsche’s website) could be brought over to work in Roblox. Today, the digital world basically acts as though it were a mall where every store used its own currency, required proprietary ID cards, had proprietary units of measurement for things like shoes or calories, and different dress codes, etc.

  7. Be populated by “content” and “experiences” created and operated by an incredibly wide range of contributors, some of whom are independent individuals, while others might be informally organized groups or commercially-focused enterprises

Another idea relates to the fundamental communications architecture of the Metaverse. This is described in more detail later in the piece, but while today’s Internet is structured around individual servers “talking” to one another on an as-needed basis, some believe the Metaverse needs be “wired” and “operated” around persistent many-to-many connections. But even here, there’s no consensus around exactly how this would work, nor the degree of decentralization required.

References:

https://www.matthewball.vc/all/themetaverse

https://www.techbang.com/posts/89033-zuckerberg-metaverse-internet?fbclid=IwAR3-iWtMTJhZpKktF_Wbxeh3EnaaUEFkX9hKGOsn4hwAgp2yEe3QaE9r9T0