The Metaverse is 31 Years Old
I have a few favorite speculative
fiction books that I read every few years. Most of them are simple touchstones
of the generation I belong to or remind me of fond days spending an entire day
as an adolescent burning through a new book that I’d found. Snow Crash, by Neal
Stephenson (2003), isn’t one of those pre-teen memories, rather it’s a book
that I discovered in my twenties while sinking into the culture of software
development and coding as I started my first real career. The book describes a
deeply dystopian future but includes many startling predictions which have come
to pass to varying degrees. Predictions like the rise of corporate conglomerates
controlling many aspects of life and the franchising of nearly every service or
experience including the Mafia and entire cultures are sufficiently general to
be ignored as specific scenario predictions.
And then there is Stephenson’s
coining of the term, “metaverse”, and his description of fully realized virtual
world that can be experienced through equipment that provides a visual, auditory,
and tactile interface. His detailed descriptions of the technology which
represent a substantial part of the book’s plot are specific enough to qualify
as a prediction. And what a prediction it is, fully realized not only in form
but in name. In October 2021 Facebook, one of the largest technology companies
in the world, announced the company’s name would be changed to Meta to reflect
their focus on building the digital and virtual worlds of the future (Needleman, 2021). Facebook describes their “vision
of the metaverse as the successor to the mobile internet – a set of
interconnected digital spaces … characterized by social presence” (Connect 2021, 2021). Stephenson’s specific vision
of the future is coming to pass, down to the name of the technology and the
company behind it.
Many forces will determine whether Meta’s
bet on the metaverse will be successful. Technological challenges are at the
forefront of fully realizing the metaverse, as fully realized digital worlds
demand technical capabilities that are still not fully available. The human
nervous system requires integrated input synchronized to within tens of
milliseconds to forestall dizziness and disorientation, and auditory cues that
do not match visual cues, or visual cues which are in conflict with our sense
of proprioception, can cause motion sickness and nausea. Processing the
graphics associated with the metaverse requires expensive, bulky, and
power-hungry equipment even after more than a decade of development. Economic
forces will both drive and hinder the success of the metaverse. The virtual
world presents an entirely new marketplace for consumption which may drive
adoption by brands, influencers, and ultimately consumers. However, the cost of
engaging in this new digital world is steep, and that is likely to keep it
exclusive for years to come – especially with respect to the digital third
world.
I’m glad to live at the border of
the coming transition between the fully physical world and the equally real
virtual world. While I’ve played around in virtual worlds, I don’t yet find
them sufficiently compelling or distinguished from my experiences in the real
world to invest significant time in them. I’m certain that will change.
References
Connect 2021: Our vision for the
metaverse. (2021, October 28). Tech at Meta.
https://tech.facebook.com/reality-labs/2021/10/connect-2021-our-vision-for-the-metaverse/
Needleman,
S. E. (2021, October 28). Facebook changes company name to Meta in focus on
metaverse. Wall Street Journal.
https://www.wsj.com/articles/mark-zuckerberg-to-sketch-out-facebooks-metaverse-vision-11635413402
Stephenson, N. (1992). Snow crash. Bantam
Dell.
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