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What is the metaverse and how it will change your life

What is Mark Zuckerberg's specific vision of the metaverse and how will it be shaped? Subscribe to our Telegram channel to receive notifications about new publications. We regularly publish such interesting articles!

The basic concept is a preview of the Tsuk metaverse, which he shared at the Facebook Connect conference last October.


The focus is on virtual reality, and the Meta Horizon platforms (Home and Worlds) provide a complete immersion in digital connectivity. Meta has been developing its virtual reality technology for some time now and is arguably the industry leader in the field, and it is this work that Meta will use as the basis for shifting the metaverse.

Indeed, Zuckerberg himself noted this in Meta's fourth-quarter earnings report:

The horizon is the core of our vision of the metaverse. It's our experience of creating a social world in virtual reality that we recently discovered to people in the U.S. and Canada, and we've seen several talented creators create worlds: like a recording studio where producers collaborate, or a relaxing space for meditation. And this year we plan to launch a version of Horizon for mobile devices, which will allow you to transfer the early experience of working with the metaverse to more surfaces, in addition to virtual reality. So, while the deepest and most immersive experiences will be in virtual reality, you'll also be able to access worlds from your Facebook or Instagram apps, and in time, perhaps more.

Pay attention to the last point: in addition to the virtual headsets that are growing in popularity, Meta aims to give people the opportunity to connect to their Horizon experiences in a new way, with your phone acting as a gateway to these immersive environments through your 3D avatars, which users can now use on Facebook, Instagram and Messenger in a variety of ways.

Soon, you'll also be able to interact with Horizon's VR avatars through your device — similar to how people can play mobile games like Fortnite or Roblox on mobile devices and interact with users on PCs, consoles, and other devices.

This will mean that some users will use virtual avatars through headsets, while others will navigate with their digital characters in three-dimensional space using controls on their phone's screen. Which isn't perfect — while you can play the aforementioned games on mobile devices, the controls aren't too intuitive — which will also likely lead to Meta eventually expanding Horizon's access to game consoles, with users being able to control their avatars in space through their game controllers.

This is another key element – games are already hugely popular on Facebook and Meta is working to expand its gaming potential and attract a larger gaming audience to its ecosystem. These users are well used to managing 3D characters in such spaces, and while games are also traditionally associated with a younger audience, in fact for anyone under the age of 40, games have likely played a significant role in their upbringing and in how they spend their free time.

After all, according to research, the vast majority of gamers are between the ages of 18 and 34.


Many of these users are at the bottom of that age range, but as you can see, 42% of players are 35 and older, meaning that many seniors are also well-versed in the game worlds. Five years from now, this will change again and as younger users who are even more tuned to games on both social and research tools move into these older age groups, the potential for these users to communicate in new ways will continue to grow.

As such, you can see how Meta's vision for interoperability and interoperability in the space will continue to expand beyond virtual reality alone, although virtual reality will remain a key creative space and central experience that Meta will advance with these other connecting tools.

That's why digital avatars will also become increasingly important, because all users connecting to the space from different platforms will have to identify themselves, and digital avatars will become your profile and recognizable character for interaction on the next level.

This is where we see things like NFT come into play, though the current initial push for NFT may be a bit flawed.

Clearly, visual identity has value in digital worlds. For example, in Fortnite, someone who has one of the oldest and rare skins is more likely to be a good player because they've probably been playing the game for some time, whereas in Roblox certain avatar items can only be gained by reaching certain levels in games, immediately adding recognition and prestige to your character.

These types of trends are likely to extend to new ways of using digital avatars as well, but while NFTs may be exclusive and in many cases rare, most NFT projects will not be able to contribute to this next shift as they will not have the technical capabilities. the ability to create 3D versions of their characters that people can use in these spaces.

The question is whether users will actually want to be a three-dimensional bored monkey, even if it is rare. Chances are people will want to buy rare items of clothing rather than become those characters because, again, as we've seen on other platforms, while rare skins do have a level of prestige, the most commonly used characters are the coolest. watchers, even if a bunch of other players have the same.

That's where there may currently be a gap in understanding – while NFT as a concept making it easier to own digital subjects has significant potential in the next stage, NFT symbols and profile images probably won't have their value or interest. Because while you could theoretically create a digital art gallery to showcase your own work in such spaces, it's not something that people will be amazed at in the space of the Metaverse, as the creators in Horizon Worlds, for example, create a completely immersive three-dimensional experience that will take you to all new plains of existence.

Digital items, yes. Digital characters, I suspect not. But many people still jump aboard the HYIP train for fear of missing the next big shift.

But even so, you can see how it all starts to come together in a broader sense, and how Meta hopes to take responsibility for the next stage. And although Meta has repeatedly noted that no company will own the metaverse as such, we see that Meta will most likely own real estate, where other businesses and developers will be able to create immersive impressions, which is facilitated by the various features of Meta tools.

So there will be different developers and built-in experiences, but Meta will be the gateway, and as it continues to dominate the conversation about the metaverse — among other things, changing its corporate name to "Meta" — we're all unknowingly buying into the fact that Zuk and Co. will be the owners of the next stage.

The more discussions around the "metaverse," the better for Meta, because it now and increasingly hosts all the hotspots, meaning that all other stakeholders will have to work with them to reach the widest possible audience with their immersive experiences.

Other companies may develop similar tools, but they will need to use Meta schemas and APIs to present them to the greatest possible user base, and as Meta creates these additional access points, this becomes more relevant and will help promote their broader vision.

Make no mistake if you talk about the "metaverse," you're talking about Meta's plan, and we're slowly starting to see that vision come to life.