Technology

A leap into the future with Metaverse

From being a mere fantasy to a feasible business proposition, the world of Metaverse has traveled a long way. In the last piece, we learned about the fundamental nature of the Metaverse, the technologies that make it possible, and how we can access it currently. Now, let’s focus more on its impact and how soon to expect it.

Billionaire and Facebook founder Mark Zuckerberg recently drew up a vision and simultaneously teased us with the immense possibilities of the new medium that promises to radically alter the way we live, conduct business, socialize, work and attend to a hundred different everyday affairs of our daily lives.

In a letter to his employees, Zuckerberg wrote, “We’ve gone from desktop to web to mobile; from text to photos to video. But this isn’t the end of the line. The next platform will be even more immersive and an embodied internet where you’re in the experience, not just looking at it. We call this the Metaverse, and it will touch every product we build.”

So, without further ado, let’s take a deep dive into the changes the Metaverse can usher into our lives.

Our work dynamic will change for the better 

Working remotely has been welcomed with open arms only by a few corporates. Many others still prefer the age-old mode of working in person from the office.

However, with the slow but assured penetration of Metaverse, we would be able to enjoy the best of both worlds. While one might continue to work from home, they will operate in a 3D environment that will mirror an office setting, effectively letting one live in two worlds. In one clean swoop, two objectives will be achieved: one will be able to enjoy the comforts of working from home while simultaneously being in an office space.

The Metaverse will also weed out hundreds of practical problems that remote working has created. For instance, a long trail of delayed emails can become a short problem-solving chat with an office colleague or senior in the Metaverse.

The malls of tomorrow  

With the speed at which the Metaverse is developing, it is quite likely that our virtual marketplaces will be powered by 3D technology in a few years. One would be able to enter an e-shopping mall, purchase a virtual item, and will be able to sell it as well in the same ecosystem. Not bound by the physical world’s limits, the malls in the Metaverse are likely to feature limitless designs to augment the experiences of the customers. They would be able to interact with digital products like never before, and given the growing adoption of NFTs, this is not a fad.

Attending public events

In April 2020, more than 12 million people turned up in a Metaverse created by the company Epic Games to witness singer Travis Scott’s virtual performance. In the future, such large gatherings of people, be it for a music concert, a theatrical play, or a stand-up gig, will become all the more frequent. Currently, many Metaverse ecosystems have spaces where people from all kinds of backgrounds can simply relax, network, and socialize with each other. Truly, a world within our world. 

By when will Metaverse become commonplace?

The answer to this question relies on several variables. Many digital companies suggest that Meta-worlds still have about a decade before they become genuinely mass-based.

Another variable determining how soon the Meta phenomenon becomes commonplace is the availability of cheap accessories required to log into the space. Virtual reality headsets are still quite expensive. However, the headsets and other accessories will become far more affordable in due course, paving the way for a smoother transition.

Conclusion

These are only a few ways Metaverse can affect our everyday lives. But as that day nears when the Metaverse becomes as much a reality as the Internet today is, we shall witness far more immersive and valuable Meta-experiences. Till then, Rucha Yantra shall keep you updated about the developments.

Stay tuned to our Knowledge Corner as we, next, delve into the potential impact of Metaverse on manufacturing.

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