
Meta’s CEO Mark Zuckerberg’s vision for the metaverse consists of consumers embodying themselves in a virtual world powered by VR and AR hardware and advanced body sensors. In effect, people will be able to do everything they do in the real world in a seamless, well-lit virtual world: they can play games, attend virtual meetings, hang out with virtual friends, go to virtual concerts, collect virtual art, and shop for virtual goods. Terms like non-fungible tokens (NFTs), cryptocurrencies and bitcoin are just some of the buzzwords related to the digital economy. It might be possible for people to work and get paid in the virtual world! How does that idea sound to you? How will that idea sound to someone who cannot afford the VR and AR technology necessary to enter the virtual world?
Currently, games such as Fortnite and Roblox provide us with a glimpse of how virtual reality and augmented reality can work, without the need for VR/AR wearables. Roblox allows gamers to create and play in game landscapes that they have co-created. There is also virtual currency available that users can use real money to access premium features in the game. These games allow users to connect in real-time with other people in the digital world.

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Advancements in technology should bring about more benefits than harm for users.

Image credits: https://www.statista.com/statistics/1285117/metaverse-benefits/
A 2021 survey of global internet users found that the biggest benefit of the metaverse was overcoming obstacles that prevented them from doing something in real life. For example, wheel-chair bound people would have the opportunity to feel and experience what it is like to be ‘walking around’ freely in the metaverse. They will experience easy accessibility to different places in the virtual world.
Enhancing creativity and imagination was ranked second with 37 percent of respondents claiming this as a benefit. The metaverse also holds promise for upskilling, education, and exploring new career opportunities. Zuckerberg said that the metaverse will bring enormous opportunity to individual creators and artists; to individuals who want to work and own homes far from today’s urban centers; and to people who live in places where opportunities for education or recreation are more limited.
Envisioning your future work life with AR and VR:
It can feel like having teleportation skills and magical powers
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With basically a snap of your fingers, you can pull up your perfect workstation. So anywhere you go, you can walk into a Starbucks, you can sit down, you can be drinking your coffee and kind of wave your hands and you can have basically as many monitors as you want, all set up, whatever size you want them to be, all preconfigured to the way you had it when you were at your home before. And you can just bring that with you wherever you want.
If you want to talk to someone, you’re working through a problem, instead of just calling them on the phone, they can teleport in, and then they can see all the context that you have. They can see your five monitors, or whatever it is, and the documents or all the windows of code that you have, or a 3D model that you’re working on. And they can stand next to you and interact, and then in a blink they can teleport back to where they were and kind of be in a separate place.
Get ready for a meeting! 
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Your avatar is sitting in the meeting room. Sitting on your left and right are your two other colleagues. If you’re sitting in a circle, everyone can kind of remember what order people were in. There’s spatial audio. You look over to the head of the table and there could be a screen there, where people who can’t be in VR or AR can videoconference in and be a part of your meeting from outside. You can project and different people can share as many documents as they want. So it’s no more of this, “Oh, I can only share one document at a time,” because everyone, you presume, only has one screen. And in VR, people can pull up as many screens as they want so you can share as much context as you want during a meeting. You have a whiteboard, people can draw.
And…. back to reality!
How will you forge genuine and authentic relationships with other people in the virtual world?
When social media was first being developed, there was optimism surrounding its potential to encourage openness and connectivity amongst communities. While this has proven to be true, we now know that these platforms have also served a significant role in enabling conflicts, creating unhealthy parasocial relationships, and negatively impacting the mental health of its consumers. Online bullying and abuse of any forms through screens will certainly still have a negative impact on people in real life. Let us not forget that there is the dark web which provides users with anonymity to participate in criminal activities and in the illegal exchange of services, products and content.
In the virtual world, people easily form parasocial relationships. This term refers to relationships that a person imagines having with another person whom they do not actually know, such as a celebrity or a fictional character. This often involves a person feeling as though they have a close, intimate connection with someone whom they have never met due to closely following that person (or character) in media, such as TV shows, videos, podcasts, etc. You think you may know that person, but it might be a one-sided relationship. Your feelings for the other person might not be reciprocated.
Zuckerberg claims that the purpose behind the metaverse is to naturalize, and not to strengthen, the relationship that people have with the internet. The metaverse will simply serve to make this experience ‘less artificial’ and to make us feel more present with the people we are interacting with.
On the other hand, the former CEO of Google, Eric Schmidt, disagrees with Zuckerberg. When asked about Facebook’s metaverse, he said, “All of the people who talk about metaverses are talking about worlds that are more satisfying than the current world—you’re richer, more handsome, more beautiful, more powerful, faster.” According to Schmidt, the benefits that a metaverse has over the real world may lead people to forsake the world that exists in favour of a digital utopia, which, he thinks, “may not be the best thing for human society.”
Furthermore, in the virtual world, there will always be someone trying to break the rules. Anyone can create an avatar of his or her ideal self or even create a false avatar which can allow sexual predators to sexually groom underage children. Parents need to be aware of the potential dangers children may face in the virtual world which can cause a problem for them in the real world.
How can we make a better futuristic world?
As virtual reality will inevitably change our lives forever in the way we communicate, socialise, work, learn and play, VR and AR companies will need to put in great effort to think of ways to make the digital world a better place for digital citizens. As participants online, we should follow a set of acceptable behaviours and societal norms to ensure that online interactions remain civil and respectful. Laws governing the online realm should also be enforced by authorities so that all users will be protected and offenders will suffer real consequences.
Do you think the virtual world is a boon or a bane?
Sources:
- https://analyticsindiamag.com/according-to-former-google-ceo-metas-metavers-is-not-good-for-society/
- https://www.dictionary.com/e/tech-science/parasocial-relationship/
- https://www.theverge.com/22588022/mark-zuckerberg-facebook-ceo-metaverse-interview
- https://sensoriumxr.com/articles/how-to-enter-the-metaverse
- https://blog.roblox.com/2022/02/supporting-protecting-roblox-developer-user-community/









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