Conversely, in 2026, a quarter of the population will spend 1 hour a day in the new digital world …

Conversely, in 2026, a quarter of the population will spend 1 hour a day in the new digital world …

A new study by Gartner, published by the World Economic Forum, estimates that by 2026 a quarter of the world’s population will study, buy and socialize for at least an hour a day on Metaverse. The consultancy also predicts that in four years, 30% of the world’s organizations will have their products and services available on this technology platform.

Metaverse is recognized as the next evolution of the internet, but it still presents a number of hurdles, in particular, the impacts it can have on children and how it can be regulated are unknown. The truth is that, given the nature of the new digital space, parental control will face a new challenge and raise new questions, reports Gartner. Since this is a type of technology accessible only to a headset, it will be difficult for parents to see what their children are doing and interacting with.

Metaverse will have its own virtual economy, with its own digital currency and in which NFTs (Non-fungible tokens) will be essential. NFT sound tokens unique digital items that can be used to buy, own and sell digital or physical items online, including music, art and property.

Gartner estimates that the business world will benefit from this technology, stating that there will be better communication and relationships between managers and employees, through immersive workspaces. The platform provides virtual offices and spaces for companies to choose to integrate, eliminating the need for physical infrastructure.

This technology is described as an extended reality (The Extended Reality, or XR); this means combining the virtual reality we already know today (or VR) with augmented reality (AR) and Reality. mixed (MR).

What is the difference between these three realities? With Virtual Reality (VR) we are fully immersed in a 100% digital environment, using glasses for this purpose; Augmented Reality (AR) interacts with the real world through a digital filter, in which physical reality is central. On the other hand, in reality mixed (MR) allows the user to interact and manipulate the environment in the real and digital world.

To enter Metaverse, similar to Virtual Reality, the user has to use a headphones (immersive glasses), whose shipment is expected to surpass that of video game consoles in the coming years. Facebook has become a Metaverse company by officially changing its name to Meta. Microsoft and Sony are already in the process of adapting, investing in the acquisition of several companies that focus on video game production and development. headphones next generation.

Despite the obstacles, these are not going to be an encounter in growing investment in this new digital environment. Brands that traditionally buy advertising on websites and billboards are now transitioning to Metaverse. Real estate prices have risen about 500% on this platform since Facebook announced its investment plans.

In practice, it works like in the real world: the more people who join Metaverse, the more valuable it becomes.

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