Four myths and truths told on Metaverse

Four myths and truths told on Metaverse




Photo: Adobe Stock

There is a lot of talk about Metaverse on social media and social media platforms these days. However, there are still many doubts and misunderstandings about what this combination of technology really is that, despite gaining a name and a spotlight recently – with the transformation of Facebook, a platform directed by Mark Zuckerberg, to Meta -, the term original is a bit. older and was created in 1992, by American writer Neal Stephenson, in his novel “Snow Crash”, and refers to the virtual space.

“Oh Metaverse is not a place, object, thing, a technology and not a company. It’s a combination of different technologies, such as augmented reality, virtual reality, artificial intelligence, the internet, the 3D environment, gamification, and any other immersive, communicative, and interactive experience that comes your way. It is built as an immersive environment in the virtual world, so there are many Metaverses. Facebook’s goal, for example, would be just one of them, “said Fernando Godoy, digital visionary and CEO of Flex Interactive, a company specializing in immersion experiences, which develops special projects for brands with the educational Metaverse concept.” Many companies sell like Metaverse, but these are just attempts that aren’t real and you have to be aware of that. “

To help consumers, amateurs and the curious to understand the term and all its purposes, the expert lists four myths and truths about Metaverse.

1. It is only possible to enter Metaverse with a Virtual Reality glass

MYTH. In addition to access to VR glasses, it is also possible to access Metaverse through platforms, applications and browsers through the use of an avatar, which is the representation of the person in the virtual world, where he moves and communicates through his own voice. , known as space audio.

“People are confused, because everything indicated that the access was only because of the glasses of Virtual Reality, which was, until then, the technology that most allowed an immersive experience. But, through the glasses, many of these experiences are solitary – and Metaverse is all alone. It happens in real time, with many people connected and interacting with each other, ”says the expert.

2. Metaverse is not only present in video games

TRUTH. The gaming market was the one that, in fact, began to develop and evolve this immersive environment, since, in some games, people talk, have fun, watch shows, buy and sell things, among other activities. However, it has not been done and it is not intended only for this industry.

“Today, it’s possible to see retailers, service providers and brands taking action on Metaverse. It’s not just for kids and teens, it’s for the foreseeable future,” said Fernando.



Fernando Godoy, from Flex Interativa

Fernando Godoy, from Flex Interativa

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3. Metaverse will change the digital economy

TRUTH. Because of NFTs (Non-fungible Token) transactions, people, brands, and companies are able to launch not only collections, art, movies, or music, but also collections and other products that have a huge impact on the economy.

“It is estimated that Metaverse will transact, by 2024, about $ 800 billion or more, as there are seven layers distributed across the metaverse, with different industries, brands and startups, divided into distinct functions, which varies from infrastructure and cloud to user experience, ”says Godoy, who assures that Metaverso will create new professions and create more jobs.

4. Metaverse does not help at all in the education of young people and adults

MYTH. Metaverse has the potential to change education and training around the world, particularly in Brazil. It will allow a young person, student or even an employee of the company to learn, through an immersive experience in which one can enter the human body and understand how it works internally, see a periodic table in a real and different way or even back to Ancient Greece or World War II, for example.

“Avatars can be a protagonist, participate in and deeply understand how these experiences work, making them able to absorb, understand and learn about the exponential and different content of watching videos on YouTube or video call lectures,” concludes Fernando.

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