The metaverse is being hyped as a game-changing virtual platform that will transform our digital lives. But it has some inherent challenges to overcome in order to achieve mass adoption.
New virtual realities are changing the way we interact with our urban spaces. How will the metaverse make some urban amenities redundant and others indispensable?
Young people have lost out from recent developments in the labour market. Could the shift to working in virtual reality be about to turn the tables?
NFTs are hailed as the foundation of the metaverse economy because they allow you to purchase unique digital assets, from art to real estate. But legally, you might not own what you think you do.
Online communities are increasingly reshaping the virtual spaces they call home. Their worlds are purpose built, but they are also fit for purpose.
Creating holographic ‘digital twins’ will significantly reduce the stress, cost and logistical issues of touring – and means artists can live forever onstage.
The success of the metaverse – whether people use it or not – will rely heavily on the environments that are created.
A recent BBC investigation into the app VRChat has prompted concerns about children’s safety in virtual spaces.
That impossibly beautiful model on Instagram might be just that. CGI influencers are already on social media, and Meta’s commercial interest means it shouldn’t be in charge of the ethical guidelines.
Activision’s big titles have led the way in getting us used to virtual worlds. Making them VR will be a gamechanger.
Many people are talking about this coming virtual world, but many others would rather stay where they are.
For the metaverse to work, people need to own their virtual bodies and possessions and be able to spend money. The same cryptographic technology behind bitcoin will make that possible.
People may think of the metaverse as virtual, but the harm terrorists and extremists could do is very real.
Supply chain issues, emergency science, social distancing requirements and a lot more free time offered both challenges and opportunities for research scientists.
Museums allow us to delve deep into the past with eye-catching displays of artefacts, ancient textiles, high-quality images and short films that narrate how our ancestors lived.
New research shows people experience the ‘endowment effect’ of valuing an object more when they can touch it, even in virtual settings.
‘Nottopia’ began as a fantastical virtual island, and has since become a floating castle in the sky.
Facebook’s rebranding as Meta is an attempt to reposition the company as poised to move into virtual reality networks.
The commitment applies to the social network, but not necessarily to the metaverse.
This (virtual) reality is still probably many years away.