[ad_1]
In the beginning there was the Multiverse from Hugh Everet. This theory basically proposes that the universe we live in may not be the only one, and that there may be infinite other universes in addition to our own. Building on the Schrodinger equation that seemed to suggest the existence of several possibilities, the basic idea of a multiverse is that when quantum choices are made, the universe splits into different versions of itself.
We may never have the chance to put this theory to the test because it seems impossible, but the Metaverse could be a possible simulation where each state within the Metaverse corresponds to a new parallel metaverse.
Neal Stephenson first used the term ‘metaverse’ in his cyberpunk novel Snow Crash, published in 1992. The Metaverse was described in the book as a shared ‘imaginary place’ accessible through virtual reality goggles and ‘made available to the public over the worldwide fiber-optics network.’ It allows for the creation of ‘things that do not exist in Reality, such as vast hovering overhead light shows, special neighbourhoods where the rules of three-dimensional spacetime are ignored, and free-combat zones where people can go to hunt and kill each other’ by developers.
In the 30 years since the release of Snow Crash, we have seen small elements of that description briefly appear and, like the pieces of a puzzle, they are falling into place.
Broadly speaking, the metaverse is a science fiction concept according to which we will all one day spend a significant portion of our time in a fully immersive digital space, meta-expansion of real life with overlapping realities.
In my opinion is a vast ecosystem and the main pieces of this puzzle are: Extended Reality (XR), Token-based economics, open standards, and content.
XR is reaching a point of maturity where the glasses appear to have high-quality displays, good resolutions, and spatial sound to provide a more complete 360-degree experience. Nevertheless, they are quite expensive and not everyone can afford them. In addition, prolonged use of metaverse devices can cause several health problems, such as nausea, motion sickness, and dizziness. Finally, the weight of VR headsets causes head and neck fatigue and limits the duration of sessions. However, the metaverse is not 3D or 2D, it is about the physical dematerialization of space, distance and object. It includes 3D games like Fortnite, Zoom in our virtual offices, as well as games in our virtual reality headsets.
Token-based economics is becoming scalable, fast, and trustworthy enough to enable the kind of persistent-states that are required to run such a public virtual world.
Open standards are necessary for cross-application compatibility. The Metaverse that we know today is very different from what was originally envisioned. To begin with, it is not a unified and universal space. Instead, it is a collection of small virtual spaces. Second, these spaces could be interoperable or not. As a result, people may not move from one virtual space to another. Major companies with advanced software, hardware, and content may be able to operate independently and benefit from the ‘winner-take-most’ dynamic. However, other companies may need to collaborate within strong ecosystems to try to build a standard to exploit the full potential of their investments.
Content: as always it is king. Content will drive the Metaverse.
The concept of the metaverse tends to arouse fascination or indifference in most people. However, for companies and for Public Services Media organizations (PSM), anything with revenue-generating potential falls within the realm of the ‘next big thing’. Advertising in the Metaverse is relatively easier to achieve, as it elicits more attention and engagement and represents a lucrative opportunity to attract younger users. As the growth of younger users is declining, leveraging technologies that primarily target this demographic could potentially reverse the trend. Diversification is the central tenet!
We’re entering an interesting phase in, where if we want the broadcaster industry to grow, we need to transition into interactive/immersive content that also accommodate the common TV user. The truth is that TV is social moments with people I know and meet with there.
To make this transition successful, it’s important to create stories in the metaverse that are entertaining, informative, and applicable to viewers’ lives. Additionally, it’s important to create content that encourages viewers to interact with one another and share their experiences. This will help create an even more engaging atmosphere for viewers and give them the opportunity to connect with each other in the space of the metaverse.
As PSM embrace the new technologies available to them, they must keep in mind the importance of scalability. Small-scale technologies do not behave like larger-scale technologies. If broadcasters are going to invest their time in the metaverse, it is in their interest to perform due diligence to make sure that this is not a trend that could disappear when fundraising ends. They need a low entry price and the magnitude of benefits that will follow!
Moreover, broadcasters must take steps to ensure that the virtual world is a place where people feel safe, secure and supported, creating policies and safeguards to reduce the chances of people falling victim to cyberbullying, addiction or mental health issues. This means determining several key elements, such as regulatory standards, privacy codes of conduct, inclusiveness, age-gating, and so on.
The repercussions are significant when we try to make the virtual world superior to the real one.
It is impossible to predict technological progress. In recent years, new technologies have all gone online at an incredible speed (e.g., stereoscopic 3D, 360 video) without much thought being given to the consequences. It has already happened with the Internet: the first dot com bubble, for example. Some ideas died, others survived, and new ones were born that no one anticipated.
Moreover, in the past there have been numerous efforts since then to create a utopian alternate world. One of the most well-known efforts was ‘Second Life’, which debuted in 2003. It is an online platform where users can create avatars and live a virtual existence. Unfortunately, this virtual universe has failed to connect with the general public.
The Internet has come a long way from static websites to streaming video, social media, mobile apps, and cross-platform services, but the metaverse -and the hardware that powers it- still has a long way to go before it can replace the current ways in which people watch TV together.
The fact that a technology exists does not imply that it has been perfected.
Historically, PSM have provided content for collective experiences, in contrast to the tech giants’ goal of isolating users for data mining and target advertising. PSM must renew this social advantage by pursuing a metaverse that combines individual and collective experiences. UN Secretary-General António Guterres warned of the damage caused by platforms based on the monetization of anger and negativity, while
PSM can provide a powerful counterweight to promote social interaction and informed citizens.
Subsequent evolutions are difficult to predict. The emergence of social media has changed human communication, as has the telephone and the Internet. Similarly, the metaverse will also have a profound effect.
Broadcasters will move beyond this digital realm.
But they must beware of the potential pitfalls of remaining anchored to the same legacy and methods, which could prevent them from exploring the exciting possibilities of the future! They should carry forward into the future the lessons they have learned about the need for a collaborative approach to storytelling.
We should probably wait for Broadcaster 3.0: from media company to game company, when the broadcaster will be reshaped around interaction/game-thinking. It is true that the media industry is becoming more complex than ever before!
To build the metaverse, it is essential to acquire technical experts. If PSM wish to embark on the journey to media innovation, they must cultivate a new generation of coders and 3D generalists, and provide them with the appropriate tools, education, and technology. Now is the time to invest in effective hiring strategies to plan for new job roles. Furthermore, it is necessary to assemble creative editorial teams in combination with engineering experts to foster expertise at PSM.
We began this article with Schrödinger, and it is only fair to conclude with his law:
the metaverse is at the same time dead and alive.
Once we open this black box, we may discover a cat inside, leaving us even more perplexed about the true nature of the metaverse.
[ad_2]
Source link