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The Metaverse in 2040

The Metaverse in 2040

This article was originally posted on site: Pew Research Center

Written By: BY JANNA ANDERSON AND LEE RAINIE

Hype? Hope? Hell? Maybe all three. Experts are split about the likely evolution of a truly immersive ‘metaverse.’ They expect that augmented- and mixed-reality enhancements will become more useful in people’s daily lives. Many worry that current online problems may be magnified if Web3 development is led by those who built today’s dominant web platforms

Interest in the idea of the metaverse leaped in 2021-2022, prompted in part by Facebook’s decision to rebrand itself as “Meta.” The word was coined by sci-fi author Neal Stephenson in 1992 in his novel “Snow Crash.” In today’s terms, the metaverse is the realm of computer-generated, networked extended reality, or XR, an acronym that embraces all aspects of augmented reality, mixed reality and virtual reality (AR, MR and VR). At this point in time, the metaverse is generally made up of somewhat- immersive XR spaces in which interactions take place among humans and automated entities. Some are daily interactions with augmented-reality apps that people have on their computers and phones. Some are interactions taking place in more-immersive domains in gaming or fantasy worlds. Some occur in “mirror worlds” that duplicate real-life environments.

While extended-reality gaming and social spaces have been in existence for decades, early 2020s technological advances and societal transformations brought about by the COVID-19 pandemic have pushed the development of the metaverse to the forefront, inspiring tens of billions of dollars in new investments and prompting predictions that the metaverse is “the future of the internet” or “the next internet battleground.”

Proponents of XR and the development of more-advanced and immersive, 3D, online worlds say its rapid evolution is likely to benefit all aspects of society – education, health care, gaming and entertainment, the arts, social and civic life and other activities. They believe the infusion of more data into people’s experiences, progress in artificial intelligence (AI) assistive systems and the creation of entirely new spaces and experiences for tech users could enrich and expand their lives. Of course, as with all digital tech, there are concerns about the health, safety, security, privacy and economic implications of these new spaces. This has spurred a great deal of speculation about what the maturing of XR and the metaverse will look like and what that means for society.

This heightened interest and investment in extended reality prompted Pew Research Center and Elon University’s Imagining the Internet Center to ask hundreds of technology experts to share their insights on the topic. In all, 624 technology innovators, developers, business and policy leaders, researchers and activists provided open-ended responses to a question seeking their predictions about the trajectory and impact of the metaverse by 2040. The results of this nonscientific canvassing:  

  • 54% of these experts said that they expect by 2040 the metaverse WILL be a much-more-refined and truly fully-immersive, well-functioning aspect of daily life for a half billion or more people globally.
  • 46% said that they expect by 2040 the metaverse WILL NOT be a much-more-refined and truly fully-immersive, well-functioning aspect of daily life for a half billion or more people globally.

These experts were asked to elaborate on their multiple-choice answers in an open-ended question that invited their views about both the positive and negative aspects of the digital world to come. Two broad themes emerged in those written remarks. First, a notable share of these experts argued that the embrace of extended reality in people’s daily lives by 2040 will be centered around augmented-reality and mixed-reality tools, not in the more-fully-immersive virtual reality worlds many people define today as being “the metaverse.” Second, they warned that these new worlds could dramatically magnify every human trait and tendency – both the bad and the good. They especially focused their concerns on the ability of those in control of these systems to redirect, restrain or thwart human agency and stifle people’s ability to self-actualize through exercise of free will, and they worried over the future freedom of humans to expand their native capacities.

The key themes these experts voiced in their written responses are outlined in the three following tables. The first table outlines further details tied to the two broad themes mentioned above. The second describes the five most-mentioned reasons that the metaverse is likely to be much more advanced and more broadly adopted by 2040. The third describes the five most-mentioned reasons it will not be.

This is a nonscientific canvassing, based on a nonrandom sample. The results represent only the opinions of the individuals who responded to the queries and are not projectable to any other population.

Some of the most sweeping answers written by these respondents took the long view. These experts wrote that “virtual” spaces have for millennia arisen in the human imagination and that it doesn’t take special technological features or gadgetry to create vivid places beyond “real life.” At the same time, some argued that even the most far-out versions of virtual reality will still anchor in basic human sensory “interfaces” of eyes, ears, taste, smell, motion, balance and speech.

Still, none of these experts doubt major changes are nigh in the way reality is supplemented by technology or even reimagined in tech-enabled ways. As XR pioneer Avi Bar-Zeev, a co-creator of Google Earth, HoloLens and more, wrote, “VR fundamentally strips away the most common constraints of reality: location and travel, physics, even sometimes time, where hours can often seem like minutes, and we can travel to the historical past or imagined futures.”

Many were not sure what the timeline for all this change will be, but did their best to imagine where the evolution of today’s XR tech trends might take society. Some of the answers reflecting that thought:

Laurence Lannom, vice president at the Corporation for National Research Initiatives, offered an compact prediction, writing, “The metaverse will, at its core, be a collection of new and extended technologies. It is easy to imagine that both the best and the worst aspects of our online lives will be extended by being able to tap into a more-complete immersive experience, by being inside a digital space instead of looking at one from the outside. At the good end of the continuum are things like the ability of people to interact with others as though they were all in the same physical space without having spent hours burning dinosaur bones to get there; practicing difficult physical tasks (e.g., surgery) on virtual entities; and elevated educational and research opportunities of all kinds as we learn to leverage the built-in advantages of the new environments. The other end is also not hard to imagine – easier addiction to all-absorbing games and fantasy experiences resulting in increased isolation for many; further breakdown of social cohesion as the virtual offers an easy alternative to the hard task of learning to live with each other; and increased political turmoil as the prophets of fear and grievance acquire the ability to command rallies with millions of attendees.”

Edward Baig, freelance columnist and longtime technology reporter for USA Today, wrote, “Even the smartest folks today have difficulty articulating the metaverse so that regular people understand it beyond it being this vague thing emerging out of augmented reality, virtual reality, 3D and mixed reality. Of course, measured in tech years, 2040 is a lifetime away and, when you factor in the sheer magnitude of the financial and intellectual investments already being plowed into the metaverse, how could this thing possibly not morph into something likely to have a profound impact on our everyday lives? Whatever it is that draws all of us into the metaverse, it must provide – or at least promise to provide – experiences and benefits that are otherwise impractical if not impossible to achieve in (for lack of a better way of putting it) the real world.”

Elizabeth Hyman, CEO for the XR Association, which was founded by Meta, Google, HTC Vive, Microsoft and Sony Interactive Entertainment to convene stakeholders for the development and adoption of XR, shared a number of vital use cases already proven as useful in the XR realm: “Virtual, augmented and mixed reality are the gateway to phenomenal applications in medicine, education, manufacturing, retail, workforce training and more, and it is the gateway to deeply social and immersive interactions – the metaverse. Each day we’re taking strides to make the technology better and ensure that the opportunities are limitless – because they are. The XR industry is focused on responsible innovation and it has built a strong repository of resources that lay the foundation for the industry’s continued growth. While widespread adoption does take time and challenges will no doubt arise, we believe XR technology will become the next major computing platform. Already, colleges and universities are teaching students in the metaverse. Human Resources professionals at companies like Walmart, SAP, Delta and many others are using the tool to train workers – some of the fastest-growing job categories in the U.S. are in industries that are rapidly adopting XR technologies. Uses of XR include warehousing and inventory management, product engineering and design, immersive job training and upskilling and virtual health care patient monitoring. Particularly in the health care setting, we’re seeing XR use with children. For example, the Children’s Hospital Colorado is using XR to help to change the pediatric hospital experience for the better – for instance, for distraction and pain management reducing the need for anesthesia and physical therapy.”

Daniel D. Bryant, Wales-based VR educator, co-founder of Educators in VR and a leader in the Virtual World Society, predicted, “By 2040 the internet that you now access on a screen will be a place you can enter, visit and explore. Currently we are looking in through windows (literally), but we are soon going to be starting to climb through the windows and into the internet. The word website implies a location. Currently this is mostly in 2D. What if these sites are in 3D and you can get in and interact directly, rather than with a keyboard and a mouse? Think how creative people already get with creating and monetizing content on the 2D internet. Now add a third dimension to this and you have just created what Charlie Fink has referred to as the ‘largest wealth-and-value-creation experience humankind has ever witnessed.’ I can’t imagine the momentum heading anywhere else. When young people can truly get their heads and hands into the ‘metaverse,’ just stand back and watch in wonder. And that is even before AI [artificial intelligence] gets into the mix. AI will soon be able to generate virtual worlds and useful and very convincing AI bots to populate it. It’s a wild ride already. Better get strapped in.”

Jon Radoff, author of the Building the Metaverse blog and CEO of Beamable, a metaverse consultancy, predicted the influence of gameplay in the evolution of XR. “The metaverse will be important for at least half a billion people in 2040 because it is already important for several billion,” he said, referring to a general estimate of the number of people who have used popular game and social spaces, not the number of daily users. “The metaverse exists. The most-common definitions of the ‘metaverse’ are: 1) an embodied virtual-reality experience; 2) a Web3 framework for economic interoperability; 3) a creative platform for experiences (e.g., Roblox). Some current versions may be a hybrid of these. I think all of these ‘product-centric’ definitions fail to look at the underlying culture and social change. The fundamental shift is toward thinking of virtual property and virtual identity as ‘real’ and/or important. One can trace the origin of the metaverse back to Dungeons & Dragons before it was digitized and look at it as an imaginary, creative space of social interaction and storytelling. Everything since then is simply technologies that have digitized, dematerialized and democratized access to this category of experience.”

About half of the respondents to this canvassing do not expect the VR aspect of the XR realm to be significantly more popular by 2040. Kevin Werbach, professor of legal studies and business ethics at the University of Pennsylvania and author of “The Blockchain and the New Architecture of Trust,” commented, “There is not a straight evolutionary path forward in maturity and importance for this collection of technologies. Virtual worlds and immersive online spaces will continue to develop in significance, but 500 million people won’t be living in ‘the metaverse’ in any more meaningful way in 2040 than 2022. Perhaps immersive games, social spaces and work tools will merge into a coherent industry sector at that point, which perhaps we’ll still call ‘metaverse.’”

Eric Burger, who recently worked in the White House Office of Science and Technology Policy and as the chief technology officer at the Federal Communications Commission, now on the computer science faculty at Georgetown University, responded, “The metaverse will pan out like remote-controlled self-driving cars or roadable aircraft: almost here for decades yet structurally unlikely for decades. The use cases for fully immersive experiences have a small niche that, for economic reasons, is unlikely to grow into a global phenomenon for decades to come.”

Jerry Michalski, respected technology consultant and founder of Sociate.com and ReX, predicted, “An XR metaverse will be more like 3D TV than the web. It will be more expensive, uncomfortable and disorienting, even as it is less informative and connective. XR is transformative in specific domains and cumbersome in general. I don’t see how 20 years of development will fix that.”

Micheal Kleeman, a senior fellow at the University of California, San Diego, who previously worked for Boston Consulting and Sprint, responded, “Unless we see a large-scale desire to escape from reality, the virtual space will not add much to human experience. The virtual world does not satisfy real interpersonal dynamics, it is expensive in terms of bandwidth unless you are just gaming and it adds little to experiential value.”

Many people pointed to Facebook’s corporate pivot to name itself Meta as a catalyst for the uptick in metaverse buzz over the past year. Ethan Zuckerman, director of the Initiative on Digital Public Infrastructure at the University of Massachusetts, Amherst, wrote, “Smart people have spent lots of time on different approaches to building immersive, 3D, collaborative online spaces using a wide range of technologies. Some have achieved more success than others, but none have expanded beyond audiences of 1 million or so users. Those users can be extremely passionate and are willing to learn the complexities of interacting in a virtual world. Some of them are willing to put in the work of learning to build and create in these environments, but thus far we’ve not seen evidence that mainstream users see a good reason to jump through these hoops. Facebook became Meta for two simple and obvious reasons. First, its brand as a social media platform has been badly muddied by years of mismanagement and irresponsibility. If it could be associated with anything other than angry dialogs online, it would benefit. Second, Facebook wants to own the entire stack from hardware to content, much as Apple does. It has a good hardware product in Oculus [a VR headset] and thus is positioned to argue that VR is the future. But does anyone really want VR to be the future? Those of us who’ve been down this road before remember Second Life declaring that its metaverse would be the future and we should all rush in to buy a piece of it. That community never achieved mainstream success and has hovered at 1 million users (overall, most were not daily users). Yes, the tech’s better now. But in 2040 I expect VR to be popular for gaming and some simulations. It will not catch on for routine office work, standard online interaction and so on.”

Jacquelyn Ford Morie, VR pioneer and chief scientist at All These Worlds, co-editor of “The Handbook of Research on the Global Impacts and Roles of Immersive Media,” argued there is much to be accomplished before fully–immersive tech will be viewed as worthy of broad adoption. “To be so successful by 2040,” she said, “it must be many things to many people, enrich or make better their everyday lives. It must go beyond games and entertainment to provide what each and every person needs. The first, and the biggest, step will be to instantiate and regulate the metaverse as a public benefit/utility, so the greatest number of people can access and benefit from it. It must offer value to its participants and not simply treat them as money sources. If it has to make tons of money for companies and the top 10%, it is doomed to be niche-driven and not a true evolution of humanity.”

A notable share of these expert respondents said they expect that augmented reality applications  will be far more widely used in people’s daily lives than immersive VR, which they expect will remain a niche realm. Louis Rosenberg, is CEO of Unanimous AI. His doctoral work at Stanford University resulted in the virtual fixtures system for the U.S. Air Force – an immersive augmented-reality system built in 1992. He predicted: “By 2035 people will laugh at images of the 2020s that show people walking down the street staring down at a phone, necks bent, thinking it looks awkward and primitive. The metaverse will evolve in two directions at once – the virtual metaverse (fully simulated worlds) and the augmented metaverse (layers of rich virtual content overlaid upon the real world with precise spatial registration). The virtual metaverse will increase in popularity but will always be restricted to short-duration applications – mostly for gaming, socializing, shopping and entertainment, and it will have powerful business and education uses as well. The augmented metaverse, on the other hand, will replace mobile phones as our primary gateway to digital content. The transition from mobile phones to AR hardware will begin the middle of the 2020s and will be complete by 2035, possibly sooner. It will fundamentally change society, altering our world into a merged reality of real and virtual. People will use AR eyewear from the moment they wake up to the moment they go to sleep, much like they keep mobile phones with them today. Blockchain will be used to assign ownership of virtual objects within the metaverse. There are many other potential uses, but it’s too early to know if those will happen or not. But assigning ownership is a natural fit. To see a vision of the augmented metaverse at the end of this decade, you can check out my fun narrative, ‘Metaverse 2030.’”

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Exploring the Metaverse

Exploring the Metaverse

This article was originally posted on site: Harvard Business Review

Written By: Thomas Stackpole

With the world what it is these days, you can see why people might be itching for an alternate reality—a way to reboot the system and start fresh. That’s the appeal of virtual realms: They’re places where power can be inverted, disappointments escaped, and capitalist inequities left behind for something more exciting, malleable, and meaningful.

It’s no wonder, then, that online universes like Fortnite and Roblox currently attract nearly 400 million users, and others like Decentraland and the Sandbox are growing rapidly. The market for them will soon be worth more than $1 trillion, estimates show. Facebook has changed its name to Meta to signal its belief in a virtual future. Microsoft is preparing for workplaces populated by digital avatars. Fashion brands from Nike to Gucci are designing clothes and accessories for the metaverse. J.P. Morgan and Samsung have set up shop in Decentraland. On Roblox players can operate their own Forever 21 stores and even sell their own designs in them. Many companies are making big bets on the metaverse (even if most people still aren’t quite sure what it is).

Three new books help explain why. Navigating the Metaverse, by Cathy Hackl, Dirk Lueth, and Tommaso Di Bartolo; The Metaverse Handbook, by QuHarrison Terry and Scott Keeney; and Step into the Metaverse, by Mark van Rijmenam, all set themselves up as Lonely Planet guides to the digital frontier.

While definitions of it vary, here are some basics about the metaverse: It’s actually many metaverses, or digital spaces, which typically are decentralized, incorporate augmented and virtual reality, store information on blockchain, and allow users to own digital goods. So like “the internet,” the term “the metaverse” describes a sprawling network of sites and spaces.

In practice the metaverse offers a new way to be online, with new markets and products. In their book, Hackl, Lueth, and Di Bartolo state that it presents three paradigm shifts:

1. Experience: People don’t just want to consume. It’s far more engaging to have gamified, contextual experiences.

2. Identity: People value their digital persona and want to carry it with them across the metaverse and even into the real world.

3. Ownership: Wherever people choose to spend their time, they want skin in the game.

In other words the endgame is to have a unified digital identity on blockchain—an identity that’s the same whether you’re signing in to your work computer or gaming at night. It will contain the keys to your crypto, the NFTs you bought for your digital house in Decentraland, and all your other important data. In the metaverse you’re less a user than you are a member.

This opens a whole new world of possibilities. Terry and Keeney point to Roblox as an example of what’s to come. On it players design games and spaces, and people gather for events in a way that they can’t on social media sites. Keeney (who is also known as “DJ Skee”) worked with Paris Hilton to build Paris World on Roblox, where she threw a New Year’s Eve celebration that drew more attendees than Times Square’s did. “This is the future of partying,” she tells the authors.

What’s most striking about the metaverse (and its cousin, Web3) is the emphasis on ownership. Users can have a stake in almost anything; they can vote on decisions about the communities they belong to and the apps they use, make and sell NFTs, and even get paid for playing games in decentralized apps (dApps) that run on peer-to-peer networks rather than on servers. User ownership is a real revolution because it creates a new economy. The best version of the metaverse, says van Rijmenam, will liberate users, allowing them to easily move communities and digital goods from platform to platform—to, say, take a Facebook group to Roblox, and then transfer a piece of art made there over to Fortnite. In this vision, users can monetize their digital assets, selling, renting, or even borrowing against them.

The message, it seems, is that while users got the short end of the stick on the old web, where they traded their data for free search engines and social media platforms, they (or, rather, the architects of this new web) are renegotiating that deal. “Play becomes labor that produces assets worth something within that dApp (or even in the broader metaverse),” write Hackl, Lueth, and Di Bartolo. That might involve creating monsters in the game Axie Infinity and selling them to other players or earning tokens with them, freelancing as a brand ambassador in Decentraland, or hawking digital art or avatar gear. Instead of the dopamine hit of likes, the rewards of online life come in cold, hard crypto.

It’s an exciting pitch—because the old web leaves a lot to be desired. The ad-based model makes users’ information the product; a few giant companies have so much power that they’re almost impossible to regulate; and the endless drive for engagement promotes divisive content, conspiracy theories, and trolling. All of which makes spending time on social media seem like a light vice: I for one talk about Twitter as if it’s a casual smoking habit I can’t give up. An alternative that could break up some of the entrenched power and reinvigorate the web should be welcome news.

Yet I can’t help seeing the dystopian side of this future. Work isn’t becoming play; play is becoming work. It feels as if instead of offering digital liberation and ownership, the metaverse is offering more responsibilities without a promotion. Do I want to bring everything I do in my free time to work with my avatar, dragging all my other interests and relationships along with me? Do I want to turn my leisure activity into a small business? And do I want to spend even more of my life online? Or have my online life supplant my humble one in the physical world?

Those are exactly the kinds of quandaries that characters work to escape in books, TV shows, and movies about virtual reality, from Neal Stephenson’s 1992 sci-fi classic Snow Crash (which coined the term “metaverse”) to the Netflix series Black Mirror.

Is the metaverse our future? Companies like Meta and Microsoft seem to think so, though their virtual worlds remain closed rather than the open ideal. There’s no doubt that excitement, money, and momentum are pushing us to some new form of digital reality. One way or another, it will reflect the desires of its user base, be they entrepreneurship, escape, or convenience. Dystopia is one risk. Another is disappointment: We dream of the metaverse but end up with a mall.

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