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what is metaverse

The creation of the term Metaverse is attributed to Neal Stephenson, who mentioned the term for the first time in his book Snow Crash (Published in Brazil as Snow Crash and Nevasca), from 1992. In the science fiction book, the word referred to a virtual world in 3D, inhabited by avatars of real people. Despite the creation of the term being attributed to Stephenson, the idea of a virtual world has been present in fiction for a long time and in various forms. Films like The Matrix, Tron and the recent #1 player, inspired by Ernest Cline's book, are three highly popular universes that approach the Metaverse concept in different ways. A persistent network of real-time and 3D rendered worlds and simulations they offer continuous identity to objects, history and rights that can be experienced synchronously by an unlimited number of users, each with its individual presence.

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When the internet became popular in the 1990s, there were several technologies that, in theory, would allow the metaverse, especially focused on virtual reality, creating 3D spaces, but it didn't work. In the beginning of the 21st century, there was the [game] Second Life, many companies spent fortunes to be in it, and it was a metaverse, it was sold as. But it didn't.

Metaverse has been around for a long time, it works well in games, and it stops there, because people don't see the need. If they saw it, it had already gained space”, he considers.

However, for technology giants that started to invest in virtual reality and in the metaverse itself, such as Facebook and  Microsoft , the scenario has changed, or is about to change.

The bet now is that new technological advances will make it possible, first, to make virtual reality devices cheaper, reaching a larger audience, and to improve the graphics they generate, increasing the degree of realism.

With this, people would be more attracted to these new realities, where it would be possible to create avatars, interact with friends, shop, meet, go to work or school.

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The content part is more integration, a lot of people are already doing their own metaverse, Facebook is just one more example”, he says. The company is even developing a virtual teaching project, which combines the metaverse and tries to replicate the school environment.

Another company that also sees an expansion of the metaverse with optimism is VR Monkey. Founded in 2015, it develops games for itself and for other companies and training for industries, working with virtual and augmented reality.

The trend is towards this world, where we will be increasingly tinkering with VR in a daily system. And the market is expanding”, he says.

“There is a big barrier to entry because it is a new media. It's something very different for those who don't know. If you never try it, you won't know what you can do with it. As people don't know what it is, they're afraid, and they don't know the potential, digital marketing within the metaverse is going to be something completely insane because it's going to reach a level never seen before in terms of advertising, it's going to reach levels that over the years it will reach the whole world and in a way practically everyone and whoever is out will be out of the market, it is not something more futuristic but a reality that is coming very soon and we have to be prepared for that .

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