What a Metaverse Actually Means in the Context of Web3 | HackerNoon

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What a Metaverse Actually Means in the Context of Web3 | HackerNoon
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Why Meta doesn't own the metaverse and the full impact of 3D graphics on Web3. - metaverse 3d

In 2016, Nick Haslam, a professor of psychology at the University of Melbourne, wrote a research paper exploring the idea of "Concept Creep." The Atlantic offers a great analysis of this concept. Essentially, Concept Creep is when a term that pertains to a particular idea begins to encompass something tangentially, loosely, or even possibly unrelated.

While I have issues with how the writer conducted this analysis, it's easy to see why people need help understanding the utility of the metaverse. It's difficult to separate the idea of the metaverse from social media, notably after Mark Zuckerburg rebranded Facebook to Meta and. Furthermore, most of the current use of current metaverses IS limited to gaming and socialization and primarily caters to those under 18, and thus, who spend less.

We should pause and consider this notion. An interactive, immersive, 'in the round' internet is a game changer we can hardly fathom. When the internet became a space the average person could access, it was considered 'neat' but not essential. Fast forward to 2018, in which the internet sector made $2.1 trillion in the US alone - about 10% of the nation's GDP, and that trend is only growing.

Furthermore, most current internet platforms do not allow for shared experiences, do not support 3D graphics, or allow for synchronous events. These limitations are wiped away by a 3D internet. No, it will not be, though it's easy to imagine why many are confused about this. After all, Meta presents itself in a singular way, which gives this impression. We conceptually link the metaverse to social media, and given how social media is platform-based, we put two and two together.

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