Metaverse: By 2026, a quarter of the population will spend 1 hour a day in the new digital world…

A new study conducted by Gartner and published by the World Economic Forum estimates that by 2026, a quarter of the world’s population will spend at least an hour a day studying, shopping and socializing in Metaverse. The consulting firm also predicts that within four years, 30 percent of organizations worldwide will offer their products and services on the technology platform.

Metaverse is considered the next evolution of the internet, but it still has a series of hurdles, not least the impact it could have on children and how it will be regulated is unclear. The truth is, given the nature of the new digital space, parental controls will face new challenges and raise new questions, Gartner reports. Since it’s a technology that can only be accessed through a headset, it’s hard for parents to see what their kids are doing and who they’re interacting with.

Metaverse will have its own virtual economy and its own digital currency, among which NFT (non-fungible token) will be essential. NFTs are Token Unique digital goods that can be used to buy, own and sell digital or physical goods online, including music, artwork and property.

Gartner estimates that the business world will benefit from this technology, claiming that through immersive workspaces, there will be better communication and relationships between managers and employees. The platform will provide virtual offices and spaces for businesses that choose to integrate it, eliminating the need for physical infrastructure.

The technology is described as Extended Reality (extended realityor XR); which means it combines virtual reality (or VR) as we already know it today with augmented reality (AR) and reality. mix (gentlemen).

What is the difference between these three realities? With Virtual Reality (VR) we are fully immersed in a 100% digital environment, for which we use glasses; Augmented Reality (AR) interacts with the real world through digital filters, where physical reality is at the center.On the other hand, reality mix (MR) allows users to interact and manipulate the environment in the real and digital worlds.

To enter the metaverse, similar to virtual reality, the user must use earphone (Immersive Glasses), whose expedition is expected to surpass video game consoles in the next few years. Facebook officially changed its name to Meta and became the Metaverse company.Microsoft and Sony are already adapting, investing in several companies focused on video game production and development earphone next generation.

Despite the hurdles, these are not setbacks for investing in growth in this new digital environment. Brands that would traditionally buy ads on websites and billboards are now transitioning to Metaverse. Since Facebook announced its investment plans, real estate prices on the platform have surged about 500%.

In practice, it’s just like in the real world: the more people join Metaverse, the more valuable it becomes.

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