The rise of blockchain technology has led to the creation of a new generation of virtual world projects, which have attracted a range of commercial activities. The economic potential of these virtual environments has caused an increase in the virtual land market. While there are many virtual worlds, the land in each is limited in size and ideally cannot be changed, which reduces investment hold-up issues and constraints. Thanks to publicly available open-source technology, it is now possible to easily explore these new blockchain-based virtual land markets and its price dynamics. This study provides guidance on how to adequately model virtual land price indices. The study analyzes one of the first and most relevant large-scale blockchain- based virtual worlds, Decentraland. The data set used in the study is compiled from secondary market sales from the most relevant NFT (non-fungible token) marketplace. Using information on identical virtual land parcels, the study develops a weekly repeat sales index of prices for the period between January 2019 and August 2022. The study also performs several performance tests, which show that the repeat sales method provides superior index estimates compared to using an arithmetic price average or median price, which are often used in the market for virtual land. In addition to serving as a price benchmark, a virtual land market index can be appealing for asset pricing studies, as it can be used as a proxy for an unobservable market portfolio. Therefore, research on the physical real estate market can guide any research of virtual land markets.
Aishwarya Mariam Ambi, R. Rajkumar, S. Jeeva, Sree Reshma Paramel · 6 authors
An artificial setting known as the metaverse combines aspects of social media, online gaming, augmented reality (AR), virtual reality (VR), and cryptocurrency. The fusion of augmentedreality, mixed reality and virtual reality into our daily lives is referred to as the "metaverse"Nowadays, the term metaverse is widely used to represent a fast-evolving universe that has thepotential to drastically alter the manner in which we work, live and play. There is no singlevendorordeviceindependentmetaverse.Avirtualcurrencythatoperatesindependentl yandissupported by digital money and non-fungible tokens (NFTs). Virtual reality serves as the Metaverse's primary support system. Users of Metaverse can communicate, network , and work together in 3D virtual reality. By participating in virtual conference sand performances, foot ball games, and other activities, users can engage in social interaction and play with one another in the digital world. Avatars can be customized, and their cultural, physical, andsocialtraitsdifferfrom those of reality. The avatar can interact with other creatures and accomplish tasks. Theirmost apparent use in healthcare is in the administration and protection of our immenselyimportant health data. Now, data is frequently exchanged between numerous organizations inways that are both wasteful and opaque to thedata's owners.The proposed work is to designwearablegarments(Shirt/T-Shirt)to record health parameters and to beviewed in Metaverse
In 2021, the concept of "meta-universe" has attracted a lot of attention worldwide. This paper discusses the significance of Blockchain-based Non-Fungible Token (NFT) for the development of China's metaverse industry. In addition, in the context of China's unique institutional environment, this chapter compares current Blockchain and NFT-related regulations and explains whether and how these regulations facilitate the development of China's digital economy. Finally, a case study will be conducted and a Citespace analysis will be performed to provide some recommendations. This chapter will highlight the importance of balancing governance and innovation to facilitate the application and value of emerging technologies in the development of China's metaverse ecosystem and Blockchain.
Jan 1, 2023·Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences
Nils Augustin, Khalid Durani, Tim Kollmer, Andreas Eckhardt
Recent developments, including the rebranding of Facebook to Meta, have led to large-scale media attention on the phenomenon of the Metaverse. Although not being a new phenomenon in Information Systems (IS) research, many intricacies in virtual worlds remain unexplored. In particular , prior research has directed attention to users‘ lack of ownership rights, creating tension between the creator and user. To solve this tension, we argue that blockchain technology can potentially help to structure ownership rights. Therefore, our research explores a blockchain-based Metaverse through the socio-technical system lens. Our study highlights that, in the underlying case, the use of blockchain technology goes beyond the application of Non- Fungible Tokens (NFTs) and can also be found in the general organizational structure, blurring the boundaries of existing stakeholders. Our work contributes to research by providing a gaze into blockchain-based Metaverses and highlighting the potential application and benefit of the technology in virtual worlds.
Metaverse, Metahype, Metafun—maybe all three, or even none? As of 2023, there were three billion gamers in the world. Among these, the gaming platform Roblox had nearly 55 million average daily users. Some gamers wanted to help solve real-world challenges, and a game developer could become a well-known futurist by addressing challenges with a global impact. However, instead of focusing on the whole picture, these initiatives concentrated on existential risks and remained “boringly” focused on climate change, financial crises, and other issues.Then, when Facebook rebranded as part of Meta Platforms, Inc., in October 2021, it made clear that we would henceforth need to live with the “metaverse.” Stemming from Neal Stephenson’s 1992 novel Snow Crash, in which the Metaverse was an urban virtual environment with avatars as inhabitants, it was praised as the successor to the Internet. Like an overarching architectural concept with a network of subsystems (or subverses), the Metaverse (Fig. 1) was implemented on several competing or coexisting private/business platforms.The XR (mixed reality) Metaverse community, combining virtual reality and augmented reality, involved fascinating people and was leading to collective intelligence, triggering the collective imagination. Millions of users entered a virtual world for playing, employment, and relationship-making: The online world was a “reality.”Seven years ago, in 2023, nobody really knew what the Metaverse would be like. Some said that the Metaverse was the next step toward an immersive experience of the Internet. The gaming sector was already larger than the movie and music sector, with more than three billion users. Web3 espoused decentralization and interoperability, and a full version of the Metaverse was developed to encompass daily activities such as socializing, commerce, fitness, and learning. Naturally the online existence reduced physically shared experiences, and public space lost some of its functions.The offline world was almost entirely based on local life, with trash and waste banned forever. A global monetary dislocation occurred, and intellectual property rights died by themselves. Space cooperation proved to be a new model, and a new logic of competition spread throughout various ecosystems. Self-management gained even more importance, and work/life balance became part of general well-being. People did not travel as much, simply because the virtual world had become a complement to real life, with the creation of entire new virtual cities.Whereas the modern Metaverse concept was first promoted in the United States and Europe, it rapidly received global hype. Centuries ago, Chinese philosopher Zhuangzi had dreamt he was a butterfly … or a butterfly dreamt he was Zhuangzi. Digital development patterns in Asia focused in particular on applications, whereas the Americas and Europe targeted the infrastructure level.Artists became creative explorers for the future Metaverse, which also challenged some features of humans as multisensorial interbeings. The neurons in our brain, as well as cells throughout the body, were able to integrate additional representations of digital worlds alongside our physical world. Space and time shrank through various beta concepts of teleportation. Over the years, incorporated hybrid functioning became part of human existence.Mark Zuckerberg was not our style of hero, which rather favors communities of inspired businesspeople and artists—even if he claimed that his Metaverse was about “helping people experience a much stronger sense of presence with the people they care about, the people they work with, and the places they want to be.” Right at that point, we said goodbye to the Facebook/Meta monoculture and engaged in a new way of looking at life, business, and Metaverse(s!).Imagine that the Metaverse became something other than an extension of American and Chinese mass market cultures, connecting physical and virtual worlds to create new spaces for overlapping private and business contexts. What if the Metaverse contributed something to us as biological humans, sometimes out of contemplation or boredom?Or suppose the Metaverse accelerated the ongoing shift from static individualism toward dynamic communitarianism, as a new version of tribal culture—interweaving culture, environment, and wellness. Could this have led to the proliferation of communities following fractal patterns, some of them crystallizing at a higher level of consciousness? Imagine conversations hosted by avatar communities of practice having a critical impact on what was happening in the world. What if these conversations contributed toward shifting our global energy and consciousness from simply searching on the Internet to deep immersive presence and relationships (Fig. 2)?Or imagine that the immersive, experienceable character of the Metaverse had a critical impact on education, and on the health and environment sectors; that digital technologies, and in particular AI, modified our connection to the nonhuman world and helped us in changing our auto-centric and patriarchal worldview.Suppose that such experiences helped us to rethink our relations to other humans, other beings, and matter beyond reflexivity. The Metaverse then did not narrow our perceptions and self-reflexivity. Could you have imagined that the world of poiesis as creative self-realization opened to us the world of our feelings, our social bonds, and everything that we meaningfully experience as a path from Enlightenment toward “Enlivenment”?What if a new school of philosophical thought appeared, linked to the emergence of human digital twins? Or a spectrum of collective fears of “no-community” spaces created by the big platforms in a context where nation-states were losing their substance? If these no-rules spaces were rather cocreated by on-the-ground, innumerable, fractal initiatives in a fragmented world?Most of us did not want the Metaverse to become a world, parallel to the “real” world, going backward toward social isolation and weakening ethical or ontological agency. We were able to cope with increasing political and ontological fakery, surveillance, and politically influenced capitalism. Scattered attention, mindless browsing, and states of disembodiment—perceiving others in “bits and pieces”—as induced by many digital environments, were not an inescapable destiny.Enlightened entrepreneurs, who were totally different from the big platform thinkers, were the architects of the Metaverse. They developed effective antennas in a fragmented world in which big companies started to scale down. They took the Metaverse paradigm as an opportunity to update the concept of strategic industries and self-sufficiency. Beyond a pure data economy perspective, business ideas were linked to creative commons and communities of practice rather than maximization of profit.The concept of “warm data”—contextual and relational information about complex systems—complemented “cold data” linked to a purely linear approach. Employee well-being, education, and engaging “brains instead of brawn” became the new workplace imperative, and a substantial value of Metaverse applications lay in the entrepreneurial context.Uniqueness of people and place became a key factor for interrelating with the Metaverse—community by community, bioregion by bioregion. Fluid entrepreneurs became interconnected, reenacting the concept of digital tribes and pan-connected nomadism, building on self-management and empathy. Regeneration flourished and even sidelined sustainability.Beyond the mania for XR headsets, 6G, quantum connectivity, and virtual assets/digital wallets, the new Metaverse business approach included the orchestration of various ecosystems, including the workforce, functioning in a fluid, organic (biological), unpredictable way, with humans no longer viewed as consumers but responsible and committed citizens forming part of complex societies’ experience between offline and online worlds, as the future was mixed reality.The Metaverse happened at the intersection of five fields of activity and technology, where fluid entrepreneurs became active and demonstrated their ability to: provide a well-designed interface and user experience between offline and online worlds for a mixed reality futurefulfill the expectation of hundreds of millions of active users to share and receive an emotional and empathic delivery of content and servicesbe resourceful in light of environmental challenges requiring that, even given fusion and solar energies, power consumption for Web3/virtual assets be considered seriouslyprovide a multisensory experience for humans in the context of a hybrid competition at the physical-digital intersectionconsider the worldwide population of billions of people in addition to other nonhuman lifeforms such as robots, animals, and plants.Artists were the other architects of the Metaverse, even though, for years, leaders had remained unaware of how artists were key in making sense of the unfolding future, not only in terms of coming up with meaningful proposals but also in avoiding tasteless ones such as pointless VR landscapes, kitschy animations, or questionable games. Whereas in the real world, creation was impacted by many constraints such as physical conditions or regulation by governments, the Metaverse appeared as a space or realm with infinite configurations.Artists triggered conversations on what was to be done, thus shaping what it is possible to do. They did the job firsthand in an experimental approach, as, over the past twenty centuries, they had been the creators of rich aesthetic worlds almost everywhere on the Planet. They created verses, poems, and novels, and made beautiful proposals about bodies and humans moving and dancing in space. Their imagination was connected to a “meta-world,” drawing inspiration from the invisible or untouchable. Artists also helped end a growing disconnection with nature, a diminished use of the senses, and higher rates of emotional and physical illness.While the Metaverse offered new opportunities for creators and users to engage and experience, Web3 heralded a new, decentralized ecosystem including all kinds of block-chains, in which users began to own, monetize, and utilize their data for their own benefit, and creators could monetize their content and talents in different ways.In addition, artists introduced a decision filter for companies’ involvement in the Metaverse to augment and elevate human experience to: build a people-first experience, always considering the needs of people; and to shift from social to societal, emphasizing relationships between people, places, and brandsensure people are not disconnected from physical realitymake accessibility and inclusivity a feature, andreduce physical and mental friction to ensure we engage with each other in a more human way across worlds.Artists promoted safe spaces and intuitive worldviews rather than a modernist (aka logical and rational) one. They pushed toward organic patterns and acceptance of transience and imperfection.In the Metaverse, artists expanded the sense of possibility, making us see that what is not there matters as much as what is there. They helped us in looking at organic design, inviting us into the blurred areas of the unknown. We started to become comfortable with ambiguity, and beauty became a dynamic, perfectly imperfect event occurring between us and other beings and things.Far removed from ancient Greece, where metaphysics was commonly understood as the science of what is beyond the physical, meta was later extended to other contexts as an understanding of beyond. Later still, when artists and fluid entrepreneurs stepped in, the Metaverse started to allow free movement between virtual and physical worlds, expanding our range of experiences.We were good at finding our way in complex and messy worlds. “Virtuality” had become a “reality,” and new time horizons had extended our appreciation of existence. In the end, the Metaverse had much to do with harnessing the necessary wisdom and spirituality to find our way in our complex world. We just needed to package it in a way that connected us with all.
Envisioned to be the next-generation Internet, the metaverse has been attracting enormous attention from both the academia and industry. The metaverse can be viewed as a 3D immersive virtual world, where people use Augmented/Virtual Reality (AR/VR) devices to access and interact with others through digital avatars. While early versions of the metaverse exist in several Massively Multiplayer Online (MMO) games, the full-flesh metaverse is expected to be more complex and enabled by various advanced technologies. Blockchain is one of the crucial technologies that could revolutionize the metaverse to become a decentralized and democratic virtual society with its own economic and governance system. Realizing the importance of blockchain for the metaverse, our goal in this paper is to provide a comprehensive survey that clarifies the role of blockchain in the metaverse including in-depth analysis of digital asset management. To this end, we discuss how blockchain can enable the metaverse from different perspectives, ranging from user applications to virtual services and the blockchain-enabled economic system. Furthermore, we describe how blockchain can shape the metaverse from the system perspective, including various solutions for the decentralized governance system and data management. The potential of blockchain for security and privacy aspects of the metaverse infrastructure is also figured out, while a full flow of blockchain-based digital asset management for the metaverse is investigated. Finally, we discuss a wide range of open challenges of the blockchain-empowered metaverse.
Amaç: Global ticari markalar son yıllarda metaverse ile ilgili hedef kitleleri ile etkileşime girmek, marka imajını kuvvetlendirmek için çeşitli projelere imza atmaktadırlar. Bu makalenin amacı biri orta segmentte hızlı, ikincisi ise lüks segmentte moda markası olan 2 giyim markasının metaverse alanına giriş yaparak yönettikleri projelerin marka imajlarına ve takipçileri ile olan etkileşimlerine katkı sağlayıp sağlamadıklarının incelenmesi ve analizlerini içermektedir. Gereç ve Yöntem: Zaman içerisinde sınırlandırılmış birkaç durumu çoklu kaynakları içeren veri toplama araçları ile derinlemesine incelendiği, durumların ve duruma bağlı temaların tanımlandığı nitel bir araştırma yaklaşımı olarak özgün vaka incelemesi yöntemi ile değerlendirilerek açıklayıcı format kullanılmıştır. Bulgular: Metaverse için gerekli altyapıyı destekleyecek enerji kaynakları ve ekipman ürünlerinin yönetimi gibi sorunların aşılması gerekmektedir. Meta veri tabanının bileşenleri olan AR/VR teknolojileri, çevrimiçi çok oyunculu oyunlar, dijital sanal ikizler ve blok zincir uygulamaları bir süredir aktif olarak kullanılmaktadır. Ayrıca son dönemde oldukça popüler olan Non Fungible Token (NFT) tabanlı olan sanat eserlerinin, hediyelik eşyaların ve arazilerin alınıp satılmasına olanak sağlayan teknolojik gelişmeler, vaat edilen evrenin bir adım daha yakın olduğunu gösteriyor. Ancak bu kurgusal evrenin tam anlamıyla gerçekleşebilmesi için 5G teknolojisinin devreye girmesi, AR/VR donanım ve içeriğinin yaygınlaşması, peer2peer teknolojilerinin kullanımının artması gerekmektedir. Metaverse tasarlandığı gibi hayata geçirildiğinde, dijital bir evrende 3D avatar oluşturarak çalışmak, seyahat etmek, alışveriş yapmak, okula gitmek, eğlenmek gibi birçok günlük aktiviteyi gerçekleştirmek mümkün olacaktır. Kullanıcıların meta veri deposunda yaptığı herhangi bir değişiklik, neredeyse herkes tarafından kalıcı olarak görülebilecek ve böylece kullanıcılara daha fazla kimlik ve deneyim sürekliliği sağlanacaktır. Bu değişimlerin sosyo-kültürel ve psikolojik etkileri de incelenecek bir konu olacaktır. Sonuç: Metaverse şu an başlangıç aşamasında olup bu platformda istikrarlı ve belli bir stratejiye dayalı projeler üreten çok az marka vardır. Bunların çoğu da popüler olan global markalardır. Metaverse evreninin daha büyük kitleleri kendisine çekme yönünde gelişmesi için bu büyük global markaların yanı sıra lokal markaların da çok katman oluşturacak şekilde var olması gerekiyor ki bu evren daha hızlı bir şekilde gelişsin.
Gómez Vega, Brahiam Alexander, Suárez Galindo, Johan Stivens, Ibáñez Hernández, José Maurisio
El informe de investigación que se presenta sobre el Reto Alpina es con el fin de dar a conocer diferentes estrategias de mercadeo, competición y elaboración sobre distintas plataformas tanto digitales como físicas del producto que se escogió. Para esto nosotros como equipo de investigación tomamos el tema de la participación en el Metaverso, el significado de esto hoy en día no es tan complejo ni nuevo ya que varias marcas han entrado a este mundo digital con el fin de tener una mayor participación dando a conocer sus productos mediante realismo y en algunos casos con Avatars (personajes en 3D virtuales). Alpina como grande superficie dentro de los productos lácteos quiere que se den a conocer sus productos mediante este mundo virtual, para esto debemos de tomar diferentes tipos de plataformas con el fin de dar a los clientes una llamativa oportunidad de interactuar más con los productos de Alpina al momento de realizar sus compras.
This chapter aims to analyze the business models' opportunity represented by the Metaverse (Foundation, n.d.), proposing a framework composed of four interdependent blocks; the “illusions” (Slater, 2003). The word Metaverse has been used to describe a sort of thing, mainly related to virtual reality (VR) (Lanier, 1992) and the non-fungible tokens (NFTs). The immersive experience of virtual reality is characterized by three illusions: the illusion of place, the illusion of embodiment, and the illusion of plausibility (Slater et al., 2009). This chapter describes the use of blockchain technology, namely the NFTs, as the origin of a fourth illusion.
Technology is playing a very important role in transforming the industry. Currently, the advancement has been to Web3 technology, where we are using mutual interaction online in order to communicate with each other, or to organize the meetings or any social gathering with the help of internet. In the evolution of technology from radio to internet, metaverse is the current and upcoming technology supporting web3. Metaverse is expanding exponentially, the implementation of new technology is necessary for the progression to deliver the best experience using AR (augmented reality), VR (virtual reality), XR (extended reality). This chapter discusses the incredible potentials in which one can achieve outstanding results for implementing Metaverse technology, or to establish connection and connect with people in more live manner (in virtual spaces) and to achieve real-time experience.
Son yıllarda bilgisayar, yazılım ve internet teknolojisinde hızlı bir dönüşüm yaşanmaktadır. Kuşkusuzki bu dönüşüm birçok alanda farklı yansımalara ve yeni kavramların kullanılmasına neden olmaktadır.Nesnelerin interneti, blok zincir, büyük veri, yapay zeka, kripto para, arttırılmış sanal gerçeklik,değiştirilemeyen dijital varlık (NFT-Non Fungible Token), merkezi olmayan finans (Defi), endüstri 4.0gibi kavramlar bunlardan birkaçı olarak ifade edilebilir. Dijitalleşmenin hız kazanmasıyla meslekler debu değişimden etkilenmekte olup, bazı meslekler bütünüyle yok olmakta, bazı meslekler ise değişimve dönüşüm geçirerek yeni meslek alanlarının ortaya çıkmasına sebebiyet vermektedir. Bu durumgelecekte muhasebe bilim alanın ve muhasebe eğitimlerinin dijitalleşme sürecinden etkileneceğinigöstermektedir. Dijitalleşmenin bir sonucu olarak yeni para birimlerinin ortaya çıkması, muhasebepolitikalarının gözden geçirilmesi, muhasebe meslek mensuplarının farklı bilgi ve becerilere sahipolması beklentisi, gelecekte yaşanacak değişimin habercisi olarak kabul edilebilir. Bu çalışmadametaverse kavramı ele alınmış olup, metaverse’nin muhasebe bilim alanına yansımaları incelenmiştir
Due to the endless epidemic, the world has moved to the metaverse world. To keep pace with the changes in the cosmetic market, research on customer experience using non-fungible tokens (NFTs) was conducted. This review study is an empirical analysis that focuses on introducing the safety of the metaverse world into cosmetics in the absence of customer experience in the cosmetic market due to the rapid transition to a non-face-to-face society in the COVID-19 pandemic. This review of consumer experience is a critical literature review. In this study, a technical review approach was used. Using the PRISMA flow chart, a total of 453 references were selected using representative journal search sites such as PubMed, Google Scholar, Scopus, RISS, and ResearchGate. Accordingly, a total of 28 papers were selected in the final stage from 2013 to 2022. This literature review focuses on the NFT cosmetics market, which expands the consumer experience into a fun experience by focusing on the sustainable safety of new consumer changes in the metaverse beauty market. This is an empirical analysis focused on the cosmetic consumer experience for the new launch of cosmetic brands using NFTs in the future beauty and cosmetology market. This narrative review article focuses on sustainable and safe experiences for beauty and cosmetics consumer experiences in the post-COVID-19 metaverse, NFTs in the metaverse, FUN for the MZ generation, and new consumer experiences. NFTs, which are a leading novel cultural and social phenomenon and utilize fun raffles in the sustainable and safe metaverse of the MZ generation that embodies the digital world, are a new era in the beauty market. Accordingly, by confirming the change, they are expected to be used as an important marketing material and strategy in the global metaverse cosmetological market for sustainable and safe spaces and consumer experiences.
Open access
Body Image and Dysmorphia Studies
Virtual Reality Applications and Impacts
Consumer Behavior in Brand Consumption and Identification
The “metaverse” and non-fungible tokens (NFTs), though not necessarily “new” terms or technologies, have risen to mainstream prominence post-2020. This paper, based on survey data obtained from Unity Technologies, examines the metaverse, NFTs, and the future of development within the Unity engine from the perspective of current Unity users. Specifically, the paper examines how users define the metaverse, their goals in metaverse and NFT development, and their future questions and concerns concerning these concepts. This data is then used to place the metaverse and NFTs into broader historical, present, and future contexts. The paper ultimately argues: (1) the metaverse and NFTs follow previous historical trends in communication technology development, (2) development within Unity will continue to be split between game development and non-game development, and (3) arguments of the “newness,” “uniqueness,” or “future-facing” of the metaverse and NFTs help to obfuscate legitimate concerns about these technologies.
Oil IT Journal editor Neil McNaughton reviews over 20 years of attempts to find a useful application for virtual reality technologies. From the Cave, fancy headsets of the last millennium, through Second Life, Google Glass and into the metaverse. But what exactly is the metaverse? Is it Web3? Is it blockchain? Will it be a closed world managed by Meta/Facebook. Or, as many in the IT universe seem to be hoping, an ‘open’ environment where all the GAFAMs can cash-in?
Virtual Reality Applications and Impacts
Interdisciplinary Studies and Sociocultural Dynamics
This chapter seeks to examine the concepts Web 3.0 and Metaverse, where and how it is being applied to enhance library services, and the potential application by libraries to improve their resources and enhance their services. The concept of the Web 3.0 encompasses nonfungible tokens (NFT), decentralised finance (DeFi), decentralised autonomous organisations (DAO), decentralised applications (DApps), decentralised exchanges (DEX), game finance (GameFi), finance (GameFi). The concept of Metaverse (which comprises connectivity technologies, human interface, experience) is broadly based on distributed ledger technology (DLT). The types and features of the technologies shall be discussed in detail. This shall be followed by an exploration of evidence that libraries are applying these technologies to improve their resources and enhance their services consequently.