2030年的虚拟世界:充满灵感的企业家和艺术家所避免的无聊虚拟未来

P. Friess, Alain Ruche
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引用次数: 1

摘要

Metaverse, Metahype, metafun——也许三者都有,或者什么都没有?截至2023年,全球共有30亿游戏玩家。其中,游戏平台Roblox拥有近5500万的日均用户。有些玩家想要帮助解决现实世界的挑战,而游戏开发者可以通过解决具有全球影响力的挑战而成为知名的未来主义者。然而,这些倡议并没有着眼于全局,而是专注于生存风险,并“无聊地”关注气候变化、金融危机和其他问题。然后,当Facebook在2021年10月更名为Meta平台公司(Meta Platforms, Inc.)的一部分时,它明确表示,从今以后,我们需要与“虚拟世界”共存。Metaverse是尼尔·斯蒂芬森1992年的小说《雪崩》(Snow Crash)的原型,在小说中,Metaverse是一个城市虚拟环境,化身为居民,被誉为互联网的接班人。就像一个具有子系统(或子)网络的总体架构概念一样,Metaverse(图1)是在几个竞争或共存的私有/业务平台上实现的。XR(混合现实)Metaverse社区结合了虚拟现实和增强现实,吸引了很多人,并引领了集体智慧,激发了集体想象力。数以百万计的用户进入了一个虚拟的世界来玩游戏、工作和建立关系:网络世界是一个“现实”。
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The Metaverse, 2030: A Boring Virtual Future Averted by Inspired Entrepreneurs and Artists
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.”
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