[W Forum] The Virtual World Where Anything Is Possible: The Arrival of the Metaverse Era
The exceptionally difficult year of 2020 has ended, and 2021 has dawned. As the so-called novel coronavirus disease (COVID-19) era prolonged, making face-to-face events impossible, various New Year's celebrations were enjoyed online, such as experiencing the Bosingak bell-ringing ceremony in virtual reality. My teenage nephew said he welcomed the New Year with friends at New York's Times Square. To be precise, using an application called Zepeto, his avatar met with friends' avatars in a 3D virtual world modeled after Times Square, where they talked, took photos and videos, and posted them on social media.
Since its launch in 2018, Zepeto has secured nearly 200 million users worldwide and is especially popular as a playground for Generation Z. I was curious about the secret to Zepeto's success. The 3D virtual reality using avatars evokes the concept of the "metaverse," a hyperreal world created by the fusion and interaction of virtual and real worlds. The metaverse, originating from Neal Stephenson's 1992 novel "Snow Crash," is not being realized for the first time. "Second Life," which gained explosive attention in the U.S. in the 2000s, had various issues but proved the potential of the metaverse by being used not only as a simple playground but also for education and work.
So why is the metaverse gaining attention now? With advancements in technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI), and the shift of service platforms to mobile, the metaverse that combines virtual and real worlds to provide a new dimension of experience has become much more convenient and sophisticated. What we want in the metaverse, which anyone can enjoy, is not to replicate the real world exactly but to achieve an appropriate fusion of reality and virtuality, reality and ideality.
An avatar representing me should resemble me but does not need to be identical; it can be created in the form I desire. Through avatars, one can experience current trends in makeup, hair, and clothing styles, and try various poses and dances. Activities impossible in reality can also be done. You can visit the homes of your favorite stars, get their autographs, and take photos together. For example, BLACKPINK and TWICE have held autograph sessions or allowed visits to music video shooting locations where fans can follow their dance moves.
Furthermore, social media activities are possible: making friends in the virtual world, visiting the same places together, taking photos or videos, playing, posting proof shots, and communicating through likes and comments. More interestingly, users create diverse content and act as creators; some gain many followers and views, becoming popular influencers.
Avatars represent me but are virtual characters, not me. Through avatars, the metaverse allows me to satisfy desires that I cannot fulfill in reality. Without physical constraints, I can express aspects of myself difficult to show in real life, befriend anyone, visit anywhere, and engage in any activity.
Although virtual currency is needed to purchase items, the cost for desired products or services is relatively low. Therefore, various consumption experiences are possible, and actual brands have started marketing targeting avatars. It is intriguing to consider how the expression and fulfillment of desires through the metaverse will affect our real lives. Ultimately, the metaverse reflects our desires and is created by the users themselves.
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Choi Se-jung, Professor, Department of Media and Graduate School, Korea University
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