These Companies Already Live in Zuckerberg’s Metaverse

The Facebook metaverse, or Metas metaverse, not only boasts a better version of the internet — it’s called the better version of reality. We, obviously, “interact, learn, collaborate, and play“in an interconnected 3D virtual space that Facebook cofounder and CEO Mark Zuckerberg describes as a”incorporated on the internet. ” This space, Zuckerberg admits, will not be created by one company, but by a network of creators and developers. First problem: 91 percent of software developers men. Second problem: You’ve lived in a metaverse version for many years — and, having captured video games, it’s now coming for the world of work.

Companies large and small have been testing avatar-based platforms for remote and hybrid work since Covid-19 locks began. With Oculus VR headsets, The Horizon Workroom on Facebook looking forward to a near future where people will meet almost in one soulless, floating virtual world. Microsoft Mesh for Hololens 2 hopes to facilitate similar corporate meetings, and Canadian ecommerce platform Shopify recently launched a browser-based game. Shopify Party, where employees appear as their chosen avatars to spice up one-to-ones, icebreakers, standups, and other team events.

Many have already been taught how boring the Zuckerverse will look. Most of us are already living in that future, through organized entertainment on social apps at work or through video games like Fortnite. And while the video game metaverse offers a lot of room for imagination and connection, the corporate metaverse risks recurring and can magnify real -world errors.

Whether a company adopts certain aspects of the corporate metaverse, or uses them for every aspect of remote work, nothing can prevent unconscious bias from entering. pushing people to use it, “said Roshni Raveendhran, a professor at the Darden School of Business at the University of Virginia.” Can employees thrive within that kind of universe? What will allow them to thrive? “

Unstoppable by the risks of mass metaverse adoption, less exciting, many companies are using remote collaboration tools — a gaggle of startups are gathering to sell the future. The most popular virtual workspace tool is, which gathers 4 million users in just over a year as the pandemic continued. Its retro, pixelated design is meant to be standard, while Roblox’s and Teeoh use sophisticated graphics for more realistic virtual worlds. The main simulation platform Second Life was adopted by Cisco and IBM more than a decade ago. Despite virtual and augmented reality companies constantly promising the world and failing to deliver, a 2020 report from the consultancy PwC predicts that nearly 23.5 million jobs worldwide will use AR and VR by 2030 for tasks such as employee training, meetings, and customer service.

For businesses, the most interesting benefit of avatars, a video game staple pioneered by NASA employees in the 1970s, is the feeling of digital proximity, without having to focus on facial expressions — the cause of much damaged Zoom fatigue. And while self -expression is appealing to video game avatars, it’s still unclear what employees will get out of asking to exist in the corporate metaverse.

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