Chapter 8: The Metaverse Cometh

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Late in June 2021 Mark Zuckerberg announced a new direction for his company, Facebook.  Within the next decade or so he plans to offer customers a metaverse, a space “beyond social media” combining various existing initiatives in virtual reality to create a completely immersive virtual space where people can interact, work, play and visit new places both real and imagined.

This is the next step technology is taking in the unstoppable Enframing process.  What Baudrillard called “hyperreal” is already passe.  We are entering a stage in the evolution of consciousness where people can participate in an aggregate of realities, the meta-real.  As I said in the last chapter, reality is becoming fungible.

According to an amazing interview in The Verge, Zuckerberg believes that this will not be an extension of the internet as we know it today.  Instead, according to Zuckerberg, “it's about being engaged more naturally.”  What he means by “naturally” is, of course, an accommodation to the techno-Enframed influences prevalent in consumption and convenience.

Zuckerberg: “One of the reasons why we’re investing so much in augmented and virtual reality is mobile phones kind of came around at the same time as Facebook, so we didn’t really get to play a big role in shaping the development of those platforms. So they didn’t really develop in a very natural way, from my perspective. People aren’t meant to navigate things in terms of a grid of apps. I think we interact much more naturally when we think about being present with other people. We orient ourselves and think about the world through people and the interactions we have with people and what we do with them. And I think if we can help build the next set of computing platforms and experiences across that in a way that’s more natural and lets us feel more present with people, I think that’ll be a very positive thing.”

Think of Generation Alpha, still being born.  If Zuckerberg hits his estimate of having this reality available in the next ten years then we will have many millions of teens and younger persons literally being reared within virtual and augmented reality.  They will be the first generation where there is little distinction between virtual and real – it will all be equally real.

Right now, the biggest roadblock to making these virtual spaces available is computing power itself.  Which, given the progress being made in that area, seems like a temporary challenge.  The most likely device to deliver these virtual and augmented experiences will be either a pair of glasses and/or a headset, which means the miniaturization of computing power not possible today.  Yet, work on such glasses has been on-going for many years already and breakthroughs have already occurred.

Zuckerberg: “But once you have that, so you have those glasses and you have your VR headset, I think that’s going to enable a bunch of really interesting use cases.

“So, one is you will be able to, with basically a snap of your fingers, pull up your perfect workstation. So anywhere you go, you can walk into a Starbucks, you can sit down, you can be drinking your coffee and kind of wave your hands and you can have basically as many monitors as you want, all set up, whatever size you want them to be, all preconfigured to the way you had it when you were at your home before. And you can just bring that with you wherever you want.

“If you want to talk to someone, you’re working through a problem, instead of just calling them on the phone, they can teleport in, and then they can see all the context that you have. They can see your five monitors, or whatever it is, and the documents or all the windows of code that you have, or a 3D model that you’re working on. And they can stand next to you and interact, and then in a blink they can teleport back to where they were and kind of be in a separate place.”

Although Zuckerberg would likely oppose it, there is no technological reason why that these “separate places” cannot be the personalized algorithms I discussed previously.  Somewhere within Gen Z or Alpha is the next “Zuckerberg” who will capitalize on the commodification of self algorithms as personal interfaces.

Of course, if you “teleport” in this fashion, there is no reason you can't put yourself into any number of virtual spaces that are only possible in a rudimentary way today via various gaming platforms.  What will happen to something like Second Life which currently has about one million active users and features its own virtual economy?  This technology will enable environments like that to become even more realistic and accessible.  In that sense “use cases” will mean something far beyond the work-related functionality Zuckerberg uses as an example.

Of course, Facebook wants to create a metaverse so that it can get away from needing, as it desperately depends upon today, to run on an Apple or Microsoft platform.  The metaverse is effectively creating a new platform to fit Facebook in to.  But there is nothing to stop other companies from capitalizing on whatever innovations happen in Zuckerberg's enterprise.  Or maybe even beat him there.

He will by no means have a monopoly on virtual reality.  Every other major technology company is driving toward the goal of what is labeled in the industry as “co-experience platforms.”  And, having billions of Facebook users worldwide (not to mention how many people use Google and Apple and Amazon), will only speed the adoption of virtual spaces and virtual experiences among ordinary human beings.

As you read this today, Generation Alpha is already immersed in the virtual world known as RobloxRoblox is a perfect current example of the power of Enframing.  The platform is geared toward children to assist them in creating their own games and playing various games with others in a virtual online space.  A downloadable app, in 2019 the company was valued at $1 billion in its iOS (not including Android) version alone.  

With the COVID-19 pandemic, millions of new young users were driven into this virtual space throughout 2020.  This helped to push the total iOS revenue valuation to well over $2 billion in just one year.  20 games within this platform have been played over one billion times each with another 5,000 games played over one million times each.  

This represented an unprecedented amount of time spent by children in virtual realities – thousands upon thousands of hours.  Again, this is an unstoppable force.  Alpha Gen is being raised within immersive platforms like Roblox with plenty more to come.  Roblox is currently only the third-most popular immersive reality game behind the even more phenomenally successful PUBG and Honor of Kings.

We don't have to invent anything, everything required already exists for humans to crave and have a virtual experience. In 2019, a man from Australia set a world record by playing Call of Duty: Black Ops 2 continuously for 135 hours.  Though the average time a person spends immersed in video gaming is about 7 – 8 hours a week, roughly 10% of all video gamers spend more than 20 hours per week online.  

Today there are literally millions of people worldwide who spend the majority of their free time engaged with a virtual reality.  As VR becomes more realistically immersive, it will become more ubiquitous.  More and more people will chose to “teleport” to visit their friends and do activities with them.  There is no political or racial or religious demographic that can possibly do anything about the fact that more and more people will crave VR.  It is unstoppable.

Of what is coming soon, Andrew Bosworth of Reality Labs, the Facebook VR group, recently posted online: “Today Portal and Oculus can teleport you into a room with another person, regardless of physical distance, or to new virtual worlds and experiences.  But to achieve our full vision of the Metaverse, we also need to build the connective tissue between these spaces -- so you can remove the limitations of physics and move between them with the same ease as moving from one room in your home to the next.”

Technology wants to “remove the limitations of physics” for human beings.  I want to stress again that this is not the dystopian horror show religious and cultural critics proclaim.  This is simply strange.  Genuine transformation is always strange.  

Sure, there are all sorts of possibilities for abuse and undoubtedly much of that will occur despite the best of intentions.  But, for those of us living into a world of constant becoming, the metaverse is precisely the space within which to express ourselves in order to achieve the next stage in the evolution of consciousness.

Nietzsche had a strange concept of “eternal recurrence.”  No matter what, you will live your life exactly the same way over and over forever.  It is a disturbing idea.  Did he mean it literally?  Was it a thought-experiment?  Scholars disagree.  Nietzsche also believed in amor fati, the love of fate.  By this he meant, come what may, resilience and inspiration are proactive affirmations of life.  In fact, amor fati is one of the first instances of living into life.

Loving fate and being fated to live your life over and over forever in exact detail demands that you readily come to terms with your life and your behavior.  It is, in fact, a powerful lesson in embracing each and every moment of your life, regardless of how joyful or painful, whether or not recurrence is true.  Understanding these bizarre concepts turns out to be a key to living a richer life.

But, to some extent, the metaverse says Nietzsche is wrong.  You are not condemned, so to speak, to a single, eternally repetitive life.  The metaverse will give us multiple lives, replayable or not. The love of fate becomes something not singular but as fungible as reality in the Modern.  

Nietzsche might go sleepless worrying that this multiplicity will trivialize our lives instead of inspiring an embrace of every living moment.  But, in truth, this only amplifies your affirmation of life through the sheer power of its expansive experience, like beholding a great vista from a mountaintop.  

Broadening the spectrum of experiences cheapens neither the experiencing nor the experiencer.  Experience becomes more varied and certainly strange within the metaverse but it also weaves an unimaginable tapestry of richness inaccessible today.  It will be transformational, our crowning way forward into the dawn of the Modern.

  • Interesting blog post on the framework for a metaverse here.
  • A cool overview video of the Facebook announcement here
  • Great video overview of the growth of the VR industry here
  • Excellent overview video defining the metaverse here.  

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