As a journalism professor who has been researching the future of immersive media, I agree the metaverse opens up transformative opportunities. But I also see inherent challenges on its road to mainstream adoption. So what is the metaverse and, why is it being touted as a game-changing innovation?
Entering the metaverse.
The metaverse is “an integrated network of 3D virtual worlds.” These worlds are accessed through a virtual reality headset — users navigate the metaverse using their eye movements, feedback controllers or voice commands. The helmet immerses the user, stimulating what is known as presence, which is created by generating the physical feeling of being really there.
To see the metaverse in action, we can look at popular massively multiplayer virtual reality games such as Rec Room or Horizon Worlds, where participants use avatars to interact with each other and manipulate their environment.
But the wider applications beyond gaming are staggering. Musicians and entertainment labels are experimenting with hosting concerts in the metaverse. The sports industry is following suit, with top franchises like Manchester City building virtual stadiums, so fans can watch games and, presumably, purchase virtual merchandise.
This is the popular conception of the metaverse: a VR-based world independent of our physical one where people can socialize and engage in a seemingly unlimited variety of virtual experiences, all supported with its own digital economy.
More than virtual reality
But there are challenges to overcome before the metaverse can achieve widespread, global adoption. And one key challenge is the “virtual” part of this universe.
While VR is considered a key ingredient of the metaverse recipe, entrance to the metaverse is not (and should not) be limited to having a VR headset. In a sense, anyone with a computer or smartphone can tap into a metaverse experience, such as the digital world of Second Life. Offering broad accessibility is key to making the metaverse work, based on VR’s continued uphill battle to gain traction with consumers.
The VR market has seen remarkable innovations in a short period of time. A few years ago, people interested in home VR had to choose between expensive computer-based systems that tethered the user or low-cost but extremely limited smartphone-based headsets.
Now we’ve seen the arrival of affordable, ultra high-quality, portable wireless headsets like Meta’s Quest line, which has quickly become the market leader in home VR. The graphics are sensational, the content library is more robust than ever, and the device costs less than most video game.
On one hand, global sales of VR headsets have been growing, with 2021 being a banner year for headset manufacturers, who had their best sales since 2016’s flurry of big-brand VR device releases. But they still only sold around 11 million devices worldwide.
Getting people to even use their devices can be a challenge, as it’s estimated only 28 per cent of people who own VR headsets use them on a daily basis. As numerous tech critics have pointed out, the VR mainstream revolution that has been promised for years has largely failed to come to fruition.
Virtual movement, physical discomfort
There are a myriad factors, from missed marketing opportunities to manufacturing obstacles, as to why VR hasn’t caught on in a bigger way. But it’s possible that using VR is inherently unappealing for a significant number of people, particularly for frequent use.
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