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What is Metaverse and what will be its impact on the video game industry?



You may want to know what is Metaverse. If you’re more or less a techie, you may have heard a lot about Metaverse and what Metaverse is doing these days. Metaverse is a completely new trend in the single industry, which apparently a large number of technology companies are talking about, investing and planning on these days.

What is Metaverse

Among this company, the names of game industry activists can be seen in abundance. This suggests that Metaverse could be a good investment platform for the gaming industry, but how?


Where did it start?

Before we get to Metaverse, we need to go back a little bit, when in the 60’s and 70’s the first steps were taken to connect two computer users under the name ArpaNet. From the earliest days of the birth of the vast network we now call the Internet, man has dreamed of connecting more closely with others around the world.

The first message sent on the ARPANET platform was a failed attempt by a UCLA student in 1969 to send the word “login” to a Stanford lab computer. This message was sent incompletely due to a technical problem with the system, and recorded the letters “lo” as the first message sent under a platform that we now call the Internet.

And now, about 50 years later, we can send all kinds of heavy data on the Internet, receive or stream various content from this platform, have text and video communication at the moment, or even in the form of our own virtual reality characters. Experience online interaction. But this is not the end of the story.

The path that Arpant started years ago is now on the verge of entering a new phase. A fuzzy that will fundamentally and permanently change the style and axis of human social interaction. But what is Metaverse and what role will it play in the new phase of this broad communication platform?

Where does the word metaverse come from?

The term metaverse can be traced back to Neal Stephenson, the American author and his dystopian novel Cyberpunk, “Snow Crash.” Published in 1992, the novel describes a virtual reality data space called a matrix. In this virtual space, it depicts a world where people can be whatever they want, regardless of place, nationality, religion or any kind of label.

In recent years, similar examples of this space have been illustrated by books and film adaptations such as The Matrix, Ready Player One, Neuromancer, Free Guy, and so on. In all these and similar works, we see the manifestation of a virtual world regardless of real standards and boundaries.

However, this concept is not limited to books and cinema. Over the years, the technology industry has made significant strides in achieving a real meta-transformation, an online virtual world of augmented reality, virtual reality, 3D holographic avatars, and the expansion and improvement of communication quality, which we will discuss in detail below. .

Finally, regarding the lexical origin of metaverse, it can be said that this word is in fact a combination of the Greek word Meta and the English word Universe. The word Meta means “beyond” and the English word Universe means the universe. So the literal translation of this word can be considered “beyond the world”.

What is Metaverse?

Now we need to answer the question of what is metaverse. The concept of metaverse is more or less the same as described in Stephenson’s book. Metaverse is a simulated cyberspace based on a vast network such as the Internet, where people can attend and interact online, regardless of physical location.

Physical concepts, objects, property, identity, payment system and some social contracts can also be preserved in this space or implemented in another way. In fact, Metaverse creates a space where the platform of communication and virtual interactions can enter a different phase.


In this phase, users can create and personalize their identity and appearance and work in a space that is not limited to the physical context, in the form of virtual avatars, simulated and virtual bodies. In fact, in this new world, which we call metaverse, there will be no limits other than our imagination.

Metaverse is a vast network of worlds and stable 3D simulations that are processed instantly and moment by moment in which the identities of individuals, physical objects, human history and even payment systems are maintained. This set can accommodate a large number of people in a virtual format at the same time without the need for these people to be present in one physical location.

Matthew Ball, administrator of Metaverse Primer

Perhaps these definitions create the ambiguity that virtual reality equipment or 3D and simulated avatars are essential to entering Metaverse. But this perception is more or less wrong. These devices or cosmetics will be the only tools to improve the experience of the new phase of the web, and you do not necessarily need these tools to access Metaverse.

By definition, a metatarsal is a set of virtual platforms in which people who are not together in a physical space can come together and interact. These platforms can be fascinating, three-dimensional virtual reality-based worlds that incorporate real-world elements rather than text-based platforms. As I said, the only limit in these worlds is your imagination.

The next phase of the Internet; What is Web 3.0?

Earlier in this article, we talked about the new phase of the Internet; But understanding this concept may be a little complicated for you, so we need to explore it a bit. When the Internet was first made available to the public, the amount of content available on it was very limited. It was not possible to search, interact and transfer data today, and most of the content available on this platform was produced by large companies.

The majority of Internet users in the first generation of the Web, or more precisely Web 1.0, were the only consumers. User communication was limited due to the unavailability of platforms such as social networks, the dissemination of information was limited, most web pages were designed statically and without interaction, and in general it can be said that the growth of the Internet platform was very slow.

The first phase of the Internet or Web 1.0 entered a new phase with the advent of interaction-oriented services. Users could now act as content creators themselves, interacting directly with centrally interactive tools such as email, blogs, chat rooms, and later more modern social media. In fact, a dynamic element was added to the web.

Most of the content produced in this course is published as text-based and now web pages are dynamic. Web development is no longer monopolized by companies, and users can now play a vital role in developing what we call the Internet. This is Web 2.0, the second phase of the Internet that culminated in user-centricity. But this is just the beginning.

Today, interaction and social networks are the main focus of the Internet. Users from all over the world are in direct contact with each other more than ever. They participate in online events, play in virtual teams, and work remotely. Issues such as rising transportation and housing costs, and in particular the Corona pandemic, have also contributed to the network’s expansion.

But over the years, trial and error in the use of artificial intelligence on the web, changing the style of interaction and experience with virtual reality, the birth of digital currencies such as bitcoin, the advent of NFT tokens and… have been able to put the web space on the brink of great change. A change that shifts the focus of the web to the focus of P2P frameworks.

The first generation of the Web was often static; The second generation of the dynamic web centered on the centrality of content production by users. But the next phase of the Internet, Web 3.0, which we are now on the verge of, will change the centrality of the Web forever.

These changes are based on Peer-to-Peer (P2P) services. This means that it will no longer be the focus of large companies to manage intermediate service. More precisely, the centralized and monopolistic role of such companies will diminish in the past and will be replaced by newly established user-based services.


The concept of metaverse is also defined in Web 3.0. Decentralized Web 3.0 tools allow us to create and personalize virtual worlds based on the Internet, where you can operate with greater security, privacy and identity. This activity can be a platform for business interactions to entertainment such as gaming.

Metaverse & Video Industry Ltd.

Now that we are familiar with the concept of Metaverse and the third phase of the Web, we can take a look at its effects on the video game industry. Metaverse has been in the gaming industry much sooner than we think. Big companies like Microsoft and Sony and big names like Fortnite, Roblex, Pokémon and بسیار have taken very big steps in the development of this sector.

Many of you have probably experienced the popular Fortnite Royal Battle from Epic Games before. Fortnite game is famous for holding online events within the game. For example, during the game’s last virtual event, more than 12 million people attended Travis Scott’s live concert. Has invested in the development of its Metaverse game.

Currently, many games with the development of the virtual reality sector, have entered a space that can be considered the beginning of a meta-interactive world. VR devices can be considered a positive step in this field, which allows users to be present in the game world with these devices and their virtual avatars.

Sandbox is another highly successful native instance in this space. This title lets you play, create, own and manage a virtual space. Sandbox Economy is based on user-generated cryptocurrencies and NFT. Sandbox Market has more than twenty thousand NFTs that users can buy and use in their virtual reality world.

Decentraland is one of the first companies to explicitly try to create a meta-world. The game, which consists of a 3D virtual reality platform with measurable real estate based on the Atrium digital currency, Decentraland has also invested in the development of the Decentral Games subset to further develop its gameplay capabilities. Give.

At the top of these companies is the former company of Facebook and today’s Meta. Mark Zuckerberg has taken one of the biggest steps in this field by investing in the Oculus virtual reality glasses line and changing his name and brand to Meta. Microsoft, Blizzard and the rest of the industry are among the other companies investing in the industry, which shows the bright future of the industry.

The future is bright

What is clear is that Metaverse is a very useful field with a bright future. With the development of Web 3.0, the improvement of the global quality of the Internet, the development of the cloud and the reduction of the price of equipment, one can have high expectations from the games developed on the basis of this concept. A world where users can experience the game closer to reality.

A world that brings our game titles to a more realistic experience; A world that allows us to experience real-world elements in a virtual context and be whatever we desire, regardless of social labels. What do you think? How do you think Metaverse and Web 3.0 will affect our lives?

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Adib Zahedi is the CEO and Founder of He has nearly a decade of experience in IT, including two years spent working on a Youtube Chennal. He is also an author and writes articles for Has articles include tutorials and covers everything from Windows PCs to smartphone's software.

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