Ethical questions about the future of Metaverse. Why the race to own this technology?

Metaverse is the future of worlds, where the virtual meets the real and forms a series of virtual worlds with unlimited interactions between users, through their own avatar.

Metaverse is a term to describe the digital world, with which many users can communicate in a 3D environment. It is said that this virtual world is the future of the internet.

The term dates back to novelist Neil Stephenson, who created it in 1992 in his novel “Snow Crash”, in which he imagines living virtual characters meeting in three-dimensional buildings and other virtual reality environments.

“Metaverse” access equipment

You can enter the world of “Metaverse” by buying virtual reality glasses. Metaverse equipment also includes computers, smartphones, augmented reality, mixed reality, virtual reality and virtual world technology.

The need for the equipment depends on where the user wants to go or the network that allows it to be used; If he wanted Facebook, he could buy one of the headphones, which cost about $ 300.

This device is standalone and does not require the use of a computer or game console.

And while Microsoft is making AR headsets that put digital information above the real world, other companies are working on ways augmented reality glasses can work with phones.

Among the most prominent companies dealing with metaviruses are Meta, which is the first company to adopt this technology, and Microsoft, which has announced plans to acquire the leading game development company, Activision Blizzard, for about $ 70 billion. This will be the mainstay for the Metaverse.

In turn, Apple will introduce augmented reality glasses, and the Metaverse technology and its impact will be taken into account.

In addition, South Korea has announced that it will invest more than $ 177 million directly in various “Metaverse” projects, making it the first country to invest in this field.

The volume of global revenue from the virtual world is expected to reach about $ 800 billion by 2024. The share of game makers is expected to reach about $ 400 billion, with the rest being distributed to live and live entertainment and others social media, according to what the “Bloomberg” platform reported.

‘Purely a financial issue’

Hussein Al-Omari, professor of computer science and information technology, points out that large companies are rushing to own Metaverse technology in an effort to attract customers, emphasizing that the issue is purely financial.

He talks to Al-Arabi of Silicon Valley and says that metavirus is not a revolution in its true sense, but rather an evolution of what now exists.

He points out that companies want to convey the ways to attract customers and customers, whether it be those who use electronic games or those who use social media, to retain it and increase their revenue.

Commenting on the description of metaverse as the Internet of the future, he believes that the publicity on the subject is much greater than it really is, noting that the issue is a transfer process from two-dimensional to three-dimensional, which makes it possible to imagine things. this way.

Bring more sales

In addition, metaverse applications can have many practical benefits that can not be denied, such as helping to organize administrative work, study and distance learning, or to enjoy the company of friends and family, separated by long distances, or contribute to some games and other practical applications.

Research suggests that 3D content generates 250% more sales, as is the case with products from companies like Archelik, where users spend more time discovering 3D content.

Metaverse will enable customers to visit stores they can not go to, and will be able to roam within them, increasing the customer’s stay on the site.

And it’s not just shops and advertisements. In the world of “Metaverse” you can buy a piece of land or rent the land to an artist for a concert on it, or maybe to house it for a digital character. Every pixel counts for money, because there are digital plots of land sold for more than $ 75,000.


A software company in India has set up the first bank in Metaverse to serve financial institutions, governments and individuals by making a virtual visit to their preferred bank, gaining access to banking information and taking advantage of various banking products.

Bill Gates predicts that within two to three years, all virtual encounters will move from two-dimensional worlds to three-dimensional worlds in the metaverse.

The picture is not completely rosy

On the other hand, it should be noted that the picture of the world of “Metaverse” and its applications is not entirely rosy. What is worrying is that technology is no longer just techniques and tools used to move life, but rather has become a culture that defines man’s relationship with time and place and the forms of his presence in the natural. world dictates.

And technology, as embodied in the “Metaverse” project, indicates that the human mind has gone beyond the stage of authentic existence. Therefore, experts warn that the technology of “Metaverse” and its like is not a technology that facilitates human communication with nature and enhances its sense of life in it, as much as it increases its alienation in artificial worlds.

In turn, psychiatrists point to the harmful effects of the world of “Metaverse” on the psychological health of people, as it is necessary to feel the pressure arising from two different dimensions and to try to resist the emotional, psychological and cognitive abilities . in both dimensions, causing anxiety.

Researchers who have spent time in the world of “metaverse” and virtual reality note that the feelings of hatred and racism among users have shifted to this new world; due to Meta’s failure to curb bad behavior on his social networks.

A researcher who studied the world of “Metaverse” was subjected to virtual harassment and rape after wearing virtual reality glasses for the first time.

Ethical and practical questions are raised about the future of “metavirus” and its popularity in humans, as there remains enough time to answer it.

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