The dystopian novel has been cited several times as an important influence in the creation of the Metaverse and its vision influenced important figures in Silicon Valley such as the founders of Google and Amazon . There are several main criteria that according to Zuckerberg's ideas define the metaverse User immersion via avatars and special technologies connected networks augmented reality and virtual reality Access to a digital world that you can enter or leave at any time Permanence of certain elements e.g. purchased objects properties neighborhoods and streets The video game industry is the spearhead of .
The metaverse The idea of the metaverse may have been born out of fiction but it has produced some very real elements. The video game industry soon embraced the concept of the metaverse. Gaming platforms like Fortnite Minecraft or Roblox have a few things in common with the principle of the metaverse it's about a space in which the player community can come together Specific Database for activities that go beyond the actual game. This has resulted in events such as virtual concerts by real artists . Shopping events also take place virtually where for example avatars can be personalized with exclusive clothing from brands such as Balenciaga or art objects can be sold as NFT .

While the world of video games shares some similarities with what the Metaverse offers there are also fundamental differences between the concepts. The number of users remains limited in video games and they cannot access different digital worlds without logging out of one platform and back into another e.g. to switch from Fortnite to Roblox. Also non-entertainment activities such as virtual business meetings or distance learning activities are typically not included . These activities are what drives companies to turn to the Metaverse. The lockdown of the COVID- pandemic has prompted many businesses to rethink their customer engagement strategies. Borrowed from the world of video games a method to create immersive experiences that aren't constrained by physical encounters is gamification.
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