Influential Factors in the Design and Development of a Sustainable Web3/Metaverse and Its Applications
Abstract
:1. Introduction
2. Methodology
- (1)
- What is the correct definition of Web3 and Metaverse?
- (2)
- What are the most influential technological, psychological, economic, and social aspects of a sustainable Web3/metaverse and its application(s)?
- (3)
- What are the open issues in this field?
- Inclusion criteria:
- ➢
- A full-text version of the paper is available.
- ➢
- The paper is related to Web3/metaverse.
- ➢
- The paper is written in English.
- ➢
- The paper is written any time after 2019.
- Exclusion criteria:
- ➢
- A full-text version of the paper is not available.
- ➢
- The paper is not related to Web3/metaverse.
- ➢
- The paper is not written in English.
- ➢
- The paper is written before 2019.
- Eligibility criteria:
- ➢
- Be an original research paper published in an academic journal or conference.
- ➢
- Be a complete research paper, presenting the research issue, process, and results.
- ➢
- Address a research topic related to virtual commerce.
- Relatedness criteria:
- ➢
- Answer either question Q1, Q2, or Q3 or help to form an answer for them.
3. Web3 and Metaverse
3.1. Appropriate Decentralization
3.1.1. Decentralized Computation
3.1.2. Decentralized Storage
- Everything will be accessible to everyone, and nothing will be modified without following a specific protocol. In addition, everyone will know about such modifications as they occur.
- Everything will be safe in case of a system failure since the storage is decentralized, and everyone owns a copy.
3.1.3. Decentralized Database
3.1.4. Distributed Ledger Technology (DLT)
3.1.5. Inter-Planetary File System (IPFS)
3.1.6. Decentralized Identity (DID) and Identity Management System (IdMS)
3.1.7. Smart Contracts
3.1.8. Blockchain
3.1.9. Appropriate Protocol
3.1.10. Blockchain Interoperability (Technical Perspective)
3.2. Good User Experience (UX) Design
3.2.1. Proper Visualization and User Interface Design
3.2.2. Using Advanced Tools to Customize User Experience
3.2.3. Gamification and Hedonic Motivations
3.2.4. Proper Content Accessibility
- ➢
- Vision: vision accessibility refers to the design and implementation of digital products, services, and environments that are accessible to people with visual impairments or other visual disabilities [54]. It is an important aspect of digital accessibility and ensures that people with visual disabilities can access and benefit from digital content on an equal basis with others.
- ➢
- Audition: audition accessibility refers to the design and implementation of digital products, services, and environments that are accessible to people with hearing impairments or other auditory disabilities [55]. It is an important aspect of digital accessibility and ensures that people with auditory disabilities can access and benefit from digital content on an equal basis with others.
- ➢
- Tactition: refers to accessibility to VR and Metaverse for people with physical disabilities, such as those who use wheelchairs [53]. For example, WalkinVR is one of the innovators in the field which tries to provide accessibility for people with physical disabilities to access VR environments [56].
- ➢
- Olfaction and Gustation: despite the fact that the senses of taste and smell (or in other words, gustation and olfaction stimuli) have a significant impact on our daily lives, affecting our behavior, choices, and ability to focus, they are often overlooked and given less attention [57]. While olfaction and gustation can significantly enhance the user experience in the Metaverse, they are primarily output stimuli and, therefore, not likely to serve as alternative means of communication with computer systems for individuals with disabilities [53].
3.3. Appropriate Translation and Continuous Synchronization to the Real World
3.3.1. Spatial Computing
- Augmented Reality (AR): AR technology allows users to overlay digital information and objects onto the real world, creating a more immersive and interactive experience.
- 3D modeling and mapping: 3D modeling and mapping technologies are used to create detailed and realistic virtual environments that can be accessed through Web3.
- Location-based services: Location-based services can be used to provide contextually relevant information and experiences to users based on their physical location.
- Edge computing: Edge computing allows for the processing and storage of data closer to the point of user interaction, reducing latency and increasing the responsiveness of spatial computing applications.
- 6G wireless communications: 6G wireless communications technology enables faster and more reliable data transfer, which is necessary for the real-time interactions that are required for spatial computing applications.
3.3.2. Internet of Things (IoT)
3.4. Viable Economy
- Cryptocurrency (coins/tokens)
- Non-Fungible Tokens or NFT (these are unique tokens which hold some sort of data that belongs to specific users)
- Digital real estate
- Digital identities
- Other digital assets such as games or real-world objects, relics, etc.
- Consumable digital assets (such as life bars in games or simply how many times the user gets to play the game. The users may have to buy more life bars to be able to continue playing the game).
3.4.1. First Generation (gen 1)
3.4.2. Second Generation (gen 2)
3.4.3. Third Generation (gen 3)
- Modern Token Supply and Control Model:
- Smart Contracts:
- Perks and Incentive Pools:
- Token Burning and Decay Mechanism:
- Liquidity Pool—Lending and Market Making:
- Insurance Pools:
- Inter-chain Operability and Inter-Chain Messaging:
- Foundation Economics:
- Governance:
3.4.4. Fourth Generation (gen 4)
4. Open Issues for Consideration
4.1. Computation and Storage Issues
4.2. Standards and Compatibility
- Compatibility issues among technologies created by different companies.
- Compatibility issues between the real world and the Metaverse.
4.3. National, Political, and Global Geopolitical Status and Issues
4.4. Ethical, Social, and Environmental Issues
- The exploitation of game developers
- The exploitation of game players
- No straight accountability in Web3
- Energy consumption and environmental effects.
4.4.1. Exploitation of Game Developers
4.4.2. Exploitation of Game Players
4.4.3. No Straight Accountability in Web3
4.4.4. Resource/Energy Consumption and Environmental Effects
- Resource Consumption: the mining aspect of such technology is using large amounts of resources in the form of hardware (Electronics, CPUs, GPUs, FPGAs, etc.) to increase computation power and stay competitive. This drains the market from those valuable assets that could have been used more productively elsewhere [92].
- Electronic Waste: using a huge amount of electronics means producing a huge amount of waste over time. Electronic waste contains a lot of harmful chemicals and toxic heavy metals. It is a severe threat to the environment that can result in soil, air, and water irreversible pollution [93].
- Energy Consumption/Waste: most of the energy consumed by mining activities is wasted just to complete a certain hash and receive a reward [94].
- Carbon Footprint: The high energy consumption of blockchain and its related mining activities are tightly correlated with high emissions from non-renewable energy sources [95], which will significantly account for global warming effects on the planet. The emissions related to Bitcoin alone are posing a threat to meeting the goals of the Paris Agreement [95].
- Environmental-related social aspects: these aspects can affect and be affected by the security of energy, the global supply chain, human health, and access to products and services [91]. For instance, needing a significant amount of semiconductor manufacturing capacities and producing mining equipment has put a toll on the already weak semiconductor supply chain. It is worsening the global electronic chip shortage. It also can delay or limit access to clean mobility with reasonable pricing for customers who seek to purchase Electronic Vehicles [92].
- Environmental-related economic aspects: these aspects can describe how related economic factors such as trading and the price of cryptocurrencies can affect the environment. The cryptocurrencies’ rise in price will make mining activities more profitable, thus attracting more people into mining activities [96]. In turn, this will result in more resource and energy consumption, more electronic waste and finally, more carbon footprint [92].
4.5. Privacy and Security Issues
4.5.1. Humans in and out of the Loop
4.5.2. Integrity and Authentication
4.5.3. Polarization and Radicalization
5. Conclusions
- Appropriate Decentralization
- Good User Experience
- Appropriate Translation and Synchronization to the Real World
- Viable Economy
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Metaverse | Sustainability | User interface | Community building | Energy consumption | Decentralization |
Web3 | Virtual Reality | User-centered design | Content creation | Carbon footprint | Smart contracts |
Sustainable design | Virtual environment | Blockchain | Governance | Environmental impact | Gamification |
Sustainable development | Augmented Reality | Cryptocurrency | Regulation | Economic impact | Social interaction |
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Aria, R.; Archer, N.; Khanlari, M.; Shah, B. Influential Factors in the Design and Development of a Sustainable Web3/Metaverse and Its Applications. Future Internet 2023, 15, 131. https://doi.org/10.3390/fi15040131
Aria R, Archer N, Khanlari M, Shah B. Influential Factors in the Design and Development of a Sustainable Web3/Metaverse and Its Applications. Future Internet. 2023; 15(4):131. https://doi.org/10.3390/fi15040131
Chicago/Turabian StyleAria, Reza, Norm Archer, Moein Khanlari, and Bharat Shah. 2023. "Influential Factors in the Design and Development of a Sustainable Web3/Metaverse and Its Applications" Future Internet 15, no. 4: 131. https://doi.org/10.3390/fi15040131
APA StyleAria, R., Archer, N., Khanlari, M., & Shah, B. (2023). Influential Factors in the Design and Development of a Sustainable Web3/Metaverse and Its Applications. Future Internet, 15(4), 131. https://doi.org/10.3390/fi15040131