Does Anyone Care about the Opinion of People on Participating in a “Social” Metaverse? A Review and a Draft Proposal for a Surveying Tool
Abstract
:1. Introduction
2. The Interpretation of the Metaverse by Major ICT Companies
2.1. The Interpretation of the Metaverse by Apple
2.2. The Interpretation of the Metaverse by IBM
2.3. The Interpretation of the Metaverse by Microsoft
- The metaverse takes shape in three spheres: consumer, commercial, industrial [33];
- It is a digital world where people can meet, interact, and share data (as stated, for example, in [30]);
- It allows people to communicate, meet, share data and experiences, and to improve the quality of relations. Users can enter the metaverse from everywhere and at any time;
- Its characteristics mainly focus on contexts of work, business, or entertainment (gaming). The Teams and Mesh software platforms are the main tools, while the specific word “metaverse” is poorly used.
2.4. The Interpretation of the Metaverse by Siemens
- The metaverse takes shape in three forms: industrial, enterprise, and consumer (as stated for example in [36]);
- Siemens places itself entirely in the “industrial” metaverse;
- The industrial metaverse is a digital realm representing and simulating the manufacturing/industrial world at all levels; it proposes a new level of industrial automation and a portfolio of software platforms for it. This provides benefits for processes, production, costs, and sustainability;
- It is founded on digital twin (the most important pillar), software-defined automation, data and Artificial Intelligence (AI, especially generative AI);
- It is a real thing, it is already there, it will change the industrial domain.
2.5. The Interpretation of the Metaverse by Meta
- The metaverse is depicted as an awesome new virtual space for socializing, where people are free to act without the boundaries of reality (as, for example, stated in [18]);
- It is portrayed as beautiful, as the future of social interactions; it unlocks the opportunity to do what you want; the activities promoted in the metaverse represent activities of everyday life, or an “extension” of them;
- It tears down the barriers of reality and lets the user do anything and be free, better than reality;
- The goals of Meta is to make the “social” metaverse into a new internet and for social media and to gain 1 billion users by 2033 [39];
- Various features and technologies are declared to be currently in their infancy and subject to future development.
3. Questions about the “Social” Metaverse
4. Literature Review
- Answers were published;
- An item was relevant to Q or;
- An item was relevant to the personal and intimate sphere of the subject.
5. Draft Proposal of a Tool Assessing the Predilection to Use a “Social” Metaverse
6. Conclusions and Remarks
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Appendix B
Tag MSTi—Represented Concept | Tag MSTi—Description |
---|---|
MST1—Communicating, sharing, working with others | (*) The metaverse allows people to communicate, share data/experiences, work, do things together |
MST2—Doing activities of daily living | People can do in the metaverse (usual) activities of their life |
MST3—Connecting from everywhere/at any time | (*) People can jump in the metaverse simply when they want and wherever they are |
MST4—Representing yourself the way you want | (*) People can customize the avatar as they prefer |
MST5—Representing yourself to reflect yourappearance/to express yourself | (*) People can customize their avatar to an appropriate representation of themselves |
MST6—Removing the barriers | (*) People can keep in touch and act, no matter the place they are, the language they have (AI translations) and other “limitations”. This allows to avoid issues of connection/presence/language, of personal life situations |
MST7—Freeing up budget | Money can be saved in all those processes involving travelling/conferencing/venue costs and so on |
MST8—New internet | The metaverse is a new version of internet |
MST9—It can damage health | A present time, a long immersion in the metaverse (with headset) can damage health |
MST10—It works on most/all devices | Metaverse can run on all the available devices |
MST11—Improving quality of actions/experiences | (*) Doing things in the metaverse allows people to enhance, improve the quality of actions/experiences themselves |
Tag Sti—Represented Concept | Tag Sti—Description |
---|---|
ST1—Three sectors | The metaverse is present in three sectors of application: industrial, enterprise, consumer |
ST2—Digital twin, software-defined automation, data and AI | The pillars of industrial metaverse are digital twin, software—defined automation, data and AI (especially generative AI) |
ST3—The digital twin is the main pillar | The digital twin is the core main pillar of the whole industrial metaverse |
ST4—Always on/persisting | The industrial metaverse is always running, is always on, it is a persisting system |
ST5—Combination of real and digital world | In the industrial metaverse the digital and the real world are combined, joined together |
ST6—Connecting real to digital to simulate and solve | In the industrial metaverse the real and digital world are connected together, by including also people, for simulating and solve problems of systems |
ST7—Capability to solve real world problems | The industrial metaverse allows the capability to face and solve real-world problems that can be also very complex |
ST8—Simulating/testing the whole thing | The industrial metaverse allows simulating/designing/testing/tuning the whole thing, or any side of the thing, before doing it/building it in real world or also during the real operation |
ST9—Simulating/testing at high speed | The industrial metaverse allows to simulate/test/tune at unimaginable speed |
ST10—Making decisions | In the industrial metaverse you can make better decisions/faster decisions |
ST11—Allowing safe environments | The industrial metaverse is a virtual environment for doing experiments and actions in a safe way for people and for real environment |
ST12—Allowing sustainability | The industrial metaverse allows to include matters of sustainability in simulations and optimizations |
ST13—Saving time/money/resources | The digital world of simulations in industrial metaverse allows to save time, money, resources |
ST14—Improving/impacting the real world | The industrial metaverse is something actually impacting the real world/making the real world better |
ST15—Realtime collaboration | In the industrial metaverse the collaboration of people is in realtime |
ST16—Collaborating/interoperating across systems | The industrial metaverse allows collaboration/interoperation of people/of applications across several platforms, devices, organizations, locations |
ST17—Avatars for recognizing/interacting/improving | In the industrial metaverse people can use avatars for recognizing other people/for interacting with operators/for improving the job |
ST18—Full immersion/like a real environment | The industrial metaverse is a fully immersive virtual environment, it is like the real environment |
ST19—New way of interaction/collaboration | With the industrial metaverse new ways of interaction/of collaboration are unlocked |
ST20—Changing the way organizations operate | The capabilities, the features of the industrial metaverse make organizations change the way they operate (in a better way) |
ST21—Getting benefit from skills of people | In the metaverse the companies can find and get benefit from specific skills of people, by facing the shortage of skilled operators, wherever they are in the world |
ST22—Supporting/motivating people | The industrial metaverse is a set of technologies allowing the engagement/the support/the motivation of people at work |
ST23—Breaking down the barriers of distance | With the industrial metaverse there is no need to travel/the barriers of geographical distance among people are broken down |
ST24—Saving costs for travelling | In the industrial metaverse there is no need to travel; similarly, the related costs are saved too |
ST25—Need to face the possible fears of workers byexplaining opportunities/innovation | With the incoming industrial metaverse the companies can teach their workers the new opportunities offered |
ST26—A new plane of existence/it changes our lives | The industrial metaverse, with all the technologies, the opportunities, the advantages it brings, can be considered as changing our lives |
ST27—Doing activities of daily living | People can do in the metaverse the usual activities of their life |
ST28—It will live in the internet 3.0 | The industrial metaverse is a new face of internet/the internet 3.0 |
ST29—It is real/an emerging reality | The industrial metaverse is not an hype, it is a real thing and it is already happening |
Tag Ti—Represented Concept | Tag Ti—Description |
---|---|
T1—New social platform | The metaverse will be the new platform for new social media |
T2—Flooding mobile phones and devices | The metaverse will run on most devices as possible -smartphones, tablets, headsets, computers and other smart devices. |
T3—New internet | The metaverse will be the new internet with infrastructure of contents |
T4—Doing activities of daily living | People can do (or are “encouraged” to do) in the metaverse the usual activities of their life |
T5—People meet actively/share experiences | People, with particular attention to relatives and friends, meet in metaverse and together they do actions and/or share experiences (depending on the context of specific sentence, this may evoke -also implicitly- no need to do it in reality) |
T6—Tearing down the boundaries | The metaverse allows to do anything, by tearing down the boundaries/barriers/limits of reality (depending on the context of specific sentence, this may be also implicit) |
T7—Living life in the metaverse | People can do/transfer actions typical of real life in the metaverse |
Appendix C
- TI = ((people OR citizen* OR user* OR “end user” OR “end users” OR society OR mainstream OR compan* OR audience) AND (“virtual reality” OR metaverse OR “meta” OR “immersive technology” OR “immersive technologies” OR “virtual world” OR “virtual worlds” OR “VR world” OR “VR worlds” OR HMD OR “head mounted display”) AND (“don’t want” OR “dont want” OR “do not want” OR “want it” OR want* OR deal* OR apprec* OR curio* OR expectation* OR accept* OR interest* OR enjoy* OR engage* OR involve* OR participat* OR future)) NOT TI = “meta-analysis” NOT TI = “meta-analysis” NOT TI = metaanalysis NOT TI = “meta analyses” NOT TI = “meta-analyses” NOT TI = metaanalyses NOT TI = “meta review” NOT TI = “meta-review” NOT TI = metareview
- TITLE ((people OR citizen* OR user* OR “end user*” OR society OR mainstream OR compan* OR audience) AND (“virtual reality” OR metaverse OR “meta” OR “immersive technolog*” OR “virtual world*” OR “VR world*” OR hmd OR “head mounted display”) AND (“don’t want” OR “dont want” OR “do not want” OR “want it” OR want* OR apprec* OR curio* OR expectation* OR accept* OR interest* OR enjoy* OR engage* OR involve* OR participat* OR future) AND NOT “meta analys*” AND NOT “meta-analys*” AND NOT metaanalys* AND NOT “meta review” AND NOT “meta-review” AND NOT metareview) AND PUBYEAR > 2017
- TI = (metaverse AND (issue* OR problem* OR ethic* OR concern* OR substitut* OR future OR challeng* OR insight* OR alternat* OR roadmap* OR opportunit* OR possibilit* OR “3D virtual world” OR “3D virtual wolds” OR moral* OR achiev* OR dawn OR horizon* OR existence* OR realm* OR realit* OR social* OR societ* OR good OR avatar* OR behaviour* OR behavior* OR extens* OR extend* OR human* OR man OR world* OR health* OR mental* OR mind*))
- TITLE (metaverse AND (issue* OR problem* OR ethic* OR concern* OR substitut* OR future OR challeng* OR insight* OR alternat* OR roadmap* OR opportunit* OR possibilit* OR “3D virtual world*” OR moral* OR achiev* OR dawn OR horizon* OR existence* OR realm* OR realit* OR social* OR societ* OR good OR avatar* OR behaviour* OR behavior* OR extens* OR extend* OR human* OR man OR world* OR health* OR mental* OR mind*)) AND PUBYEAR > 2010
Appendix D
- Have you heard about the metaverse? (79.5% = Yes);
- Would you consider the metaverse to be the next evolution of the internet? (58.6% = Yes, 16.4% = No, 25% = Not Sure);
- Do you believe that the metaverse can reshape the future? (70.9% = Yes, 8.2% = No, 20.9% = Not Sure);
- Would you consider the metaverse the next frontier for online interaction? (75% = Yes);
- Would you agree that the metaverse will revolutionize online marketing in the same way that social media did? (results not shown);
- A—Have you been impacted by the internet, Would you say that the metaverse will affect you? (29.1% = Yes, 25.5% = No, 45.5% = Not Sure)
- In favor = 29% Not in favor = 71%;
- B—Does the metaverse also free us from many of the limitations of the physical world? (54% = Yes)
- In favor = 54% Not in favor = 46%;
- What is your opinion of the effect of metaverse on the economy? Are there opportunities for the economy to grow in the metaverse? (66.8% = Yes);
- Would you agree that the metaverse has tremendous potential to transform and improve fields (like health care, education, entertainment, and so on)? (78.6% = Yes) (this is question mentioned in the paper but, in the questionnaire, it is different);
- C—Can Metaverse be a world where the digital world is more valuable and valuable than the physical world? (28.6% = Yes, 37.7% = No, 33.6% = Not Sure)
- In favor = 28.6% Not in favor = 71.4%;
- Are you concerned that we may lose our connection to the real world with the metaverse? (63.2% = Yes, 20.5% = No, 16.3% = Not Sure);
- D—Do you think you’re ready for the metaverse? (37.7% = Yes, 17.3% = No, 45.0% = Not Sure)
- In favor = 37.7% Not in favor = 62.3%;
- The metaverse is expected to fundamentally alter digital communication (75% = Yes, 8% = No, 16% = Not Sure) (question mentioned in the paper but not included in the questionnaire).
- In your own words, how would you describe the metaverse?
- How far away do you think the metaverse is?
- In your opinion, who will benefit from using metaverse? (the majority of respondent = entertainment industry)
- Is there anything you would like to see in the metaverse?
- Participating in the metaverse advertised by Facebook is a task I can perform;
- I have the necessary technological skills to participate in the metaverse advertised by Facebook;
- I have sufficient technological skills to participate in the metaverse advertised by Facebook;
- I will be able to combine my daily activities with my participation in the Facebook Metaverse.
- I plan to participate actively in the metaverse announced by Facebook;
- I will actively shop in the metaverse advertised by Facebook;
- I am interested in participating in job interviews in the metaverse advertised by Facebook;
- I am interested in taking training courses in the metaverse advertised by Facebook;
- I am interested in getting a new romantic partner in the metaverse advertised by Facebook;
- I will recommend my friends to participate actively in the metaverse advertised by Facebook;
- I will recommend my partner to participate actively in the metaverse advertised by Facebook;
- I will recommend my relatives to participate actively in the metaverse advertised by Facebook.
- (What age group do you belong to?);
- Do you know what the metaverse is? (53% = No; “did not know what a metaverse is and had to be given an idea about a metaverse before attempting the survey.”);
- E—Do you think a Metaverse or a Virtual World excites you? (57% = Yes, 12% = No, 31% = Maybe)
- In favor = 57% Not in favor = 43%;
- Do you think a Metaverse could create a physical communication gap between humans, and also cause hindrance in physical relationships? (47.4% = Yes, 14.3% = No, 38.2% = Maybe);
- Do you think the virtual sphere including the existing social media platforms give rise to abuse and harassment? (36.3% = Yes, 22.3% = No, 41.4% = Maybe);
- Do you think a metaverse could reduce physical activities in humans? (65.3% = Yes, 11.2% = No, 23.5% = Maybe);
- Are you concerned about your data and privacy and feel unsafe about a Metaverse? (results not shown in the paper).
- F—Share of adults in the United States who are interested in Meta’s new virtual reality project known as the metaverse as of November 2021 [67]. Original question: “Based on what you know, how interested are you in using Facebook’s new virtual reality project, metaverse, which would allow users to interact with each other in a computer generated environment? (values > 100% due to rounding)”
- Results: Not that/At all interested = 68%, Very = 32%
- In favor = 32% Not in favor = 68%;
- G—Feelings toward the metaverse according to adults in the United States as of January 2022 [68]. Original question: “Which of the following best describes how you feel about Metaverse? -Select one”
- Results: Curious = 33%, Uninterested = 27%, Suspicious = 23%, Concerned = 19%, Indifferent = 19%, Excited = 18%, Optimistic = 16%, Confused = 12%, None of these = 7%
- In favor: Curious = 33%, Excited = 18%, Optimistic = 16%
- Not in favor: Uninterested = 27%, Suspicious = 23%, Concerned = 19%, Indifferent = 19%, Confused = 12%
- Note: the total amount is >100% but the access to [68] (free access) did not allow to see the results in detail
- The item “None of these” (7%) has been excluded;
- H—Views on the metaverse according to adults in the United States as of January 2022 [69]. Original question: “[…] In the Metaverse, you could do many of the things you do now such as socialize with others, play games, watch concerts, and shop for digital and non-digital items such as clothing, home goods, and cars. Which of the following describe your views on Metaverse? -Select all that apply”
- Results: Not good as real life = 30%, The future of technology = 26%, Tech companies trying to figure out a new way to make money = 23%, A big risk to personal privacy = 20%, A really exciting way to play and socialize = 18%, A way to intensify enjoyable experiences = 13%, None of these = 11%, A fad that will not last long = 11%, Something for young people only = 10%, A better alternative to real life = 9%, How we will do most of our shopping in the future = 9%, Will create more equality in society = 6%, A scam or predatory financial scheme = 6%
- In favor: The future of technology = 26%, A really exciting way to play and socialize = 18%, A way to intensify enjoyable experiences = 13%, A better alternative to real life = 9%, How we will do most of our shopping in the future = 9%, Will create more equality in society = 6%
- Not in favor: Not good as real life = 30%, Tech companies trying to figure out a new way to make money = 23%, A big risk to personal privacy = 20%, A fad that will not last long = 11%, Something for young people only = 10%, A scam or predatory financial scheme = 6%
- The item “None of these” (11%) has been excluded;
- I—Share of adults in the United States joining or considering joining the metaverse for various reasons as of December 2021 [70]. Original question: not available
- Results: Joining or considering joining = 74%
- In Favor = 74%; Not in favor = 26%.
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Topic | Involved Tags |
---|---|
Experiencing real life situations in a virtual space | T4, T5, T6, T7 |
Actual needs of real life instead of an alternative life in the virtual space | T4, T6, T7 |
Satisfaction/limits/barriers of real life | T4, T6, T7 |
Being another being | T6, T7 |
Time spent in virtual space | - |
Value of sharing in virtual space | - |
Value of actions in virtual space | - |
On-site stillness of immersion | - |
Pervasiveness of devices for immersion | - |
Immersion in virtual space | - |
Age Range (Years) | Facebook Users % | Instagram Users % | |
---|---|---|---|
Male | Female | ||
13–17 | 2.7 | 2.1 | 8 |
18–24 | 12.6 | 8.0 | 30.8 |
25–34 | 17.6 | 12.3 | 30.3 |
35–44 | 10.9 | 8.5 | 15.7 |
45–54 | 6.1 | 5.5 | 8.4 |
55–64 | 3.5 | 3.8 | 4.3 |
>=65 | 2.6 | 3 | 2.6 |
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Mottura, S. Does Anyone Care about the Opinion of People on Participating in a “Social” Metaverse? A Review and a Draft Proposal for a Surveying Tool. Future Internet 2024, 16, 236. https://doi.org/10.3390/fi16070236
Mottura S. Does Anyone Care about the Opinion of People on Participating in a “Social” Metaverse? A Review and a Draft Proposal for a Surveying Tool. Future Internet. 2024; 16(7):236. https://doi.org/10.3390/fi16070236
Chicago/Turabian StyleMottura, Stefano. 2024. "Does Anyone Care about the Opinion of People on Participating in a “Social” Metaverse? A Review and a Draft Proposal for a Surveying Tool" Future Internet 16, no. 7: 236. https://doi.org/10.3390/fi16070236
APA StyleMottura, S. (2024). Does Anyone Care about the Opinion of People on Participating in a “Social” Metaverse? A Review and a Draft Proposal for a Surveying Tool. Future Internet, 16(7), 236. https://doi.org/10.3390/fi16070236