Metaverse
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Metaverse: hopes, promises and unknowns

“If the metaverse were a real revolution, it would already have happened!” 

Raphaël Granier de Cassagnac, CNRS researcher in particle physics, holder of the "Science and Video Games" chair at École Polytechnique (IP Paris), and writer and Clément Merville, Computer scientist and President of Manzalab
On February 7th, 2023 |
4 min reading time
Raphaël Granier de Cassagnac
Raphaël Granier de Cassagnac
CNRS researcher in particle physics, holder of the "Science and Video Games" chair at École Polytechnique (IP Paris), and writer
Clément Merville
Clément Merville
Computer scientist and President of Manzalab
Key takeaways
  • Metaverses have been around for many years in the entertainment sector, and particularly in the world of video games.
  • Virtual reality headsets are by no means necessary for the accessibility of the metaverse.
  • To maximise the feeling of presence in the metaverse, one can rely on the impression of self-presence, spatial presence and the presence of others.
  • Companies use metaverses on a daily basis, such as Manzalab's Teemew solution, which allows virtual events to be animated in 2D.
  • This type of metaverse, which uses less energy than physical events could help produce ten times less greenhouse gases in the years to come.

Recent state­ments by Amer­i­can Phil Spencer, head of Microsoft­’s video game divi­sion, have raised many ques­tions, well beyond the cir­cle of gamers. In an inter­view with the Wall Street Jour­nal, he stat­ed blunt­ly that a meta­verse was noth­ing more than “a poor­ly con­struct­ed video game. Oper­at­ing in a meta­verse that looks like a liv­ing room is real­ly not how I want to spend my time,” he said. How­ev­er, he added that this tech­nol­o­gy was still in its infan­cy, and that it would all “evolve”. Are these asser­tions to be read as a peremp­to­ry posi­tion or as an affir­ma­tion of an unknown reality?

Video games are already metaverses

Since its birth in the research lab­o­ra­to­ries of the 1950s and 1960s, the video game has been a faith­ful ambas­sador of new tech­nolo­gies. Even today, it is still the ide­al way of bring­ing cer­tain inno­va­tions to the gen­er­al pub­lic. From the com­put­er rev­o­lu­tion to vir­tu­al real­i­ty, the video game is a born evan­ge­list, as Raphaël Granier de Cas­sagnac, writer, researcher at the CNRS in par­ti­cle physics and direc­tor of the “Sci­ence and Video Games” chair sup­port­ed by École Poly­tech­nique (IP Paris) and Ubisoft, points out.

In fact, Phil Spencer makes an obser­va­tion that is well known to gamers. Meta­vers­es have been around for many years in the enter­tain­ment indus­try. In 1993, Steve Jack­son Games launched a mas­sive­ly mul­ti­play­er game, or MMO, called The Meta­verse. Today, avatars of League of Leg­ends, Roblox or World of War­craft roam vir­tu­al worlds, meet­ing, chat­ting, trad­ing, and hav­ing great adventures. 

The video game is the ide­al way to bring cer­tain inno­va­tions to the gen­er­al public.

By estab­lish­ing remote inter­ac­tions in a vir­tu­al world thanks to unprece­dent­ed means of com­mu­ni­ca­tion, the emer­gence of social com­mu­ni­ties has not only her­ald­ed Face­book and Twit­ter, but also the meta­verse in a play­ful and pop­u­lar way. This is the mean­ing of Phil Spencer’s words. But the lim­it of such a dis­course lies in the very char­ac­ter­i­sa­tion of the meta­verse, which goes far beyond its exclu­sive­ly play­ful use. 

A metaverse open to all…

With the reclas­si­fi­ca­tion of Face­book as a Meta, many peo­ple have tak­en Mark Zucker­berg’s def­i­n­i­tion for grant­ed, i.e. a vir­tu­al space that any­one can vis­it using vir­tu­al real­i­ty head­sets and con­trollers. The meta­verse is infi­nite­ly more acces­si­ble. If it is indeed a per­sis­tent vir­tu­al uni­verse, per­ma­nent­ly open, where each indi­vid­ual can go via his or her avatar to be in the com­pa­ny of oth­er peo­ple who are them­selves dis­tant from each oth­er, vir­tu­al real­i­ty head­sets are not at all necessary.

Clé­ment Merville, pres­i­dent of the com­pa­ny Man­za­l­ab, relies on cog­ni­tive sci­ence to max­imise the feel­ing of pres­ence. This impres­sion is based on three pil­lars. The first is “the impres­sion of pres­ence of one­self in this uni­verse”, he says. The more the avatar resem­bles its own­er, the more eas­i­ly an indi­vid­ual can become incar­nat­ed in this vir­tu­al world. The sec­ond pil­lar of the meta­verse “is the feel­ing of spa­tial pres­ence, i.e. of the envi­ron­ment in which the avatar is locat­ed”. What cog­ni­tive sci­ence rec­om­mends is that it should be real­is­tic, as cred­i­ble as pos­si­ble. The avatars’ atten­tion must not be divert­ed by a dis­so­nant environment. 

Final­ly, the third and last pil­lar is to take into account the pres­ence of oth­ers, the feel­ing of com­mu­ni­ty, and it is based on the means of com­mu­ni­ca­tion made avail­able to the par­tic­i­pants. While for Clé­ment Merville, we will nev­er be able to achieve the inten­si­ty of the feel­ing of pres­ence in the real world, the meta­verse can come close by mak­ing com­mu­ni­ca­tion as nat­ur­al as pos­si­ble and by redis­cov­er­ing the sense of infor­mal­i­ty that it is imper­a­tive to recre­ate, those moments of impromp­tu exchange that are the cement of social life. 

Zuckerberg does not have a monopoly on the metaverse

This cog­ni­tive struc­tur­ing is a far cry from Mark Zucker­berg’s vision, where the audi­ence, adver­tis­ing, NFTs and video games take prece­dence. And for good rea­son. Before being a film by direc­tor Steven Spiel­berg, Ready Play­er One was an antic­i­pa­tion nov­el by Ernest Cline. A few months before pub­lish­ing his book, the author want­ed to com­pare his vision of the meta­verse with that of the Cal­i­forn­ian start-up world. He went to meet Mark Zucker­berg on the one hand, and Palmer Luck­ey on the oth­er, the young cre­ator of the com­pa­ny Ocu­lus, which had just brought vir­tu­al real­i­ty head­set tech­nol­o­gy up to date with the com­put­ing pow­er of the moment. 

Ernest Cline adjust­ed the char­ac­ter­is­tics of the meta­verse described in his nov­el after these two meet­ings. A few years lat­er, Face­book bought the com­pa­ny Ocu­lus for two bil­lion dol­lars. The plan to cre­ate a play­ful and lucra­tive meta­verse had already exist­ed for a long time at the head of the Amer­i­can com­pa­ny. But the Oasis of the book and film Ready Play­er One is far from being with­in our reach. In addi­tion to the sight and hear­ing cov­ered by the head­sets, this type of meta­verse would need to speak to our oth­er sens­es as well, espe­cial­ly with touch – not to men­tion the impres­sion of move­ment, which remains a major tech­ni­cal obsta­cle. Should we choose to stay on our screens, as Phil Spencer points out? 

The meta­verse could help pro­duce ten times less green­house gas­es in the years to come.

No, because anoth­er future is already here. Com­pa­nies use meta­vers­es on a dai­ly basis, such as Man­za­l­ab’s Teemew solu­tion or Gath­er­Town’s, which allows vir­tu­al events to be ani­mat­ed on a cus­tomis­able 2D map. This type of meta­verse, which uses less ener­gy, could help pro­duce ten times less green­house gas­es in the years to come. Indeed, all the images need­ed to cre­ate the envi­ron­ments in this type of meta­verse can be cal­cu­lat­ed local­ly, direct­ly on the user’s machine. The only infor­ma­tion that would pass through the net­work, the heart of the pro­duc­tion of green­house gas emis­sions, would then be min­imised. This would give this emerg­ing meta­verse oth­er dreams than adver­tis­ing or NFTs.

Jean Zeid

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