What really is the metaverse that is often talked about today? Where did it come from, and what is its likely future? This paper aims to shed light on the meaning of “metaverse” and on how the currently available products on the market, accessible by the public, are very different from what the original meaning of the term should be. They are many, they are diverse, and they are disconnected from each other - and they are often disliked by online communities, due to their primary economic focus and perceived excessive marketing. The research has a threefold purpose: 1) Identifying the three basic requirements that constitute current "metaverses,": the need of an internet connection, the presence of “avatars”, and a virtual world; 2) Providing an analysis of their historical genesis, starting with the tabletop role-playing games of the 1980s. 3) Exploring new legislative and regulatory projects on the part of the European Union, which has been intrigued by this phenomenon in order to delve into its present and future economic potential.

Il Metaverso non esiste (ancora) / Conti, Giacomo; Vetro', Antonio; DE MARTIN, JUAN CARLOS. - In: @ DIGITCULT. - ISSN 2531-5994. - ELETTRONICO. - 9:1(2024), pp. 7-23. [10.36158/97888929596061]

Il Metaverso non esiste (ancora)

Giacomo Conti;Antonio Vetro';Juan Carlos De Martin
2024

Abstract

What really is the metaverse that is often talked about today? Where did it come from, and what is its likely future? This paper aims to shed light on the meaning of “metaverse” and on how the currently available products on the market, accessible by the public, are very different from what the original meaning of the term should be. They are many, they are diverse, and they are disconnected from each other - and they are often disliked by online communities, due to their primary economic focus and perceived excessive marketing. The research has a threefold purpose: 1) Identifying the three basic requirements that constitute current "metaverses,": the need of an internet connection, the presence of “avatars”, and a virtual world; 2) Providing an analysis of their historical genesis, starting with the tabletop role-playing games of the 1980s. 3) Exploring new legislative and regulatory projects on the part of the European Union, which has been intrigued by this phenomenon in order to delve into its present and future economic potential.
2024
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2991979