The rise of the metaverse, in the eye of one of its creators

The concept of the metaverse is not new. First coined by writer Neal Stephenson in his 1992 novel The virtual samurai, later reimagined as an oasis in the novel Ready Player One, written by Ernest Cline in 2011, the metaverse has been making headlines since Facebook announced it was making it its strategic priority last fall. But what is it exactly? And what is the interest of such a universe? Sébastien Forget, co-founder of the digital world The Sandbox Game, gives his point of view.

We speak of the metaverse in the singular, yet there are several digital worlds — including the one you created. How would you explain this concept, with which we are still unfamiliar?

According to our definition, the metaverse is a series of parallel universes in which users will be able to participate in different experiences and activities, rich and immersive, through a 3D avatar, which becomes their representation in these universes. The particularity of the metaverse is its economic dimension, which places the user at the center of asset ownership thanks to the blockchain. What sets Sandbox apart from other universes is that its DNA is very game-oriented. This is believed to contribute to user enjoyment, retention, and engagement. It’s not all video games, however! We can learn, socialize, see virtual concerts… Users could even, on their own plots of land, host events, parties, birthday parties or weddings!

Before the announcement of “Meta”, the metaverse was still relatively unknown. More and more people are interested in it now. How do you explain this enthusiasm?

On the one hand, I believe that due to the pandemic, people are looking for new ways to socialize. On the other hand, the possibilities offered by the metaverse are almost endless and only depend on the limits of our imagination. You can develop abusiness, a restaurant or a mall, just like in the real world. Except, in the real world, it can take a long time. In the metaverse, we can build at the speed of our imagination, in a few hours or in a few days. And we reach a global audience. The possibilities are really multiplied, and that is what arouses interest.

Access to virtual reality equipment is still not very democratized. Is it a barrier to entry into the metaverse?

The metaverse is accessible, even without virtual and augmented reality. These are very interesting technologies. The immersion is stronger thanks to them, that’s for sure! But it is not mandatory. What is more widespread at the moment is 2D access. A computer and an Internet connection are sufficient. But it is certain that, in the coming years, we can expect technological advances to make the experience even more immersive.

We are already all attached to our cell phones, absorbed by social networks. Why would we need an additional digital universe? Isn’t there a risk that we lose touch with reality?

There will always be negative cases from people who may be more isolated. I am mainly interested in the positive aspect that this brings. For example, with the use of an avatar, there will be less discrimination related to our image, while social networks have amplified this phenomenon of constantly comparing ourselves. Not to mention, moreover, the business model of traditional platforms – which monetizes the user himself, rather than the content – ​​and which brings issues of tracking privacy and collecting information.

The interview has been edited for clarity.

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