The future of the internet is here, as we see it. Remember a decade ago, when
video calls on a handheld device seemed too far-fetched to contemplate? Well,
it just got more real than ever. Now we are looking at virtual spaces to conduct
our meetings or family gatherings, playing yourself a match inside fortnite
rather than mouse-clicking your character around, all through the comfort of
your homes.
Metaverse: What's the Catch?
The future of Internet lies at the footholds of Metaverse, as it is called,
being conceptualized by Facebook, now rebranded as Meta. So what is it, exactly?
Metaverse, is an online, 3D universe, that combines multiple different virtual
worlds. You can think of it as a future iteration of the Internet. If you
replace the word metaverse with cyberspace, its meaning won't change
significantly.
In more simple terms, think of metaverse as the Internet and
different virtual worlds as analogue to the websites in the Internet. These
various virtual worlds offer 3-D virtual spaces to the users using advanced
computerized hardware systems, to feel, smell and touch as you would do in Real
World. The name was coined in the 1992 novel "Snow Crash". It described a
virtual reality people could explore through their avatars.
Metaverse was, sure thing, conceptualized by facebook first. But there are other
techno-giants working, developing their own virtual worlds. They have their own
impetuses as to what metaverse could turn out to be, with facebook wanting as a
space for family or social Interactions, while Microsoft brands it as space for
virtual Workrooms for its employees attending from their homes.
This is important, as the recent Covid-19 Outbreak pushes for Social life being
realized virtually. We need to be extravagant while using this advanced form of
approach to the world wide web. Whether metaverse will really turn out to be the
silicon valley's next big thing remains to be seen. These virtual worlds offer
services as analogue to in the real world. Adidas, among others, set out to
virtually raise consumer awareness and bought digital land on The Sandbox, a
virtual world. At the beginning of this year.
The Economist reported soaring
virtual-property prices in SuperWorld, another virtual reality. Brands now focus
on establishing their presence in the virtual world. Recently, world's first metaverse mansion, Hampton Hall, goes on sale at $40 Million. Whoever buys the
house in real life will be offered its digital copyrighted blueprint in the form
of an NFT.
While this is understandably excitingly new and unique, it comes with its own
shortcomings. With such a world taking form, it becomes increasingly hard to
regulate it.
Undefined financially
The metaverse have its own digital financial system cropping up. With the
absence of physical money, cryptocurrency and NFT's would prove to be popular in
the metaverse. Now, this kind of transactions are done with the aid of a
blockchain platform. These systems are highly unregulated. A Non-Fungible Token,
is a unique digital asset: it could be an image, a piece of music, a video, a 3D
art, etc.
Ownership in the real world is twofold. One, the ownership is of the
intellectual property of the particular artwork and second, a fair use license
to reproduce and share the artwork. Now what could it mean in the metaverse when
you buy a digital art? International Reed Smith has said that "ownership" in the metaverse is nothing more than a licensing, or provision of services. In such
cases true ownership resides with the owner. The buyer cannot sell the art
without the permission from the owner.
The metaverse may highly be susceptible to hosting unwanted marketplaces such as
the 'Silk Road' which was a dark web marketplace dealing in illegal drugs,
weapons and, allegedly, 'murder for hire'. What laws could be put in place to
safeguard against these kinds of activities? It would be ideal to have
regulatory authority over metaverse.
Interactions between different users in this virtual world could also have some
vague repercussions. This world assigns a virtual avatar to a user, which would
enable you to move around and feel things with the help of haptic vests and
gloves. Since you can buy property with real money, who is to define or bring
justice to the aggrieved when a user trespasses or inflicts damage to another
user's property? Such altercations equate to breaking the law in the real
world. Such incidents could be in breach of tort law (which covers civil claims
such as negligence or nuisance) or criminal law.
Imagine one user assaults another. Could we apply the laws of criminal or civil
law to this situation? Proving 'actual bodily harm' here becomes extremely
difficult. It would also mean that we need to attribute a legal persona to the
avatar, giving them rights and duties within a legal system; allowing them to
sue or be sued. Already, reports of groping in the metaverse has surfaced even
when the metaverse isn't fully conceptualized.
All of these issues must be addressed before parting ways with the internet onto
something Majestic. Something like the Metaverse has all the potential which
would embolden Immoral activities, which the primitive and modern society alike
has always despised, and so it becomes extremely necessary to draw a line.
Award Winning Article Is Written By: Mr.Chinmay Madaan
Authentication No: AR211145286114-21-0422
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