When the company formerly known as Facebook announced plans in October to change its name to Meta, the company said the move would better reflect its intention to “bring the metaverse to life and help people connect, find communities and grow businesses.” Such a dramatic shift from one of the world’s most valuable companies prompted all manner of commentary and speculation, posing as many questions as answers.
Among the key questions: What, exactly, is the metaverse, and why has Facebook now oriented its future around the space?
David Touve, senior director of the University of Virginia’s Batten Institute and an expert in new technologies and digital experiences, recently answered questions about the nascent metaverse.
Q. As you understand the current project underway at Facebook, what is the metaverse?
A. I think that to understand this concept of a “metaverse,” it can be helpful to first think of any shared, virtual space: everything from a chat room to games like Minecraft and Fortnite. While these spaces differ in terms of the richness of the virtual experience – text, audio, video, visual detail, sense of space, actions you can take, etc. – what they share is the opportunity for multiple, if not millions, of people to simultaneously connect within an online environment.
When Facebook, now Meta, refers to the metaverse, they are simply taking things a few steps further. Meta’s conception of this metaverse appears to be inspired by the immersive experience imagined when the word may have been first coined nearly 30 years ago in the book “Snow Crash” by Neal Stephenson. However, the structure of the platform – and, particularly, who owns it – is different.
The experience of the metaverse is imagined to be highly immersive, blending augmented and virtual reality to provide a sense of being somewhere else. However, unlike virtual worlds like Minecraft and Fortnite, as well as the metaverse in “Snow Crash,” which are owned by a single company, Zuckerberg and other tech executives have been describing a platform akin to the internet – an underlying and enabling infrastructure that is not owned and operated by any single entity.
Instead, the metaverse would be made possible through a set of underlying rules and a wide range of technologies that enable a variety of devices and software to connect and create these shared experiences, just like a range of mostly invisible-to-the-user protocols make possible the internet over which we now connect to a range of services.
In other words, this platform wouldn’t be Meta’s metaverse. Instead, companies like Meta would operate shared experiences on one planet among the thousands, if not millions, of other virtual destinations in the wider metaverse.
Q. Virtual reality has been hailed as the next big thing, off and on, for decades. Is there any reason to think we may be moving toward greater adoption?
A. Similar to the slow arc of artificial intelligence, the path of virtual reality as a real experience has been percolating for a really long time. Stereoscopes introduced 3D experiences in the mid-1800s, first with drawings and later with photographs. Hollywood experimented with immersive film experiences, like the Sensorama, in the 1960s. The Air Force funded the development of 3D flight simulators in the 1970s. Perhaps ironically, one of the first sets of VR goggles developed and sold in the late 1980s was dubbed the “EyePhone.”

