Gaming, Graphics & XR

Metaverse

The metaverse is a broad term for immersive, shared virtual spaces where people can interact, work, play, and socialize using avatars or digital representations of themselves.

Think of it as stepping inside the internet instead of just looking at it on a screen. The metaverse is still more of a vision than a finished product: current examples include virtual worlds in games, VR meeting spaces, and online platforms where people gather, but a single unified metaverse does not yet exist.

Metaverse, explained at three levels

At home

The metaverse is the idea of a shared virtual world where you can hang out with friends, attend events, play games, or even work, all as a digital version of yourself called an avatar. Imagine putting on a headset and stepping into a virtual mall where you can walk around, talk to people, and try on clothes. It is like a video game world but meant for everyday activities. The metaverse does not fully exist yet: what we have today are pieces of it in different apps and platforms.

At work

In a business context, the metaverse represents a potential evolution of how companies engage with customers and collaborate internally. Some organizations already hold meetings in virtual spaces, create virtual storefronts for digital and physical products, and host events in virtual environments. The practical value today is limited but growing: virtual spaces can make remote meetings feel more engaging and enable product experiences that go beyond what a website offers. Most companies are exploring rather than committing heavily.

Real-world examples

At home

Jerome attends a virtual concert in an online platform using his VR headset. His avatar stands in a crowd of other attendees while a musician performs on a virtual stage. He can wave to friends, dance, and chat: it feels more social than watching a livestream but without the hassle of travelling to a physical venue.

At work

Lena leads a global design team and hosts weekly meetings in a virtual workspace. Instead of a video call grid, team members join as avatars around a virtual table where they can pull up 3D product models, sketch on virtual whiteboards, and walk through virtual prototypes together. Her team reports feeling more connected than in standard video calls.

Common confusions

  • Many people assume the metaverse is a single place or platform. It is a broad concept that could involve many connected virtual worlds from different companies.
  • A frequent misconception is that the metaverse already exists in a complete form. What exists today are individual virtual platforms and experiences that represent early building blocks.
  • One common misunderstanding is that you need a VR headset to access the metaverse. Many metaverse-like experiences are accessible through regular computers and phones.

For analysts

The metaverse gets a lot of buzz, but for most businesses today, the practical question is whether a virtual experience would serve your customers or team better than existing tools. Virtual events and meetings can be more engaging than video calls for certain use cases. Experiment with small, low-cost pilots before committing major resources. The metaverse is evolving: keep an eye on it but invest based on current value, not future promises.

History & origin

The term metaverse was coined by author Neal Stephenson in his 1992 science fiction novel Snow Crash, which described a virtual world people accessed through goggles. Online virtual worlds like Second Life in 2003 gave early glimpses of the concept. The idea gained massive business attention in 2021 when Facebook rebranded itself as Meta, declaring the metaverse as its future focus. Since then, interest has cooled considerably: Meta itself cut its metaverse budget heading into 2026 to shift money toward AI and smart glasses, and companies are still debating what the metaverse will actually become.