Next Stop Metaverse: A Quick Guide to Concepts, Uses, and Potential for Research and Practice

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This book initiates the conversation about the metaverse in science and practice. What will the metaverse look like? What is it about? Where do we stand? What do we need? Where is the journey going? To begin with: Is the metaverse an idea or a promise? Ralf T. Kreutzer and Sonja Klose try to make the vision tangible and imaginable. As with the Internet, it is difficult at this point to predict which developments and technologies will be created and combined by which individuals and companies and in what way.
The authors take you by the hand and recommend: Don't ignore these developments! There is no need to make extensive investments in the metaverse today. But a few hands-on exercises are provided to help you be ready when the bandwagon picks up speed. In addition, it can help you to gain advantages in employer branding if it becomes visible that you are also dealing with exciting future topics.

Author(s): Ralf T. Kreutzer, Sonja Klose
Series: Business Guides on the Go
Publisher: Springer
Year: 2023

Language: English
Pages: 147
City: Wiesbaden

Prologue
Contents
About the Authors
Abbreviations
List of Figures
1: What It Is About
1.1 The Path to a Metaverse So Far
1.2 Definition Metaverse
1.3 Characteristics of the Metaverse
1.3.1 Immersion
1.3.2 Quasi-Real-Time
1.3.3 Synchronicity
1.3.4 Persistence
1.3.5 Interoperability
1.3.6 Decentralization
1.3.7 Social System
1.4 Market Potential
2: Where We Are
2.1 Gartner’s Hype Cycle for Emerging Tech as a Framework for Orientation
2.2 Brief History of the Internet
2.3 Proto Metaverse
2.3.1 History of the Proto Metaverse
2.3.2 Offers and Activities in the Proto Metaverse
2.3.2.1 Overview of Proto Metaverse Characteristics
2.3.2.2 Horizon Worlds and Horizon Workrooms
2.3.2.3 Decentraland
2.3.2.4 The Sandbox
2.3.2.5 Second Life
2.3.2.6 Roblox
2.3.2.7 Fortnite
2.3.2.8 Minecraft
2.3.2.9 Upland
3: What We Need
3.1 Overview: Important Components of the Metaverse
3.2 Contents and Use Cases in the Metaverse
3.2.1 Working in the Metaverse
3.2.2 Education in the Metaverse
3.2.3 Leisure in the Metaverse
3.2.4 Shopping in the Metaverse
3.2.5 Health in the Metaverse
3.2.6 Environment in the Metaverse
3.3 Infrastructure for the Metaverse
3.3.1 Hardware
3.3.2 Device Independence
3.3.3 Networks and Cloud Infrastructure
3.3.4 Computing Power
3.3.5 Standards
3.4 Technologies for the Metaverse
3.4.1 Augmented and Virtual Worlds
3.4.2 Blockchain
3.4.3 Artificial Intelligence
3.4.4 Game Engine and Digital Ecosystems
3.5 Monetization within the Metaverse
3.5.1 Payment
3.5.2 Digital Assets
3.5.3 Digital Currencies
3.5.4 Crypto Wallets
3.5.5 Digital Marketplaces
3.6 Regulation in the Metaverse
3.6.1 Identity Management
3.6.2 Cybersecurity
3.6.3 Data Protection
3.6.4 Rules and Enforcement Mechanisms
4: Where the Journey Takes Us
4.1 Outlook
4.2 Metaverse Journey for the Own Company
4.3 Assessments of the Metaverse from Different Industries
References