Pop culture has been a key process in the diffusion and popularization of the metaverse. Through movies, series and video games we have been integrating the idea of a virtual universe into our daily lives. Cambridge dictionary defines metaverse as a virtual world where humans, as avatars, interact with each other in a three-dimensional space that mimics reality. The immersive environment that the metaverse brings us into offers new opportunities for collaboration and interaction between people in different parts of the world.
Although today the metaverse is a well-known and familiar concept for almost everyone, there was a time when it only existed in the realm of fiction, and we were aware of its existence thanks to various books and films. In recent decades, the representation of the metaverse has been evolving and developing.
We can consider ‘The Matrix’, a 1999 film, as one of the first contacts of the population with the metaverse, since the borders between the real and the virtual were blurred, inviting the spectator to reflect on the ethical and social implications that this entailed. Although this concept of the metaverse is not exactly as we know it today, there is an awareness of a new reality introduced by the protagonist’s story.
Years later, metaverse started to be mentioned in pop culture series like ‘The Big Bang Theory’ and ‘Black Mirror’, which have based several of their episodes on this concept. An interesting example is the episode ‘San Junipero’ from ‘Black Mirror’, in which, through virtual reality, the protagonist can relive memories and interact with deceased people. On the other hand, references to the metaverse can also be found in animated series like ‘Rick and Morty’ or ‘Futurama’.
The Covid-19 pandemic was a turning point for the metaverse in many areas. The confinement and limited social interaction led to a ‘reinvention’ within the realm of music and art. An example in music is the concert that singer Travis Scott performed in the Fortnite metaverse, which opens the door for more artists to start performing concerts and events in different platforms of the metaverse. In the art world, there has also been the creation of museums in the metaverse.
In my opinion, video games have significantly contributed to the development of the metaverse in pop culture. They have been pioneers in creating dynamic universes where players can interact, create, and even make transactions, bringing the metaverse closer to both young people and adults. Some examples of video games that reflect this development are Fortnite and Second Life.
Another example in pop culture related to the metaverse can be found in social media. The name change made by Mark Zuckerberg, from Facebook to Meta, reinforces his commitment to the metaverse through the launch of Horizon Worlds. This virtual reality platform allows users to create, socialize, and explore different virtual worlds. With the tools it offers, it's possible to design personalised worlds and carry out interactive experiences with other users.
Through these elements, pop culture has not only popularised the idea of the metaverse among the population, it has also helped to build a narrative around its potential and implications in daily life, making the metaverse more accessible to us. While some of the examples mentioned are of general interest, there is no doubt that young audiences have been the best recipients.
The metaverse, although its disadvantages, has become an increasingly safe space for interaction, and we have gradually come to know it, integrating it into our lives thanks to pop culture.
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