Placeholder Image

Subtitles section Play video

  • - It's common to hear the criticism

  • that the Metaverse is an inherently dystopic ideal.

  • And the challenge, of course, with that

  • is while many people are familiar with the term,

  • there is disagreement over whether

  • or not this is just some conquest to techno-feudalism,

  • which is to say if big tech owns the atoms

  • of the places that we work and, in some regard,

  • own potentially the cryptocurrencies we're paid in,

  • that we find ourselves in a form

  • of 'virtual indentured servitude.'

  • The fact that the Metaverse is being ushered in-

  • or seems to be by big tech corporations,

  • and that the term itself is originated

  • from the dystopian science fiction novel,

  • and all of its antecedents were largely dystopic

  • in tone seem to reaffirm that hypothesis.

  • I'm not convinced and, in fact,

  • I would argue that the etymology,

  • or the history of the term is the easiest one to disabuse.

  • So you'll find that the essence of most fiction is drama,

  • and human drama tends to be the most satisfying.

  • There's a reason why you don't see

  • many fictional novels set in utopias.

  • They're not much fun; there's not

  • much human exploration there.

  • And so yes, when you take a look

  • at "Snow Crash," "Ready Player One,"

  • "The Matrix," most examples like that are dystopic.

  • But counterbalancing that are the actual experiences

  • designed to realize the Metaverse.

  • Not just "Roblox" today, or "Second Life" in the 2000s,

  • but the experiences that actually date back

  • into the 70s, what we called,

  • 'Multi-user shared hallucinations'-

  • text-based virtual worlds.

  • They were designed for totally different ideals.

  • And that was fun, experimentation,

  • exploration, communication-

  • why?

  • Because, of course, no one's going to sign up,

  • least of all stay in a virtual space that is dystopic.

  • And so, I would argue that no matter how scary

  • the term's origination is, the soon-to-be hundreds

  • of billions of hours that have been spent

  • in metaverse-like experiences spanning four generations

  • of human history have had a totally different tone.

  • Real-time-rendered virtual worlds

  • and 3D simulations are largely limited

  • to consumer leisure, a tiny portion of it at that.

  • But that's actually a fun way to talk about one

  • of the most frequent criticisms about the Metaverse,

  • and that's that we will find ourselves isolated

  • from one another, locked away in our homes

  • with a VR headset strapped to our face,

  • reluctant to ever do anything "real."

  • The truth is, the primary draw of time

  • for the Metaverse is likely to be the dominant use

  • of leisure time today-and that's television.

  • In the United States, 300 million Americans watch

  • an average 5.5 hours per day of TV.

  • More than two-thirds of that time is done alone.

  • Almost all of it is done sedentary.

  • One of the reasons why I think the Metaverse

  • is likely to have strongly positive impacts

  • on society is just substituting time

  • from a disengaged solitary activity to one that is active,

  • that is social, that is designed for engagement.

  • One of the most important ways to understand

  • the positive effects of the Metaverse,

  • or 3D-real-time rendering is to take a look at education.

  • It remains deeply unequal globally, largely inaccessible

  • to most, and geographically discriminatory.

  • We hope that the Metaverse brings to life much of

  • what we imagine "The Magic School Bus" to be.

  • We're visual and experiential learners.

  • But papier mache, baking soda, and vinegar

  • for a volcano only goes so far.

  • We learn about physics today in a textbook.

  • And yet, in these 3D environments

  • you can download course packs right now

  • from Epic or Roblox that allow you

  • to build complex Rube Goldberg machines,

  • see how gravity plays out under different Gs.

  • And these classes can be live-performed,

  • they're infinitely re-playable, they're available to all,

  • they have no marginal cost for delivery.

  • I'm not saying it's a panacea-

  • inequality of education and opportunity will endure-

  • but I really do believe

  • that these capabilities significantly constrain that gap.

  • At the end of the day, the Metaverse

  • will be what we make it:

  • who runs it,

  • how they run it, the ways in which society is,

  • and is not integrated into it, it's democratic

  • and non-democratic nature, those are up to us.

  • The Metaverse is coming, there's no turning around

  • on 3D-real-time rendering on graphics-based computing.

  • If there's an organic desire for a new interface

  • we're going to go there.

  • But if we, the constituents, don't want it to be dystopic

  • but, more importantly, if we want it to be a strong force

  • for good in a way over the last 15 years maybe it wasn't,

  • we need to be educated, we need to lean in, not resist.

  • - Get smarter, faster with videos

  • from the world's biggest thinkers.

  • And to learn even more from the world's biggest thinkers

  • get Big Think+ for your business.

- It's common to hear the criticism

Subtitles and vocabulary

Click the word to look it up Click the word to find further inforamtion about it