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The metaverse has a surprisingly long history
At its core, the metaverse is defined by the concept of the virtual world. The telegraph and later the telephone constitute early virtual worlds.
Nattieās metaverse romance began with anonymous texting. At first āCā would admit only to living in a nearby town. Nattie eventually learned āClemā was a man with a solitary office job like hers. For Nattie ālived, as it were, in two worldsāāthe world of office tedium and an online world where āshe did not lack social intercourse.ā
Texting drew them closer: āannoyances became lighter because she told him, and he sympathized.ā Nattie soon realized āshe had woven a sort of romance about him who was a friend āso near and yet so farā.ā Their blossoming relationship almost failed when Clemās co-worker visited Nattieās office pretending to be Clem, but the deceit was exposed in time for their āromance of dots and dashesā to succeed.
With that last sentence I gave away the ending to āWired Love,ā source of the quotes above. Published in 1879, Ella Thayerās novel of āthe telegraphic worldā makes remarkable predictions. Yet āWired Loveā is planted firmly during the time of what journalist Thomas Standage aptly termed the āVictorian Internet.ā Many aspects of the current metaverse were already familiar 143 years ago.
WHATāS OLD IS NEW
History is more than fun facts: It deeply shapes ways of thinking and acting. As an anthropologist whoās beenĀ studying virtual worldsĀ for almost two decades, Iāve found that the metaverseās rich past shapes what too often appears unprecedented.
This isnāt accidental. The contemporary metaverse is overwhelmingly owned and developed by corporations whose profit models demand focus on the Next Big Thing. This typically sidelines historyāwith massive financial and social implications.
At its core, the metaverse isĀ defined by the concept of the virtual world. As āWired Loveā illustrates, the telegraph and later the telephone constitute early virtual worlds.
Multi-user dungeons, or MUDs, arose in the second half of the 20th century. These virtual worlds appeared on local computer networks in the late 1970s, and entered dial-up internet services in the 1980s and 1990s. Richard Bartle, co-creator of the first MUD, noted that by 1993Ā over 10% of all internet trafficĀ was on MUDs. Virtual worlds with graphics, including avatars, date back toĀ Habitat, launched in 1985.
With advent of broadband in the 2000s, many key aspects of the contemporary metaverse became established. Longtime metaverse observers like Wagner James Au haveĀ repeatedly emphasizedĀ how many ānewā developments have rehashed long-standing debates.
REAL ESTATE AND THE LAWS OF VIRTUAL PHYSICS
Consider what metaverse history reveals about virtual real estate.Ā Pundits enthuseĀ about the virtual āland rushā and emphasize location. For instance, virtual worldĀ The SandboxĀ sells plots for around $2,300, but in December 2021Ā someone paid $450,000Ā to purchase landĀ next to a virtual mansionĀ owned by rap star Snoop Dogg.
Why the price spike?Ā Co-founder Sebastien Borget explainedĀ that The Sandbox has a finite number of plots, and people can access only adjacent plots. Thus, only a few people can own virtual land next to Snoop Dogg.
Iām entering the #metaverse with @TheSandboxGame !! #TSBxSnoopDogg #NFT https://t.co/DZvSV4NNSc pic.twitter.com/zoa87iDhRl
ā Snoop Dogg (@SnoopDogg) September 23, 2021
I believe that The Sandbox is deeply indebted to the virtual world Second Life, where spaces to practice building have been termed āsandboxesā since its 2002 launch.
Second Life originally had āpoint-to-point teleportationā (P2P). You could arrive anywhere in an instant. But in 2003 Linden Lab, the company that owns Second Life, disabled P2P. Residents trying to reach a destination would appear at the nearest ātelehub.ā
This had implications for real estate. Valuable for businesses and entertainment, plots of land near telehubs sold for top dollarāuntil 2005, whenĀ Linden Lab suddenly announcedĀ the end of telehubs andĀ the return of P2P.
Land near former telehubs no longer had special value;Ā some people lost thousands of dollars. The most powerful landlord canāt change the laws of physics, but Linden Lab could literally recode scarcity out of existence.
Fast-forward almost 20 years. Land next to Snoop Doggās virtual mansion is scarce: A plot could cost $450,000 because The Sandbox doesnāt have P2P. But were the company to suddenly add P2P, that $450,000 investment could become nearly worthless. That pundits have tended to ignore this fact reveals the danger of forgetting metaverse history.
IMMERSIONāSENSORY OR SOCIAL?
Another example of metaverse historyās importance concerns the idea of virtual environments. Virtual worlds donāt just connect places; theyāre places in their own right.
PeopleĀ played chess using the telegraphĀ 150 years ago; those virtual chessboards werenāt located on either end of the wire.Ā In 1992 Bruce Sterling notedĀ that telephone calls donāt take place in your phone or in the other personās phone. They take place in a virtual environment: āThe place between the phones. The indefinite place out there, where the two of you, two human beings, actually meet and communicate.ā
In 1990,Ā Habitatās founders concludedĀ that the metaverse is defined more by the interactions among people within it than by the technology that creates it. They were particularly skeptical of virtual reality technologies, noting āthe almost mystical euphoria that currently seems to surround all this hardware is, in our opinion, both excessive and somewhat misplaced.ā
At issue isnāt VRās potential, but the Matrix-like idea that sensory immersion is necessary to the metaverse in every instance. The key distinction is betweenĀ sensory immersion and social immersion. The idea that virtual environments require VR misunderstands āimmersion.ā Itās also ableist, since not everyone can see or hear. The metaverseās history indicates that social immersion is the metaverseās foundation.
LEARNING FROM HISTORY
The metaverse has a long way to go, but it already has a long history. Proximity and immersion are just two examples of crucial topics this history can demystify.
This is important because the current, rampant mystification isnāt accidental. The emerging version of the metaverse is overwhelmingly owned and developed by Big Tech. These companies seek to manufacture the perception that the metaverse is new and futuristic. But metaverse histories are real; they can reveal past mistakes and contribute to better virtual futures.
This article is republished fromĀ The ConversationĀ under a Creative Commons license. Read theĀ original article.