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thumb|upright=1.4|Avatar (computing)|Avatars socialising in the virtual world [[Second Life|alt=A screenshot of Second Life with people-like models sitting outside on couches around a coffee table. The person second from the right is in a red character suit. In the background in the distance, behind matchstick-shaped trees, are four towers. One tower is glowing with energy, and the tower on the far right is actually a giant space suit. Being a video game from the 2000s, the graphical fidelity is low, lacking shadows, ambient occlusion, and complex materials.]]

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~14 min read

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17 sections
Contents
  • History and implementations
  • Technology
  • Hardware
  • Software
  • Criticism and concerns
  • Feasibility
  • Privacy
  • User safety
  • Regulation
  • Social issues
  • Lack of adoption
  • Fiction
  • ''Snow Crash'', 1992
  • ''Ready Player One'', 2011
  • See also
  • References
  • Further reading

thumb|upright=1.4|Avatar (computing)|Avatars socialising in the virtual world [[Second Life|alt=A screenshot of Second Life with people-like models sitting outside on couches around a coffee table. The person second from the right is in a red character suit. In the background in the distance, behind matchstick-shaped trees, are four towers. One tower is glowing with energy, and the tower on the far right is actually a giant space suit. Being a video game from the 2000s, the graphical fidelity is low, lacking shadows, ambient occlusion, and complex materials.]]

A metaverse is a virtual world in which users interact while represented by avatars, typically in a 3D display, with the experience focused on social and economic connection.

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