By Andrea Chang
How do you define a culture? Culture can be reflected in both materials (lifestyle, fashion, aesthetic tastes) and spirituals (customary beliefs, future expectations, value systems). It affects how people behave and interact with each other in the world. As every change in technology brings new culture, the metaverse can usher in a new form of culture (Metaculture), which can affect our real lives. Metaculture is also a crucial part of metaverse applications as different cultures (community-driven/ corporate-driven) can attract different user groups. This series of articles on the metaverse culture aims to draw a profile of Metaculture and forecast the implication of this new wave.
Metaculture: How it can affect the world inside and outside
The Internet age has ushered in cyberculture, characterized by online social activities, online communities, and openness of information. Metaverse further compounds these social interactions and introduces a new value system.
Below is a framework to assess how Metaculture can affect our minds and eventually the material world. The key components of the metaverse like avatar, digital ownership, creator economy, virtual economies, and gamification can each bring a new form of change.
It’s also worth noting that the change may happen faster than we think as the “metaverse-native generation” has already appeared with the main users’ age at Roblox and Rec Room being 9 to 16 years old. In fact, over 25%+ of users on Roblox are actually under 9 years old in the past few years.
Continue reading here: Metaverse Culture – What It Is And How It Can Change The World