Tech observers have been talking for some time about the ‘metaverse’. The online and offline worlds have already begun to merge in many ways, with education, services and social life now available online.
The impact of online information.
People may behave differently online than they do in person - the large audience is invisible, so many feel protected by their screens. This can be a positive thing, like someone feeling more confident to open up and be themselves. But sometimes people will misuse social networks to shame and bully others.
In-game chat features allow you to connect with friends you know and new people from across the world.
Websites and apps outside of the game can also be used to speak to fellow gamers, organise online group games or get gaming tips and advice.
An article from The Conversation.
By Samira Farivar, Assistant Professor, Information Systems, Sprott School of Business, Carleton University, Fang Wang, Professor, Lazaridis School of Business and Economics, Wilfrid Laurier University, Ofir Turel, Professor, School of Computing and Information Systems, The University of Melbourne
Child safety charities have urged the video giant to do more to protect young users from harmful material.
By Tom Saunders
One of the best things about online gaming is being able to do it with people all over the world. Meeting people through games can be really rewarding, as there is a guarantee you have at least a few things in common with them, and it’s good to have people to play with that you’ve gotten to know in that space.
Girls experience the negative effects of social media use aged 11-13, while boys feel this later at 14-15 – scientists find teens who use social media more, have a lower life satisfaction.
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