• Login
    View Item 
    •   IIMA Institutional Repository Home
    • Student Projects
    • Student Projects
    • View Item
    •   IIMA Institutional Repository Home
    • Student Projects
    • Student Projects
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Future of marketing in the metaverse

    Thumbnail
    View/Open
    SP003542 (1.738Mb)
    Date
    2022
    Author
    Prakash, Apoorva
    Chandra, Utkarsh
    Metadata
    Show full item record
    Abstract
    Artificial intelligence (AI) bots are evolving into our closest friends, non-fungible tokens (NFTs) have transformed digital ownership, and our smartphones have evolved into our homes. Virtual vocalists have become a multibillion-dollar industry. In virtual worlds, we are reproducing our routines, passions, and obsessions. From choosing clothes and vehicles for our avatars to drive, to fostering virtual intimacy, from zoning digital land and building virtual homes to hanging out with friends at the virtual mall, from hosting holographic meetings to pursuing the allure of a more equitable and inclusive society, there are many ways to engage in virtual reality. We are outgrowing the limitations of the internet as it was first developed and ushering in a new era of digital platforms. The word "metaverse," first used in Neal Stephenson's sci-fi book Snow Crash in 1992, refers to a fusion of virtual and real existence. Nearly 30 years later, that description is coming into focus. Some refer to it as the "new internet," while others refer to it as a "democratized virtual society," or a "digital duplicate of our own world." It's obvious that this is not the internet that we were first exposed to. It is the following evolution, the successor to the mobile internet. It will gradually become apparent over time when various goods, services, and capabilities combine and integrate. In the last few months, there have numerous been signs of this development. Accelerated development of augmented reality (AR) and virtual reality (VR) technology, the expansion of gaming platforms as social and cultural hubs, and the competition among businesses to lay a claim on a particular region of the metaverse.
    URI
    http://hdl.handle.net/11718/27137
    Collections
    • Student Projects [3208]

    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV
     

     

    Browse

    All of IIMA Institutional RepositoryCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    Login

    Statistics

    View Usage Statistics

    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV