Javascript must be enabled to continue!
Flexibility, Flâneurie, and Affinity in the Metaverse
View through CrossRef
Abstract
Progress toward a revolutionary metaverse is currently underway, but it is being led by large tech companies, like Meta, who aim to build on their current platforms and extend their already exploitative internet products. These efforts dominate the conversation around what the metaverse can be and whether it can be conceived as a collection of viable as spaces designed for collaboration, agency, and empathy. Metaverse projects led by individual artists are small in scope but powerful as alternatives to mainstream efforts in their ability to effect change, making them important case studies for what is possible for the making of the metaverse. This article offers a working definition for the imagined metaverse and the current proto metaverse and shifts the focus away from mainstream tech products and toward individual artistic experiments to highlight the lesser-known experiments that are shaping the metaverse in meaningful ways. It discusses the metaverse as a form of escape and counters the idea that it is thus limited to a social space that defaults to phatic communication about important issues.
By drawing on theories of play and critically examining metaverse-based artworks that have a social mission, this article aims to show that, precisely because they are like computer games, metaverse projects are separate from but integrated with reality and allow imagination and experimentation to come together. Worlds created in the metaverse can be inspiring and resourceful sites for political activist ideas and knowledge-based understandings of the real world. Finally, it identifies three key attributes of the proto metaverse that allow for purposeful interaction and the possibility of knowledge acquisition. Four projects based in the proto metaverse are closely analyzed and evaluated against these observations to demonstrate examples of artistic practice grounded in the use of a kind of virtual flânerie – a reimagining of the cyberflâneur whose self-guided traversal through unknown digital territories is encouraged by curiosity and purpose – to experience, learn about, and feel inspired by the work’s overarching social activist message.
Title: Flexibility, Flâneurie, and Affinity in the Metaverse
Description:
Abstract
Progress toward a revolutionary metaverse is currently underway, but it is being led by large tech companies, like Meta, who aim to build on their current platforms and extend their already exploitative internet products.
These efforts dominate the conversation around what the metaverse can be and whether it can be conceived as a collection of viable as spaces designed for collaboration, agency, and empathy.
Metaverse projects led by individual artists are small in scope but powerful as alternatives to mainstream efforts in their ability to effect change, making them important case studies for what is possible for the making of the metaverse.
This article offers a working definition for the imagined metaverse and the current proto metaverse and shifts the focus away from mainstream tech products and toward individual artistic experiments to highlight the lesser-known experiments that are shaping the metaverse in meaningful ways.
It discusses the metaverse as a form of escape and counters the idea that it is thus limited to a social space that defaults to phatic communication about important issues.
By drawing on theories of play and critically examining metaverse-based artworks that have a social mission, this article aims to show that, precisely because they are like computer games, metaverse projects are separate from but integrated with reality and allow imagination and experimentation to come together.
Worlds created in the metaverse can be inspiring and resourceful sites for political activist ideas and knowledge-based understandings of the real world.
Finally, it identifies three key attributes of the proto metaverse that allow for purposeful interaction and the possibility of knowledge acquisition.
Four projects based in the proto metaverse are closely analyzed and evaluated against these observations to demonstrate examples of artistic practice grounded in the use of a kind of virtual flânerie – a reimagining of the cyberflâneur whose self-guided traversal through unknown digital territories is encouraged by curiosity and purpose – to experience, learn about, and feel inspired by the work’s overarching social activist message.
Related Results
Metaverse retailing: opportunities and challenges
Metaverse retailing: opportunities and challenges
Purpose- The retail industry is changing towards metaverse retailing. The metaverse concept, which emerged about 20 years ago, began to attract the attention of retailers with the ...
Metaverse for education – Virtual or real?
Metaverse for education – Virtual or real?
Metaverse is considered an extension of the Internet that is expected to revolutionize our social and economic lives by offering seamless interactions in the virtual worlds. Some b...
Metaverse Applications in Medical Education
Metaverse Applications in Medical Education
Learning and teaching through personal computers have come a long way (1). Over the past two decades, Friedman has described the concept of the "amazing medical education machine" ...
Economic Systems in the Metaverse: Basics, State of the Art, and Challenges
Economic Systems in the Metaverse: Basics, State of the Art, and Challenges
Economic systems play pivotal roles in the metaverse. However, we have not yet found an overview that systematically introduces economic systems for the metaverse. Therefore, we re...
Gelecek, Metaverse ve Yapım Endüstrisi
Gelecek, Metaverse ve Yapım Endüstrisi
Kabuğundan çıkması aya ayak basarak başlayan insanoğlunun, farklı evren arayışına olan ilgisi devam etmiş, günümüzde ise adını giderek daha fazla duymaya başladığımız “Metaverse” k...
Learner Status and Perception of Education using Metaverse(moim): Focusing on the Case of K University
Learner Status and Perception of Education using Metaverse(moim): Focusing on the Case of K University
Objectives The purpose of this study is to analyze learners’ actual conditions and perceptions regarding education using the metaverse. Based on this, we would like to suggest imp...
DEVISING AN INDONESIAN LEGAL ARCHITECTURE FOR METAVERSE BANKING: CHALLENGES AND OPPORTUNITIES
DEVISING AN INDONESIAN LEGAL ARCHITECTURE FOR METAVERSE BANKING: CHALLENGES AND OPPORTUNITIES
The objective of this research is to correct misconceptions about the metaverse and metaverse banking, as well as to refute national legal perspectives on metaverse banking. It is ...
Literatur Review : Peluang dan Tantangan Metaverse
Literatur Review : Peluang dan Tantangan Metaverse
This research was conducted because of the importance of the metaverse in its contribution to increasing GDP. Metaverse business growth in the last 10 years compared to GDP has con...


