Description: The ‘Third wave’ refers to the third stage of development in the evolution of the internet and digital environments, characterized by the integration of immersive experiences and the interconnection of virtual worlds. Unlike previous stages, which focused on information and social interaction, the Third wave aims to create a space where users can interact in three-dimensional environments, utilizing technologies such as virtual reality (VR) and augmented reality (AR). This phase is distinguished by its focus on creating richer and more dynamic digital communities, where user experience is paramount. The Third wave also implies a shift in how digital ownership, identity, and economy are perceived, promoting an ecosystem where digital assets, such as non-fungible tokens (NFTs), play a crucial role. In this context, the metaverse becomes a space where digital and physical life intertwine, offering new opportunities for education, entertainment, commerce, and socialization. The Third wave thus represents a significant advancement in how we interact with technology and each other, opening the door to a future where the boundaries between the real and the virtual blur.
History: The concept of the Third wave in the context of the metaverse began to take shape in the late 2010s, when tech companies started heavily investing in the creation of immersive virtual environments. In 2020, the COVID-19 pandemic accelerated the adoption of digital technologies, leading to increased interest in the metaverse as a solution for socialization and remote work. Events like major developer conferences marked significant milestones in the popularization of the term and its vision for an interconnected future.
Uses: The Third wave and the metaverse have multiple applications across various fields. In education, virtual environments are used to create immersive learning experiences that allow students to interact with content more effectively. In entertainment, platforms offer gaming experiences that combine social and creative elements in virtual worlds. In commerce, brands are exploring the metaverse to create virtual stores where consumers can interact with products in a three-dimensional environment. Additionally, the metaverse is used for virtual events, conferences, and meetings, facilitating interaction between people from different parts of the world.
Examples: Concrete examples of the Third wave include platforms where users can buy virtual land and build interactive experiences, as well as environments that allow users to create and explore virtual worlds. In education, institutions have used virtual reality environments to simulate labs and interactive classes. In commerce, brands have launched collections of digital products on metaverse platforms, allowing users to customize and acquire virtual items.