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A virtual, shared digital space where users can interact, socialize, work, and play using avatars and digital environments, often facilitated by VR/AR technologies.
メタバースでは、ユーザーは仮想のアバターを通じてリアルな体験ができます。
In the metaverse, users can have realistic experiences through virtual avatars.
Originally coined by Neal Stephenson in his 1992 science fiction novel 'Snow Crash', the term has evolved to describe immersive digital environments enabled by modern technology.
Use 'メタバース' when discussing virtual worlds, digital interactions, or emerging technologies in gaming, social media, or business contexts.
In technical contexts, specify the type of metaverse (e.g., gaming, social, or business-oriented). In general conversation, it can refer broadly to any immersive digital environment.
Derived from the Greek 'meta-' (beyond) + 'universe', popularized by Neal Stephenson's 1992 novel 'Snow Crash'. Modern usage refers to persistent virtual worlds enabled by VR/AR technologies.
While originally a science fiction concept, 'メタバース' now refers to real-world digital environments where users interact through avatars in 3D spaces. Major tech companies are investing heavily in metaverse development.