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The metaverse in Snow Crash, Ready Player One and The Matrix

Metaverse hero image for movies 2022
Photo by Martin Sanchez on Unsplash

Fiction can make an abstract technology easier to discuss. It gives us characters who have to live with the consequences. These three works are useful companions to a conversation about virtual worlds, although they do not describe the same technology or predict one inevitable future.

Snow Crash: a world that gave us a name

Neal Stephenson’s 1992 novel introduced the term Metaverse. Its avatars and shared digital setting became a reference point for later discussions of virtual worlds. Stephenson’s own book page describes the project’s origins.

The useful comparison is not that the novel provides a product specification. It explores a world in which information, identity and power cross between digital and physical life. That makes it a way to ask who builds a shared world, who gets access and what its rules permit.

Ready Player One: escape and ownership

Ernest Cline’s 2011 novel centres on the OASIS, not a world literally named the Metaverse. The publisher’s synopsis describes Wade Watts entering this vast virtual world and pursuing the puzzle left by its creator.

The story makes the appeal of a shared virtual environment easy to understand: identity, play and social life can matter deeply there. It also raises an ownership question. If people build important parts of their lives inside a service, decisions about that service can have consequences well beyond entertainment.

For me, this is a stronger business discussion than simply imagining another place to put advertisements. What can participants create? What do they control? What happens if access or commercial terms change? Those questions remain relevant even when the technology looks nothing like the OASIS.

The Matrix: a different question about simulated reality

The Matrix, released in 1999, depicts a simulated reality used to conceal the characters’ circumstances. Its connection to metaverse discussions is interpretive: it asks what it means to experience a constructed world and how someone might recognise its constraints.

It is not a technical predecessor that a metaverse automatically improves upon. The story’s coercive simulation and a voluntarily joined virtual community have different purposes. Saying one is “more advanced” obscures that difference.

The comparison is useful when discussing agency. Do participants understand the environment, the information shaping it and the choices available to them? A world can be immersive without being open, democratic or controlled by its users. Those qualities need to be designed and governed; they do not follow from immersion itself.

What these comparisons can and cannot tell us

Snow Crash gives us a vocabulary and a setting for questions about identity and power. Ready Player One makes ownership and escapism tangible. The Matrix pushes the question of control much further. These are readings of fiction, not evidence that a particular platform will succeed or that society will develop in the same direction.

The useful next step is to connect a fictional question with an actual design decision: participant rights, portability, moderation or the ability to leave.

For the practical side, read virtual worlds, business models and limits or five virtual-world business experiments.

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