avatarJon Radoff
# Summary

The article discusses the increasing social acceptance of virtual culture, recognizing its real-world value and implications.

# Abstract

The piece explores the transition of virtual interactions from being niche to a socially accepted norm, highlighting how activities like video gaming and online friendships are now widely recognized. It underscores the evolution of trust in virtual experiences, noting that they are treated with the same seriousness as physical-world interactions. The article also touches on the darker aspects of virtual engagement, such as cyberbullying and crime, while emphasizing the growing trust in virtual economies and work environments, as evidenced by the rise of virtual currencies, remote work, and online communities. It suggests that as society embraces the virtual realm, even traditionally physical events like the Olympics are incorporating virtual elements, signaling a broader acceptance of the metaverse as an extension of reality.

# Opinions

- The author posits that the acceptance of virtual culture is not a generational issue but a matter of social trust.
- Online relationships are considered as real and meaningful as offline ones, with research supporting the lasting value of such friendships.
- Virtual currencies, such as those used in games, are seen as having tangible value, influencing even non-digital native demograph

When the Virtual Became Real

Sometimes people talk about “digital natives” or Generation Z (and now Generation Alpha) and their tendency to be more comfortable with the Internet.

“Technology Is Not Technology” by lgb06 — CC BY-NC 2.0

But it isn’t inherently generational, nor is it about whether one grew up utilizing technology or came to it later.

Megatrend: Social Acceptance of Virtual Culture

It is about social acceptability, and how that has trended in a positive direction for the last several decades.

When I was growing up, playing video games branded me as a nerd (a label I wore proudly). Now, it would probably be considered a bit unusual for a kid to not play video games.

When I spent hours on online services and bulletin board systems, few understood what I was up to, or that I was interacting with real people.

When I met my future wife in an online game, we were weird outliers. Now, something like that is barely notable.

Social Acceptance is About Trust

Social acceptability means trust — that your counterparties in transactions, relationships, and experiences will also treat it as real.

Trust that you are participating in activities that many people will acknowledge the value of.

Trust that the institutions, capital, and industry to support it will treat it as seriously as any in the physical world.

“Hello World! or: How I Learned to Stop Listening and Love the Noise (2008)” by jasoneppink is licensed under CC BY 2.0

Virtual reality is just reality; friendships are real. Research has found that online friendships that last more than a year have only minimal differences from offline relationships.

Virtual currencies have real value to people. Amongst kids 4–14 in the UK, the top thing they save their pocket money for is Roblox and Fortnite. But it didn’t start with Generation Alpha — the most pronounced trend uptick in virtual-currency buying was amongst middle-aged women at the dawn of social gaming. Across this same period of time, cryptocurrencies were invented and went from “Magical Internet Money” to become a multi-trillion-dollar asset class.

Work From Home is Real Work

Covid-19 accelerated WFH by years — showing reluctant bosses that remote work is a viable alternative to commuting to offices. This will likely remain at 20% of the workforce post-pandemic.

Online Friendships

Similarly, friendships that started offline are increasingly supported by the online realm. 81% of teens spend time with their friends online at least a few times per week:

But again — it isn’t entirely generational. Studies of the elderly have shown that online experiences improve their quality of life and that their perception of receiving social support increased after experiencing online community.

Virtual Sociopaths

And of course, there’s a dark side to all this that ought to be acknowledged. Since online relationships are real — so is the potential for antisocial interaction. Cyberbullying, cybercrime, and videogame cheating are serious problems: you can simply drop the qualifying adjectives, and call them bullying, crime, and cheating.

“Mysterious Hacker” by dustball is licensed under CC BY-NC 2.0

Recently, police busted an organized crime operation that had focused on videogame cheating.

Therapists, schools, and law enforcement are increasing — if hesitatingly— realizing that sociopaths are as dangerous in virtual spaces as they are in physical space.

The Expanding Circle of Acceptance

The list of examples of the social acceptance for virtual culture goes on: For example, Esports are increasingly regarded as sports. Even the Olympics will feature esports demonstrations in 2024.

“The Future of Healthcare in Virtual Worlds” by Daneel Ariantho is licensed under CC BY-ND 2.0

People are already attending virtual concerts in the metaverse.

How long before you take your first virtual travel experience?

How long before you attend your first virtual wedding?

How long before you move to the location you’d rather live, independent of your employer’s physical location?

Or use telepresence for some of the things you might have had to appear physically for in the past?

Because of social acceptability, you’ll be able to trust that all of the above is something that will be welcomed by other participants.

Towards An Age of Virtual Abundance

As the world heads towards 10 billion humans, with the accompanying resource scarcity and a warming planet — the metaverse will have the power to bring an age of abundance to what had previously been rare…

And the only rarity will be the person who still believes the metaverse is not real.

“The Port — Metaverse node for Arts and Creative Technology” by ▓▒░ TORLEY ░▒▓ - CC BY-SA 2.0
Metaverse
Games
Virtual Reality
Online Games
Online Friendships
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