Andragogical Leaders Immersing Into the Metaverse

Andragogical Leaders Immersing Into the Metaverse

DOI: 10.4018/978-1-6684-7832-5.ch017
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Abstract

An effective and impactful andragogical leader must have many key characteristics and competencies. They must be open to immersing into the Metaverse with the spirit of optimism, have the ability to adapt to change, and know that innovation and creativity in organizations are pivotal to survival as human activities fuse with technological domains. These leaders will use wisdom, experiences, intellectual insights, and curiosity to drive actions to achieve the future of their institutions. They need to be capable of leading their organizations through times of uncertainty, being self-confident during the Metaverse disruption, and doing so to be courageous action drivers as well as strategic thinkers. Be the action strategist, prehistorically known as the Allosaurus.
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Introduction

This chapter will not go into the principles of andragogy, as this author assumes the readers of this book collectively know more about andragogy than one single author could include in a chapter. What this chapter will do, however, is to interpret progress, direction, and current research on the immersion of Metaverse into organizations and the impact it will have, and is having, on andragogical leaders.

The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects, and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts (Mystakidis, 2022).

Significant investments in the Metaverse by leading technology companies indicate that humanity’s next emerging global trend is here (Pritchard, 2022). It is intended to be a quantum leap toward virtual and augmented reality (VR and AR), supported by all existing technologies such as blockchain, 5G, and AI. The evolutionary progress of both hardware and software will offer a new experience that will be called a progression of virtual worlds as a replacement or substitution for direct reality, which is an ongoing trend (Feezell, 2018; Richter, 2020).

Current and emerging technologies such as artificial intelligence and blockchain, represented by NFT (digital objects), sensory-rich environments, virtual reality headsets, and brain-computer interfaces, are envisioned to be embedded in the foundations of the Metaverse (Musk, 2019; Zuckerberg, 2021). Ongoing global wars, dreadful pandemics, ecological challenges, and economic regrouping may also be in line with the development of the Metaverse, which could provide answers to some of these issues (Saxon et al., 2004; Smith, 2021). For example, decreasing public transportation and the use of personal vehicles can help deal with climate change. The same can be said for the spread of viruses, which are seen as a threat in the future as well (Smith, 2021).

Tools in the Metaverse are “rapidly becoming as infrastructural as electricity,” (Cascio & Montealegre, 2016, p. 350). The essential AI technologies that will serve as the basis for the Metaverse include visual perception, speech recognition, decision-making, and language translation. Through learning from humans and their digital footprints for the last 30 years, AI algorithms have acquired the knowledge needed for the Metaverse to be set up. Examples of these are Google’s question-and-answer algorithm based on its search engine, as most human beings are unconscious volunteers through their trillions of searches (Soricut & Brill, 2006). Some platforms currently offer Metaverse-like experiences, mainly in the realm of video games, which are combined with virtual economies (cryptocurrencies), enabling some of the users to make a living by taking part in these virtual realities including Axie Infinity, a play-to-earn games, Second Life, where users socialize, learn, and do business and Decentraland, a digital world that merges social life with cryptocurrencies, NFTs, and virtual real estate.

The potential popularity of the Metaverse can be envisioned by the number of people using VR games and apps that can be considered predecessors to the Metaverse. For example, there are 150 million Roblox monthly active users. A large portion of this is children, 2/3 of them aged 9-12 in the USA, and 1/3 of them under 16 (Meier et al., 2020).

Key Terms in this Chapter

Metaverse: A virtual reality space in which users can interact with a computer-generated environment and other users.

Andragogy: The method and practice of teaching adult learners.

Extended Reality: Covers all forms of computer-generated environments or objectives that combine or create virtual and physical realities.

Avatars: An icon or figure representing a particular person in internet forums.

Virtual Reality: A computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

Augmented Reality: A technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view.

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