The cybernetic progression continues to advance with support from major technology companies. Thus, individuals can engage in a wide array of activities that are impossible in real life ( 2). Freedom from other restrictions, such as time and space, is also enabled by virtual reality (VR) technologies (both hardware and software). In the metaverse, however, users are not limited by the typical rules of nature (e.g., age, gender, appearance, and species). A metaverse research organization, the Acceleration Studies Foundation (ASF), proposed thinking about the metaverse as a link or connection point between the real and virtual worlds ( 2, 12). The users interact via avatars in versatile settings without physical limitations ( 10, 11). This platform encompasses highly immersive and collaborative environments based on three-dimensional and real-time digital worlds in which multiple users can engage in activities (e.g., social, economic, and cultural). The metaverse denotes a digital platform as a new and alternative environment manifested through digital content delivered via advanced technological devices employing artificial intelligence (AI) ( 2). The “metaverse” was initially used in literature by the science fiction writer Neal Stephenson in his 1992 dystopian novel Snow Crash ( 8, 9). Part 2 will address the metaverse as it relates to clinical neurosciences and will appear in a subsequent issue of The Journal of Neuropsychiatry and Clinical Neurosciences. Part 1 covers the basic definitions and its current utility in mental health care. Editor’s note: This report is the first of a two-part series introducing the concepts of the medical metaverse.
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