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How Augmented Reality and Virtual Reality will be impacted by Social media and Social networking in 2030





What Augmented and Virtual reality means for 2030 for social networking and social media is how the user experience will become elevated and stimulate the senses.  We know where we have been before social media and social networking existed.  We know where we are now, Facebook, LinkedIn, Instagram and Twitter.  In 2030, it is apparent that not only will AR and VR enhance one's gaming experiences from the ATARI, Sega and Nintendo days, but in industries like education, medical and furniture shopping just to name a few. AR and VR will influence users and how we connect with people via Social media and Social networking. 

Predictions of the Social networking future of Facebook for example, may be that the enhancements to Virtual and Augmented realities include the same concepts of today, such as blogging pictures and posts.  Experts are talking about "360 degree experience" ( Matney, 2018) of sharing virtual worlds and experiences with "Facebook friends". 

An article I read talks about the merge of Facebook, the most popular Social networking site and Oculus VR, the most popular Virtual reality company. In 2030, Facebook will still dominate and be predominate as the go-to social media and social network, but the enhanced AR and VR experience will rise to the next level of a "social experience within virtual worlds" ( Matney, 2018) for the user. 

Another aspect I learned about of AR and VR in the world of Social media and Social networking in 2030 is called vTime. (Matney, 2018).  It is called the "VR sociable network."(Matney, 2018).This video demonstrates what vTime will look like.  In 2030, we should expect to be able to be in a social environment online, in which the user can chat with their friends within a virtual world with augmented realities, but as a chosen avatar which represents their alto ego in the world of Social media and Social networking. 




References

Atari video game. digital image. Atari. 2012. Retrieved from https://www.atari.com/history/1972-1984-0 

Matney, L. (2018). UK-based vTime raises $7.6 million to get people to create memories inside VR.
Retreived from https://techcrunch.com/2018/04/11/uk-based-vtime-raises-7-6-million-to-get-people-to-create-memories-inside-vr/ 

(2017,October 16).  vTime:The Sociable Network. [Video file]. Retrieved from https://www.youtube.com/watch?v=SrQ1ikoHsHw&feature=youtu.be



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