Explore Virtual Worlds - event series

The Explore Virtual Worlds Event Series investigates how metaverse technologies like VR, AR, and digital platforms can complement or surpass traditional ways of working and learning. We explore opportunities together with our network to pinpoint technical limitations and the evolving definition of the metaverse, we also examine how these technologies can transform industries, enhance collaboration, and create new possibilities for shared experiences.

What is a virtual world?
What is a metaverse/a virtual world? What is our definition? Metaverses are immersive, digital ecosystems where users can interact, create, work, and learn beyond the limits of physical space. A metaverse is not defined by any single technology but is instead an interconnected environment leveraging tools such as VR, AR, and digital platforms. These worlds are dynamic, evolving spaces where collaboration, innovation, and shared experiences thrive across various sectors, from education and gaming to architecture and healthcare.
The applications shown here represent the existing metaverse platforms that Visual Arena is closely monitoring and following. However, new metaverse applications are emerging every day, and we encourage our network to contact us if something is missing.
Together, we are part of this ever-growing technological evolution, continuously shaping and defining the future of the metaverse.
Event 1
Virtual worlds of art
Platforms and tools: Spatial, Tilt brush, Sculpt VR, PatchWorld and zoom.
In this session we explored how virtual worlds can foster creative collaboration and whether they could ever surpass physical environments. We also dipped our toes in exploring the untapped potential of these spaces—not just as tools, but as entirely new ecosystems for creativity. The participants worked in groups to create artistic works such as sculptures, music, and paintings and then uploaded these creations to the Spatial world. Later, we discussed our experience and made som more educated guesses about our potential digital future.
Key learnings and results
So can creating art together in virtual worlds replace traditional physical environments?
No, we are not there yet. Creative tools are powerful, but the experience is still limited by technical challenges. Integration challanges Uploading and integrating artwork into the virtual platforms was both time-consuming and overly complicated. This slowed the creative process and frustrated participants, emphasizing the need for more streamlined and user-friendly workflows.
The integration between web users and VR participants proved clunky and uneven. Web users felt disconnected from the immersive experience, and collaboration across platforms was hindered by the lack of smooth interaction between the two environments. Lag, crashes, and performance problems remained an obstacle, highlighting the gap between virtual worlds potential and its current reliability.
The users own experience was also vital in determening the value of the experience. We quickly picked up the self proclaimed identities of "gamer" and "non-gamer" from the participants.
Can VR unlock creative possibilities beyond physical limits?
VR let participants create on impressive scales and experiment with new forms of expression, opening doors to possibilities not feasible in the physical world.
Do technical issues still limit VR’s scalability and satisfaction?
Lag, crashes, and performance problems remained an obstacle, highlighting the gap between VR’s potential and its current reliability.
Does immersion foster deeper connections?
The immersive nature of VR encouraged meaningful collaboration and engagement, offering a glimpse of the transformative experiences these tools could one day provide.
Summary
We’re making progress, but seamless collaboration requires more intuitive tools and fewer technical barriers.
Event 2
Virtual worlds within education
Platforms and tools
ENGAGE, Zoom, MathVR, Chemistry Lab, Fysik 1, National geopgrahpic, Space atlas, Mondly VR, VäXr,
In this session, we explored how virtual worlds could enhance education by improving teaching, collaboration, and learning. Participants stepped into immersive classrooms, virtual labs, and collaborative simulations to test how these technologies might reimagine the traditional learning environment. Unlike the previous session, which focused on artistic creativity, this event centered on structured educational goals, revealing both exciting possibilities and persistent challenges.
Key learnings and results
Can teaching in virtual worlds surpass physical classrooms?
No, we’re not there yet.
While VR tools open exciting possibilities for educational applications, limitations such as technical barriers, accessibility issues, and clunky integration still hold back their full potential.
Integration challenges
Just like in the first session, the integration between web and VR users proved uneven.
Web users: Felt disconnected from the immersive experience and struggled with navigation.
VR users: Enjoyed greater immersion but faced issues with clunky menus, lag, and technical reliability.
Uploading and managing content for the virtual classroom was just as time-consuming and complicated as integrating artwork during the first event. Participants highlighted the need for more intuitive workflows.
Do user experiences still shape outcomes?
Yes, just like in Event 1, participant experience levels significantly influenced their ability to engage.
Self-proclaimed "gamers" adapted more quickly to controls and tools.
Non-gamers struggled with navigation and felt limited in their ability to interact effectively, whether in VR or on the web.
Comparing to Event 1: Virtual worlds of art
What remained the same?
Integration issues: Both events showed that web and VR platforms fail to provide a seamless, shared experience, leaving web users feeling disconnected.
Technical barriers: Lag, crashes, and the time-consuming process of content uploads remain significant challenges.
The gamer/non-gamer divide: Once again, gamers had an easier time navigating and interacting, while non-gamers faced difficulties adapting.
What was different?
Purpose-driven design: While Event 1 explored creativity and artistic expression, Event 2 focused on education, showcasing how immersive tools can simplify complex subjects and foster collaboration.
VR immersion in learning: Event 2 highlighted VR’s potential to create emotional connections to learning material, something less apparent during the artistic session.
Accessibility through web tools: For education, the web’s accessibility became even more critical, as classrooms need scalable and inclusive solutions to reach all students.
Can VR unlock new possibilities for education?
Yes, VR has the power to create interactive virtual labs, collaborative simulations, and lessons that feel alive. Immersion can transform learning experiences and open doors to new ways of teaching and understanding.
Summary
Virtual worlds continue to show great potential, but seamless collaboration and accessible tools remain essential to success. Just as in the first session, we’re making progress, but more work is needed to bridge the gap between potential and practicality in education.
Event 3
Virtual worlds of gaming
In this session, we will explore how gaming and virtual worlds intersect with everyday life, diving into the ways gamers integrate their real-world routines with their in-game experiences. We’ll also discuss the growing communities of people who spend significant parts of their lives within these virtual worlds and what that might mean for the future—will this become the norm for everyone? By testing both VR and web platforms, we aim to uncover the evolving relationship between gaming, community, and identity, while examining the potential of these spaces to shape social and cultural interactions.
Key learnings and results
Can gaming in virtual worlds surpass traditional formats?
[To be determined]
We will investigate whether immersive environments can elevate gaming beyond its current boundaries, creating experiences that are more engaging, social, and transformative.
Integration challenges
[To be determined]
The session will likely reveal challenges in merging VR and web users into seamless gameplay experiences, highlighting potential technical limitations and community barriers.
Do user experiences shape outcomes?
[To be determined]
We anticipate discovering how experienced gamers and newcomers interact with these tools and whether the divide between these groups affects the overall experience of gaming within virtual worlds.
Summary
This session will delve into the evolving world of gaming and virtual spaces, looking at how they shape personal lives, community connections, and the future of interaction. By focusing on the balance between immersive environments and accessibility, we aim to explore the deeper cultural shifts that virtual worlds may bring to gaming and beyond.
Event 4
Working in virtual worlds
Platforms and tools:
[To be determined]
In this session, we will explore how virtual worlds are transforming the way we work, focusing on collaboration, productivity, and the integration of virtual tools into daily workflows. We will dive into how professionals can merge their real-world tasks with immersive environments, examining the possibilities for teamwork, remote presence, and creative problem-solving. Additionally, we will discuss the long-term implications of working in virtual spaces—will virtual offices replace physical ones, and what will that mean for our work-life balance and productivity? By engaging with both VR and web platforms, we aim to uncover how these tools might shape the future of work and redefine professional interactions.

Explore Virtual Worlds of Business
Key learnings and results
Can working in virtual worlds surpass traditional offices?
[To be determined]
We will examine whether immersive technologies can make remote work more effective, creative, and collaborative compared to traditional office setups.
Integration challenges
[To be determined]
The event will likely highlight difficulties in integrating VR and web users into unified workflows, such as technical limitations, accessibility issues, and collaborative barriers.
Do user experiences shape outcomes?
[To be determined]
We anticipate uncovering how different levels of familiarity with VR and web tools impact the experience of working in virtual spaces and whether professional roles influence adaptability.
Summary
This session will explore the future of work in virtual worlds, focusing on how these tools can enhance productivity, collaboration, and innovation. With a lens on accessibility and the balance between immersion and practicality, we aim to uncover how virtual spaces could transform our professional lives.
Event 5
Designing the ultimate metaverse
Platforms and tools:
[To be determined]
In this final session, we will bring together everything we have learned throughout the series to imagine and create our vision of the ultimate metaverse. Drawing on insights from art, education, gaming, and work, participants will collaborate to design a virtual world that combines the best elements of each domain. This session will explore how the metaverse can be an inclusive, creative, and functional space, tailored to meet the needs of diverse users. Together, we’ll envision how the metaverse of the future could transform daily life, foster deeper connections, and eliminate existing barriers to accessibility and collaboration.

Explore Virtual Worlds of the Future
Key learnings and results
Can we create a metaverse that works for everyone?
[To be determined]
We will assess the feasibility of building an inclusive metaverse that balances creativity, functionality, and accessibility while addressing the challenges uncovered in previous sessions.
Integration challenges
[To be determined]
The session will likely highlight recurring technical and user experience issues and explore how these can be overcome to build a seamless, interconnected virtual ecosystem.
What do users want from a metaverse?
[To be determined]
We aim to uncover how participants envision their ideal metaverse, including the features, interactions, and tools that matter most to them.
Summary
In this closing session, we will tie together the threads of our exploration and collaboratively design a blueprint for the metaverse we want to see. With a focus on creativity, inclusion, and practicality, we will aim to define what a truly transformative virtual world could look like and how it can serve as a bridge between art, education, gaming, and work.

Tora Stridh

Explore Virtual Worlds of Business

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Explore Virtual Worlds of the Future
