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🇺🇸 I LOVE USA · Illustrated edition · 2026
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Chapter 16: The Metaverse—The Final Frontier of Digital Colonization

Editorial illustration of American landscapes, symbols and scenes.
AI-generated illustration; an artistic depiction, not a documentary photograph.

The emergence of the metaverse: Beyond physical space

The concept of the metaverse has burst into the global technology discussion, promoted by giants such as Meta (formerly SERVICE-005), TECH-VENDOR-005, and other companies presenting it as the next major step in the Internet’s evolution. The metaverse promises a virtual world where people can work, socialize, shop, and have immersive experiences, merging physical and digital reality. However, the metaverse is not merely an expansion of existing technology; it represents a new territory that major technology companies seek to colonize before the standards and regulations governing this digital environment are established.

This new space is emerging as the final frontier of digital colonization. While social networks and content platforms already control communication and the exchange of information, the metaverse offers the possibility of controlling users’ entire sensory experience. In this sense, the metaverse is more than a platform; it is an ecosystem in which corporations can impose their vision of the world at a much deeper level, altering how people experience reality itself.

The virtual economy and ownership in the metaverse

One of the most attractive—and problematic—aspects of the metaverse is the possibility of creating a complete virtual economy, with digital goods, services, and property that can be bought, sold, and traded as if they were physical assets. Platforms are creating new forms of digital ownership through technologies such as non-fungible tokens (NFTs), which allow users to own unique ‘objects’ in the metaverse, from digital land to clothing for avatars.

However, ownership in the metaverse is far from real in the traditional sense. Because the platforms controlling the metaverse own the underlying infrastructure, digital property rights are subject to these companies’ terms of service, which can change at any time. This creates an environment in which ownership does not truly belong to users but is a temporary concession granted by the platforms administering these virtual worlds. By centralizing control of infrastructure and rules, these platforms can manipulate the virtual economy for their own benefit, setting prices and controlling the scarcity of digital assets.

Identity in the metaverse: Fragmentation and multiplicity

Creating virtual identities in the metaverse goes beyond simply representing oneself. With the ability to create multiple avatars and customize every aspect of their appearance and behavior, users can experiment with alternative versions of themselves, adopting identities that might conflict with their real identity. This fragmentation of identity poses challenges for human psychology, as the line between the real and the virtual becomes blurred.

The consequences of this multiplicity of identities are profound. What happens when people identify more with their digital avatars than with their physical bodies? To what extent do decisions we make in the metaverse affect our sense of reality and our self-image in the physical world? By allowing users to be whatever they wish, the metaverse risks creating an environment in which people lose their sense of who they really are, immersing themselves ever more deeply in a fictional world completely controlled by the corporations defining the rules of the game.

Illustrated edition · 2026

An opinion essay by the author. The manuscript text is retained, including its interpretations and historical assertions; it is not a verified research study or a description of the current state of platforms. Admiration for the United States accompanies a critique of digital power. This edition invites reading and questioning its ideas.

Original Spanish manuscript; AI-assisted English and Japanese translations awaiting professional review.

Independent cultural game; not an official citizenship test or a government-sponsored product.

The Process of Colonization 2.0 by the United States of America · © Raúl Moreno Izquierdo