## 1 Introduction  
The Metaverse has been present for a while, yet many people still do not fully understand what it is or how it works. The term \"Metaverse\" combines the word \"meta\", which denotes transcending reality, and the suffix \"verse\", which is short for the universe. The author [PERSON] used the term \"Metaverse\" in their 1992 novel _Snow Crash_. A number of major digital corporations are vying for a piece of the Metaverse pie, including Facebook (Meta) [1], Epic Games [2], Google, and Microsoft. Online video games already include elements of Metaverse technology. Because it combines many social media elements into a persistent three-dimensional world with the user represented by an avatar, the immersive virtual reality platform \"Second Life\", introduced in 2003, is frequently referred to as the first Metaverse [3]. A \"Metaverse\" is a cosmos that exists independently of our material reality. Professionals see it as a virtual, three-dimensional version of the web that users may explore with the help of XR technology [4]. Many of the virtual reality technologies that Meta Platforms promote are still in the development phase. In the Metaverse, users take part in educational, economic, social, and cultural activities as avatars in a fully immersive, three-dimensional virtual world [5]. This is in contrast to AR and VR, which are distinct artificial worlds [6]. Some applications of the Metaverse use digital currencies, frequently cryptocurrencies, and non-fungible tokens (NFTs), which are sometimes used for trading assets in the Metaverse, and use blockchain technology to monitor ownership. Among the shared characteristics of the Metaverse are the following: identity continuity, shared surroundings, embodied avatars, synchronization, virtuality, interoperability, and an immersive user experience [7]. People in the Metaverse are represented by avatars, which may be customized in terms of looks and behavior [8]. Improvements in work efficiency, interactive educational environments, e-commerce, large-scale involvement, property investment, and fashion are among the suggested benefits and uses for Metaverse technologies. They enable computer representations of people to engage in luxurious activities like meeting friends, caring for virtual pets, designing virtual clothing, purchasing virtual real estate, going to concerts, presenting and selling or buying digital art, playing games, etc. A user may engage in a variety of activities inside the Metaverse like virtual gaming, information sharing, meetings, socializing, and asset monetization [9; 10; 11]. The Metaverse has recently emerged as a popular topic in the technology and gaming sectors. In 2020, the Metaverse market was valued at 38.5% billion, projected to grow to 478.7% billion by 2024 according to [12]. It is anticipated that the Metaverse market will expand 13.1% yearly. Adults in the United States make up 74% of those who have joined or are considering joining the Metaverse. Over USD 120 billion was invested in the Metaverse in 2022 and 79% of active members have purchased products. Four hundred million people use the Metaverse regularly, and 25% of these individuals will spend an entire hour in the Metaverse by the year 2026, with 30% of companies providing goods and services for the Metaverse. The Web 2.0 Metaverse business valuation is USD 14.8 trillion. The Metaverse Market is anticipated to exceed USD 13 trillion by 2030. By the year 2030, there will be about 5 billion users of the Metaverse. In 2040, the Metaverse will hold 500 million people. The world of the future is the Metaverse, which mixes artificial intelligence with virtual reality. A growing number of people are drawn to the Metaverse because it makes it possible to encounter scenarios that are rare in the actual world [13]. While the Metaverse has great promise for the future, there are still certain unresolved concerns that might hinder the complete merging of the physical and virtual realms inside it.