The evolution of cyberspace is both a quantitative and qualitative perspective that has followed the course of the Internet and network and computer technology almost faithfully.
In 1991 the creation of the World Wide Web and the World Wide Web Consortium was announced. The Web soon breaks free from CERN and is made available for widespread use. The same year sees the beginning of the first online games offered by AOL and Sierra Networks through the facemaker application, with which someone can visually “construct” their virtual personality.
In 1992-93, id Software releases the first computer games set in a relatively realistic three-dimensional environment. The second of these, Doom, sells one million retail copies, its shareware version is downloaded ten million times from the Internet, while its installation is banned on corporate computers as it is considered to cause employee productivity loss and network crashes due to its use for online matches. The graphics engines developed for these games became the starting point for establishing three-dimensional worlds in electronic games.
The release of the Mosaic browser in 1993, on one hand, provides the ability for easy navigation on the Internet through a user environment, and on the other hand, it has the capability to display graphics in addition to text. Now, the browsing experience is enriched with graphics, but also conversely, someone can create their own images and display them on the Internet. The number of websites within a single year from 600 becomes 10,000, and then multiplies tenfold again in 1994-1995 reaching 100,000.
In 1995, the Microsoft Windows 95 operating system was advertised as a purely consumer good and not as a tool. The same applies to personal computer systems, which are becoming accessible technology for non-expert users as their prices drop and their operation becomes easier with the use of graphical user interfaces. The mouse and keyboard now suffice for almost all tasks that one can perform with a computer, and hand-eye coordination, rather than knowledge of a programming language or the internal operation of the computer, becomes the way to communicate with the machine and with the Internet.
The following year, online role-playing games, in which thousands of users can participate in real time, begin to emerge and become extremely popular. Avatars themselves have started to spread two years earlier in online forum communities. In the same year, 1994, mass usage of IRC channels, which allow real-time typed conversations, has also begun, while in 1996 the first instant messengers appear for exchanging messages, initially typed and later including images, sound, or video. In 1995, Palace emerges as an online communication site where avatars are used, followed in 1997 by the similar virtual community Worlds Away, paving the way for many similar applications that followed in the future.
At this point, cyberspace is “contained” within a network of millions of computers and a million websites, and is maintained and enriched with content by hundreds of millions of internet users and investments of billions in infrastructure and online services by major companies in the field. The “dimensions” of cyberspace will more than decuple over the next decade, reaching 1.2 billion regular users. Increasing data transfer speeds, the digitization of telecommunications networks, and greater processing power of home systems will bring dynamic graphic applications to web pages, such as video and audio. Virtual environments are becoming more detailed, larger, and more interactive. In 2007, there are online role-playing games with one million registered users, while the virtual world Second Life, where users, apart from their personal Avatar, can create the entire world around them or even virtual goods which can bring them “non-virtual” income, counts approximately ten million registered users.
Several years after the first edition of “Neuromancer,” the realm of virtual reality has already been established as a valuable tool in fields such as architecture and medicine. Meanwhile, the Internet has rapidly become the most preferred means of communication on the planet, and activity in cyberspace is now part of everyday life.

This is what the cyber realm’s encyclopedia writes, among other things, about the cyber realm. On this occasion, it is worth emphasizing two or three elements of this cyber confession.
First, the “dimensions” of cyberspace. This abstract machine has, as its only dimension, each user of it and their totality. This means its absolute sociality; and, at the same time, its absolute antisociality, since cyberspace is a universal general mediator of private property.
Second, the significance that electronic games had and continue to have in the development of this abstract machine. There has been no historical precedent of a society where playing became for a time the “steam engine” (outdated but useful analogy) of a technical process that concerns the totality of social relations.
Third, virtual reality. The real becomes increasingly indistinguishable; a moment of representations, a moment of lies…