Öz
First defined fictionally in 1992, "Metaverse" is a new universe model in which individuals feel themselves mentally when considered together with today's technology. This universe, which has been included in daily life starting from cyber experiences, the first examples of which are based on digital game technology, has been accepted as the "future of the internet" by many experts and institutions as the attention of big technology companies has shifted to this field. Online life, which started to enter the life of human beings with cyber reality, has taken another dimension with the “Metaverse” and settled at a point where the real world and the cyber world intersect, but beyond both, even taking over the physical reality. Metaverse, which is considered as the continuation of the online process included in all areas of life, especially with the New Coronavirus Pandemic, can be defined as a cognitive transfer of physical knowledge, skills, and experiences. Metaverse, which opens functional areas of experience to its users in many fields from medicine to art, can create a new society that is an alternative to the traditional social order due to its decentralization. In this respect, it also decentralizes the elements that determine sociality such as identity and space. In line with what has been stated, the study has questioned the Metaverse technology and the innovations it brings, with a literature review within the framework of the elements that make up the social, from the individual to the society, in the axis of space, identity, and society. Databases used for literature search are Ebscohost, Scopus, Web of Science and ProQuest. 82 publications in these databases were discussed and identified in relation to identity and space studies in Metaverse. Based on these studies, considering the potential of Metaverse to increase intercultural interaction, it has been concluded that the new community consciousness will be formed in a very different area and around completely different values than before.