The use of the metaverse in various periods is explained, including its use in novels and movies, video games, social media, industries, businesses, and headsets. This chapter is divided in to five sections: section one provides the introduction, literature review and ancient concept of metaverse; section two explains the use of term metaverse and historical context and evolution of metaverse; section three is related with use of metaverse in different sectors/fields: movies, novels, gaming, education, industry, retail, architecture, medical care and social media; section four provides a insight into prolific ways in which the metaverse was used during the Covid-19 pandemic times with special reference to the financial sector; section five describe managerial or practical applications and future research directions for the use of metaverse.