Video games and their communities are influencing the metaverse

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This article was contributed by Noah Shin.

Full announcement: I am a graduate student and completing my studies in Media and Communications. I consider myself pro-internet, but I have no personal affiliation with any tech company, and I have no cryptocurrency. I believe it is important for people to understand the new digitized age through extensive independent research and ethical considerations.

The year was 2021; The Webster’s Dictionary added Gen-Z-related words and phrases such as digital nomads, NFTs, blockchain, cryptocurrency, augmented reality, and metavers dubbed by my new personal favorite Mark Zuckerberg. Translation? The Internet is evolving into a phase that is one step closer to more immersive, intuitive and fully immersive virtual reality experiences. Zuckerberg may make Meta the first major tech corporation to invest $ 10 billion in the virtual universe, but we are seeing signs that other large corporations will soon follow suit.

Technology is entering a new era where various forms of technological communication merge into one seamless experience, from work meetings to social life, from workouts to conference calls. In a study by Pew Research, 90% of US adults say they need the Internet when a coronavirus outbreak occurs. Screen time is at record heights, so large-scale changes seem almost inevitable in a more immersive online presence. Online activity has gained momentum during the global epidemic when digital technology has served as a lifeline for many Americans and corporations, whether they are looking for new job opportunities or a zoom meeting for teleworkers. Moreover, the recruitment of workers with an understanding of digital tools and youth technology is becoming an issue of emphasis in every field, from finance to healthcare and manufacturing.

So what does this mean? People are witnessing the evolution of the Internet, much bigger than the innovations of the dotcom era or the social media age, or perhaps even the Internet. Consumers are approaching the time of digital immersion, with the approval of big tech giants and corporations everywhere. Now, most of us have come to acknowledge that the Internet is a powerful tool and that it deserves to be connected to the financial value (hello, cryptocurrency). For everyday American consumers, it’s important to be aware of this digital immersion and how it affects our daily lives – from job opportunities to educational arts and science courses.

Technology companies are considering incorporating video game components

In his keynote address on the Facebook company’s rebranding on Meta, CEO Mark Zuckerberg stated: That’s because gaming offers a lot of the most immersive. Experiences, and it’s the biggest entertainment industry ever. “

The gaming industry certainly dominates the entertainment industry. On January 17, 2019, tech-streaming giant Netflix announced in a letter to shareholders its largest consumer company competitor, “We get customer screen time away from a very wide range of competitors, both mobile and television … we compete together. Looking (and more Fortnite than HBO … there are thousands of competitors in this highly segmented market looking to entertain customers. “Since June 2020, Fortnite has surpassed more than 350 million registered users, and Suppose people live to be 79 years old, which is equivalent to 4,624 human lifetimes.

Online video games, console games and mobile games have billions of downloads and are emerging as one of the most popular media formats in our society. Most console and role-playing games (RPGs) already incorporate versions of their metavars into their gaming structure. Game companies like Roblox, Epic Games Fortnight and Grand Theft Auto already have platforms like Metavers that rely on their communities for their business models. In-game purchases of character skins and other game assets make up the bulk of the game company’s advertising revenue, especially free-to-play games. Open World Games continues to be at the forefront as it opens up virtual reality spaces where users can interact with computer-generated environments and users’ ecosystems.

Online communication promotes positive interaction. Online games are highly social and communication between friends and online players promotes teamwork and delegation for different game roles to be successful. Gamers are not in the monolithic range; There is no hard or fixed uniformity when discussing role-playing games. The psychology of online communication between users is what tech companies want to emulate. Another example of this gaming integration involves children and toy elements in the gaming framework. Integrating child-like effects into their technology, such as friendly-looking avatars, cartoon guns and harmful games, makes this factor a fun, interactive experience – something game developers understand and what tech companies look to implement in their metavers structure.

The Fortnight number is a statistic that will salivate for any company, and we are starting to see these corporations follow suit. Google, Microsoft, Apple and hundreds of startups continue to test virtual and augmented reality products, ranging from glasses to deals with game companies. Large tech corporations are investing in in-game platforms in the hope of a more attractive business model. Nike has quietly filed a trademark in preparation for the sale of Virtual Apparel, which consumers of clothing can give through their virtual avatars. The Los Angeles Staples Center was paid $ 700 million by the Singapore-based cryptocurrency exchange app to rename it the Crypto.com Arena. Adidas partners with the NFT Gorilla Board App Yacht Club and other NFT communities, and the Seoul Metropolitan Government (SMG) has publicly announced its work in a version of the virtual communication ecosystem with economic, cultural, tourism and civic services. Are identified.,

Digital assets will skyrocket in value

The point is: virtual communities make these companies successful, and if large corporations and governments are working to create virtual areas, Facebook’s metaways are more likely to grow and be sustainable as long as they remain community-focused. . As tech frontiers shift their focus to the creation of the virtual world, more attention shifts to its byproducts. This includes the entire spectrum of digital assets. I have a personal prejudice between the role of game companies and the art of implementing photo capture mode in their console system or what is known as virtual photography. As video games evolve into hyper-realistic models, the temptation to capture the beauty and emotion of the game world follows a newly implemented innovation that may interest audiences outside of the gaming genre.

Virtual photography demonstrates its value by presenting the form of memorabilia while demonstrating that static images may exist in a new, exciting digital medium. Console games with photo-op modes offer options to incorporate aspects such as innovative creative tools, painting and illustration, graphic design and other artistic tools. There is a practical use here that can help with workflow and design processes while offering compelling, interactive content.

Within the current gaming audience, Where teen and gen-z consumers are primary markets, game developers tend to focus on one important aspect: fun and entertainment so that users can spend more time in the virtual world. Role-playing games seek to extend the experience of gamers to the general story mode.

Redefining digital art

Virtual photography is one of the many examples of branding a new modern digital artist and it changes the perception of branding of digital artwork. Type “media jobs” on the LinkedIn job board and you’ll see a million different titles. Digital Communications Manager, Social Media Strategist, Graphic Design Manager, NFT Creatives, Multimedia Specialists, etc.

Technological intuition and a certain amount of media fluidity are becoming essential for industry professionals to navigate the world. I remember teaching at a summer tech camp in Palo Alto, California, where students were taught courses in vlogging, 3D building, audio engineering and design. Perhaps most surprising were the video game-oriented classes, where teachers taught students the basics of roblocks, an online video game platform, and game-building system. Most importantly, the camp students were taught the basics of building, coding and design by playing video games. While this is a relatively new trend, educational institutions are embracing the educational aspects of gaming.

Tech Metavers will prove valuable for its educational purposes. Virtual fields can help institutions that teach logic and problem solving more than many school curricula. Choose puzzle games, choose real-time strategy games and choose simulation games fall into this educational category. Games with gameplay elements that require users to use creativity are called sandbox games., The Minecraft (2011) and The Sims franchises are creating task games without any real ultimate purpose. Educational platforms explore new ways to integrate art with science, and gaming is one of the most innovative aspects of progressive curriculum.

Not surprisingly, digital immersion is expanding at an exponential rate, and many video game corporations have used the same business model over the years. These games create a collective ecosystem of game users following most entertainment structures. The most successful games create an open-world gaming environment with interactive possibilities while maintaining compelling descriptions with goals and objectives and minimal obstacles. If tech companies like Facebook look to follow suit, they should be at the forefront of their mission of maintaining an integral, loyal community.

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