newkinco's Newsletter November - Metaverse & Games
Either for pro gamers or wanderers of the metaverse, here is our monthly selection of news about the industry. Dosification is recommended for a better user experience.
HOT FROM THE WEB
What is the future of AI for creativity within games? DALL-E 2 explained
DALL-E 2 is described as a new AI system that can create realistic images and art from a description in natural language, as well as an AI art generator in the photos and graphics category. It creates images that we’ve never seen before and is an example of how imaginative humans and clever systems can work together to create new things - amplifying our creative potential. How does it work and how can this further develop our creativity within the virtual and real worlds?
Gamer demographics: facts and stats about the most popular hobby in the world
When you think about the word “gamer,” what’s the first thing that pops into your head? It’s probably one of the stereotypes about gamers that the media has been using to depict this particular demographic, right? Although some still imagine them like that, long gone are the times of the archetypal pimply teen sitting in his parents’ basement.
Fable Studio unveils two AI-based virtual beings who can talk to you
Fable Studio has announced two new conversational AI virtual beings, or artificial people. Their names are Charlie and Beck, and they will be able to hold conversations as if they were as real as us. They are joining Lucy, the 8-year-old girl who was the studio’s first next-generation AI character.
While gaming thrives as a $120 billion industry built around entertainment, its application has charted new and exciting territory in recent years. In classrooms, they are wielded as a tool for teaching and they are not an entirely new phenomenon in the education sphere. As just one of the many examples, students from diverse backgrounds learn the educational value of both playing and making games at the University of Pennsylvania. This is their experience.
Two graphs to understand the XR ecosystem at a glance
The ecosystem of the consumer and industrial metaverse
Prospective use of the metaverse according to video gamers (US)
Why brands are investing millions in the metaverse?
Gucci, Nike, Burberry and Walmart are just some of the companies buying up digital land as a way to promote their products. Nearly $2bn has been spent in the past year on metaverse real estate, according to analysts. Is this trend increasing the barrier to entry for creators?
But it’s not just big corporations turning to virtual reality: some artists and smaller businesses believe this new technology is the future of retail, and are making products that can only be sold within the metaverse.
Part of our work as consultants is to understand the challenges that our collaborators are currently facing and to support them detecting the opportunities that new technologies, such as the metaverse, can offer them.
Education has been one of our main areas of focus, working closely with organizations and institutions that are rethinking their learning experiences. Both regarding how to adapt their curriculums for younger generations of digital natives, as well as, to improve their corporate training onboarding processes. We would like to share some of our findings with you, in a nutshell:
1. We analyzed the potential of gamifying the learning environments, where students are not only motivated by prizes and recognition but are also able to relate to different types of educational media in a non-linear way. They explore and discover things, i.e. they are not only learning a language, but they are actually experiencing it - as if they were in the same country where the language is spoken.
2. The lessons change from traditional content to immersive learning environments, transforming the classroom into a vivid experience. Besides, as they are playing with others, the sense of connectivity helps them to keep engaged, also motivating their collaboration and communication skills - it is not only about mastering the content, but offering resources from which the students can build foundational skills.
3. Even though these kinds of multiplayer environments might not apply universally to every educational area, they can represent an interesting opportunity for corporate training. On one hand, companies could reallocate the resources consumed, for example, flying new employees to the office’s headquarters for their onboarding. And on the other, the employees wouldn’t have to readjust their life to attend, fostering a better work-life balance - let’s think, for example, about single moms.
Are you working in education? What is your experience using immersive technologies? We would like to listen to your story. Get in touch.
Researchers Mike Evans, Theresa Reimann-Dubbers and Severin Matusek share their point of view on the future of immersive internet in this 35 minutes video. Unmissable for anyone who aims to sharpen their point of view of what the next era of the internet might look like