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This article was contributed by Noah Shin.
Full information: I am a graduate student completing his studies in media and communication. I consider myself a pro-internet person, but I have no personal affiliation with any technology company and I do not own any cryptocurrencies. I believe that it is crucial for the public to create meaning about the newly digitized era through extensive independent research and ethical considerations.
The year was 2021; Webster Dictionary had added a number of Gen-Z related words and phrases like digital nomad, NFTs, blockchain, cryptocurrency, augmented reality and my new personal favorite dubbed by Mark Zuckerberg, the metaverse. The translation? The Internet is evolving into a stage that is more immersive, intuitive and one step closer to completely immersive virtual reality experiences. Zuckerberg may make Meta the first major tech company to invest $ 10 billion in a virtual universe, but we’re starting to see indications that other big companies will soon follow suit.
Technology is entering a new era where the various forms of technological communication are merging into one seamless experience, from work meetings to social life to training to conference calls. In a study by Pew Research, 90% of American adults say that the Internet has been crucial to them during the outbreak of coronavirus. Screen time is record high, so a massive shift to a more immersive online presence seems almost inevitable. Online activity is accelerating during the global pandemic, where digital technology has served as a lifeline for many Americans and businesses, whether it’s looking for new job opportunities or Zoom meetings for telecommuters. In addition, digital tools and the hiring of young technologically savvy workers are becoming focal points in all sectors, from finance to healthcare and manufacturing.
So what does that mean? The public is witnessing an Internet development that is bigger than the innovations of the DotCom era or the Social Media era, or perhaps even bigger than the Internet itself. Consumers are approaching a time of digital immersion, marked by approval from major technology giants and companies everywhere. Now most of us have reluctantly admitted that the internet is a powerful tool and even deserves to have a monetary value attached (hey, cryptocurrency). For ordinary American consumers, it is necessary to be aware of this digital immersion and how it affects our daily lives – from job opportunities to educational arts and science curricula.
Technology companies are looking to incorporate video game elements
In his keynote presentation on the Facebook company’s rebranding of Meta, CEO Mark Zuckerberg states: “If you ask people today what they thought the metaverse was … people who follow the space would say it’s about games, and that is because gaming provides many of the most immersive experiences, and it is by far the largest entertainment industry. “
The gaming industry certainly dominates the entertainment industry. On January 17, 2019, tech streaming giant Netflix announced its biggest competitor to the consumer business in a letter to shareholders: “We are earning consumers’ screen time, both mobile and TV, away from a very broad set of competitors … We compete with (and lose to) Fortnite more than HBO … There are thousands of competitors in this highly fragmented market vying to entertain consumers. ” Since June 2020, Fortnite has surpassed over 350 million registered users, and players logged 3.2 billion hours into the game in April 2020 alone. Assuming people live to be 79, that equates to 4,624 human lives.
Online video games, console games and mobile games have billions of downloads and continue to emerge as one of the most widespread media forms in our society. Most console and role-playing games (RPGs) already incorporate versions of their metaverse into their game structure. Game companies like Roblox, Epic Games’ Fortnite and Grand Theft Auto already have metaverse-like platforms that depend on their communities for their business model. In-game purchases of character skins and other game assets are the majority of a gaming company’s advertising revenue, especially free-to-play games. Open world gaming continues to be at the forefront because it opens up a virtual reality space where users can interact with the computer-generated environment and users’ ecosystem.
Online communication promotes positive interaction. Online games are very social, and communication between friends and online players promotes teamwork and delegation to make different game roles successful. Players are not in the monolithic category; there is no rigid or fixed form of uniformity when discussing role play. The psychology of online communication among users is what technology companies are looking to emulate. Another example of this game integration includes children’s and toy elements in game frames. By integrating child-like effects into their technology, such as friendly-looking avatars, cartoon weapons and harmless games, these factors contribute to a fun, interactive experience – something game developers understand and what technology companies seem to incorporate into their metaverse structures.
Fortnite numbers are statistics that any business would run after, and we’re starting to see these companies follow suit. Google, Microsoft, Apple and hundreds of startups continue to test virtual and augmented reality products, from glasses to gaming company deals. Large technology companies are investing platforms in the game in hopes of a more lucrative business model. Nike has quietly registered trademarks in preparation for selling virtual clothing that clothing consumers can put on via their virtual avatars. The Los Angeles Staples Center received $ 700 million to change its name to Crypto.com Arena from the Singapore-based cryptocurrency exchange app. Adidas collaborates with the NFT gorillas Bored Ape Yacht Club and other NFT communities, and the Seoul Metropolitan Government (SMG) has publicly announced its work on their version of a virtual communications ecosystem with economic, cultural, tourism and civil services, tentatively dubbed Metaverse Seoul.
Digital assets will increase in value
The point is: Virtual communities make these businesses successful, and if large corporations and governments work to create virtual realms, Facebook’s metaverse is more than likely to thrive and remain sustainable as long as they continue to be community-centered. As technological frontiers shift their focus to building virtual worlds, further attention turns to its by-products. This includes the full range of digital assets. I have a personal bias over the role of gaming companies and the implementation of photo capture modes in their console systems or art developed into what is now known as virtual photography. As video games evolve into hyper-realistic models, the lure to capture the beauty and emotions of the gaming world follows a newly implemented innovation that may interest audiences outside the gaming genre.
Virtual photography shows its value by presenting a form of memorabilia, while still images can exist in a new, exciting digital medium. Console games with photo-up modes offer new innovative composition tools, options for incorporating aspects such as painting and illustration, graphic design and other artistic tools. There is a practical application here that can help with workflows and design processes while offering engaging, interactive material.
Within the current gaming audience, where teens and gen-z consumers are the primary markets, game developers tend to focus on one important aspect: fun and entertainment, allowing users to spend as much time in the virtual world. Role-playing seeks to expand players’ experiences beyond the general state of history.
Redefines digital art
Virtual photography is just one of the many examples of branding of the new modern digital artist, and it is changing the perception of branding of digital works of art. Write “media job” on the LinkedIn job board and you will see a million different titles. Digital communications manager, social media strategist, graphic design manager, NFT creative, multimedia specialists, etc.
Technological intuitiveness and a certain amount of media fluidity are becoming necessary to navigate the world of industry professionals. I remember one time I taught at a summer camp in Palo Alto, California, where students were given curricula in the form of vlogging, 3D building, sound engineering, and design. Perhaps the most surprising classes were the video game-oriented classes, where teachers taught students the basics of Roblox, an online video game platform and game creation system. Most importantly, the camp taught students the basics of building, coding, and design, all through playing a video game. While this is a relatively new trend, educational institutions seem to be embracing the pedagogical aspects of gambling.
The technological metavers will prove valuable for its educational purposes. Virtual realms can help institutions teach logic and problem solving than many school curricula. Puzzles, select real-time strategy games and selected simulation games fall into this educational category. Games with gameplay elements that require users to tap into creativity are called Sandbox Games. Minecraft (2011) and The Sims series build puzzle games without any real end goal. Education platforms are looking for new ways to integrate art with the sciences, and games are proving to be one of the most innovative aspects of progressive curricula.
It’s no surprise that digital immersion is expanding at an exponential rate, and many video game companies have been using similar business models for years. These games generate a mass ecosystem of game users by following most entertainment structures. The most successful games create game environments in the open world with interactive possibilities, while maintaining a compelling narrative with goals and objectives and minimal limitations. If technology companies like Facebook seem to be following suit, maintaining an integrated, loyal community must stay at the forefront of their mission.
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