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The commitment of companies to the Metaverse

In April, Sony announced the investment of 1,000 million dollars in the parallel digital universe of Epic Games, the company responsible for successful video games such as Fortnite or the Unreal Engine graphics engine Denmark Email List, present in most other titles, and key in the production of series such as “The Mandalorian”. The company is committed to a metaverse with an open character, as human as possible, but with the potential to create a new and unique economic system.

“We want a new experience, that is not just a backdrop to what is happening in a video game, where relationships, in the end, are continually being disrupted by what happens in games,” said Tim Sweeney, Founder of Epic. Games, whose developers are “learning what elements really make online experiences and relationships amazing and we want to continue them in a world of science fiction.”

In one of the main creations of Epic Games, Fortnite, some brands have already made their foray, such as Carrefour, which in France has launched “The Healthy Map”, a creative map that allows players to recover life through the consumption of food healthy The telephone operator O2, which has created its own island in which it has offered minigames, attractions and musical performances.
Also in the field of video games, fashion house Gucci has launched Gucci Garden Archetypes, an immersive multimedia experience set in Florence that explores and celebrates the brand’s creative vision. For their part, brands like Hellman’s or Venus de Gillette have made their forays into Animal Crossing.

“The attempts have been continuous. Now it is about much more sophisticated environments, technology has evolved a lot, and it is true that in certain aspects and certain areas, there are already, in some way, very sophisticated virtual worlds in which one can enter and live in an environment that does not exist. it is the physical and natural way in which we develop ”, Tascón tells us. “For example, in the field of architecture or construction it is possible to work with the so-called digital twins, which are parts of the physical universe in virtual space, which in this case would be buildings or factories.”

This would be the line followed by Nvidia, which is also working on developing its own metaverse, which he has dubbed Omniverse and which he describes as “an open platform designed for virtual collaboration and photorealistic simulation in real time.” It is a virtual space that, as the multinational indicates on its website, “unites users and the main 3D design tools in real time on a single interactive platform. Workflows are simpler, as updates, iterations and changes are instantaneous, without the need for data preparation. “

Nvidia has already tested the Omniverse with several companies, who use it to do advanced simulations of the real world, known in the engineering sector as digital twins. BMW uses it, for example, to create exact virtual replicas of one of its factories and to experience how they can affect certain logistical changes before implementing them in the real world. For his part, Ericcson has relied on the platform to analyze how 5G coverage performs in crowded urban environments, while the architecture firm Norman Foster has applied it to its building design.

As Guardiola tells us, there are companies working on metaverses for more than fifteen years, so the interest is not new. However, the current reinforcement of the commitment to these alternative worlds would respond to the confluence of different factors. In the first place, the massification of multiplayer online games. “It is increasingly common for new generations of Internet users to find online platforms of this style.” Second, the growing technological capacity. “The experience is getting better as the technology accessible at the domestic level is greater and, therefore, the access barrier is lower.” To this would be added the development of non-fungile digital assets, NFTs and cryptocurrencies. “This means that not only is economic exchange attractive in the digital environment, but there are also creators of exclusive content and that a property can be traced within that context socialposts.”

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