The metaverse becomes the new environment for creatives and gamers

The metaverse becomes the new environment for creatives and gamers

The evolution of digital tools and artificial intelligence have made the video game industry one of the most impactful in Latin American countries. Its panorama is so broad that almost 40% of the world’s population participates in video games, which represents some 3.1 billion people, according to a report by DFC Intelligence. In relation to Latin America, it is estimated that in 2021 there were 289 million gamers and in 2022 there will be 315 million, according to the latest Beyond 2021 report.

One of the questions that has arisen the most with the arrival of the metaverse is what will happen to video games. 10.5% of the gamers In Latin America, it has already ventured into virtual worlds, according to a survey carried out by HyperX, a brand of products specialized in video games.

For several years, developers have been working on games that offer experiences related to augmented reality, where you can study, work, go shopping, have fun, visit places, among other actions.

José Martí, Vice Chancellor for Research and Transfer at the International University of Valencia – VIU, explains that video games in the metaverse have certain characteristics that make the experience more appealing and enriching.

In the metaverse, for example, players can take all their configurations and objects from one environment to another, as happens in the physical world, that is, they are free to move from one place to another what they generate, earn, exchange or buy.

In addition, the participants have non-tangible goods, with which they would not only pay to reach other levels or have objects within the game, but they can also buy land, NFTs (Non-Fungible Tokens), as well as buy objects through cryptocurrencies.

To make the experience more immersive, devices such as haptic gloves, virtual reality glasses and special suits can be used, which allow a multitude of stimuli and sensations to be received through the different senses.

The metaverse is personalized, which is why it allows players to use avatars to communicate with other people, so they can carry out socialization activities such as attending events, concerts, meetings, etc.

Another aspect is that it allows you to interact with people who are physically far away in a more realistic way. Therefore they can talk, walk, show facial expressions.

This situation has made content creators also look towards this sector and begin to look for new alternatives to develop their activities, for example, 3D technology.

According to data from the Adobe company, 6.1% of the world economy depends on intellectual creations and, specifically, the creative industry contributes 4.3 trillion dollars.

According to this same study, the creative industries have played a fundamental role in the economic recovery. These include, among others, the sectors of visual arts, entertainment, cultural heritage, artistic education, design, advertising and fashion.

During the pandemic, these companies and thousands more have discovered that creating in 3D not only gives them creative freedom, but is also faster, cheaper, scalable, and more sustainable. Only in Latin America this sector produces at least 177,000 million dollars each year and in the entire American continent this data reaches 1,932,000 million USD, generating about 23.3 million jobs.

“As is evident, we are innovating because the market is demanding it. Today, all industries are aware of the need to venture into 3D technology, since it allows customizing products that improve the user experience and is very easy to use: the necessary textures and elements are searched for, downloaded, and then used. they make up the scenes we want,” says Rafael Hidalgo y Terán, senior consultant for Digital Media Solutions at Adobe.

Games that are in the metaverse will be interconnected, because users can interact and move seamlessly to different thematic virtual spaces.

“Video games are characterized by being proprietary environments that can confront the concept of ‘free movement of the metaverse’. However, the economic impact can be very relevant, since it can encourage the consumption of NFTs when users are able to use these intangible assets not only in a video game, but in different video games that are compatible with each other. In the coming years, you will undoubtedly hear a lot about the metaverse in the world of video games, as a growing number of companies will begin to develop the technology necessary to connect us to it. It promises to be a new digital environment full of possibilities”, concludes José Martí from VIU University. (YO)

Source: Eluniverso

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