Samenvatting les 4 Media en Digitale Samenleving ()
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Vak
Media en Digitale Samenleving (1020FOWARC)
Instelling
Universiteit Antwerpen (UA)
Overzichtelijke en volledige samenvatting van al het lesmateriaal en zelfstudies van les 4 (Metaverse, VR en videogames) van het vak Media & Digitale Samenleving Uantwerpen. De samenvatting is geschreven in het Nederlands & Engels
Media & Digitale Samenleving les 4. Metaverse & VR | Videogames 2022-2023
Media & Digitale Samenleving: Les 4
Inhoudstafel:
1) Metaverse & VR .................................................................................................................................. 2
Believe the VR hype......................................................................................................................... 2
The 2 buzzwords of the moment: Web3 & metaverse ................................................................... 2
What is the metaverse .................................................................................................................... 3
Where are we today: what’s already happened? ........................................................................... 3
What’s missing?............................................................................................................................... 5
Will it eventually happen? Gaming Generations ........................................................................ 5
The future of work in the metaverse .............................................................................................. 6
Key takeaways about the metaverse .............................................................................................. 6
2) Word je dommer van gamen?............................................................................................................ 7
Negatieve & positieve kanten van gamen....................................................................................... 7
Voordelen & gevaren van gamen nuanceren.................................................................................. 8
3) Gaming can make a better world....................................................................................................... 9
Game gevoelens IRL overnemen ..................................................................................................... 9
Waar exact worden gamers dan zo goed in? ................................................................................ 10
Uitvinding spelletjes: wie & waarom............................................................................................. 11
Hoe stoppen we echte wereldproblemen in spelletjes?............................................................... 11
Wat gebeurt er daarna? ................................................................................................................ 12
4) Does video gaming ruin people’s lives? ........................................................................................... 13
Research on gaming ...................................................................................................................... 13
Different perspectives ................................................................................................................... 13
5) The benefits of playing video games ............................................................................................... 15
1. De functie van spelen ................................................................................................................ 16
2. Definitie videogames ................................................................................................................. 16
3. Cognitieve voordelen van games .............................................................................................. 17
4. Motiverende voordelen van gamen .......................................................................................... 18
5. Emotionele voordelen van games ............................................................................................. 19
6. Sociale voordelen van games .................................................................................................... 20
7. Gezondheid en onderwijs games .............................................................................................. 20
8. Uitdagingen en toekomstige onderzoeksrichtingen ................................................................. 21
9. Gamen voor interventies in de geestelijke gezondheidszorg ................................................... 22
10. Conclusie ................................................................................................................................. 23
Media & Digitale Samenleving: les 4. Metaverse & VR
Presentatie van Yondr Virtual Reality studio: media agency focused on virtual reality, video & branding.
Believe the VR hype
̵ Gartner hype cycle:
o 2015: company was new a lot of hype: all big brands wanted to do something with VR
o but they started to see the limitations:
no clear business value because technology wasn’t ready (just a marketing gimmick)
VR wasn’t a social experience: being alone in your headset is only fun for a few times
o so back to the bottom of the hype cycle
̵ march 2020: COVID-19 hit the company hard 95% of their digital experiences business was lost
o their business was mostly B2B & B2C at events (business to business, business to consumer)
̵ meanwhile they saw the rise of social VR platforms
o social VR worlds where you could meet each other represented by your avatar
o Zuckerberg in 2016: ‘social VR has potential to become most social platform ever’
o the company shifted their marketing towards virtual worlds and virtual events
‘as the banking crisis was a milestone for Fin-tech, COVID-19 may be for metaverse’
The 2 buzzwords of the moment: Web3 & metaverse
Web3 and metaverse can go hand in hand but are not the same
History of the internet
̵ WEB1: the information economy
o end of the 90’s/2000’s: read-only era of the internet (encyclopedia)
̵ WEB2: the platform economy
o today: we can post content and engage with it
o rise of social platforms and online business
but these platforms own us and are making money from us (data)
̵ WEB3: the owner economy
o Future: give power back to the community & creators
o where you own and control your own identity
o Different from metaverse: Web3 is a more philosophical and technical view of the internet
The building blocks of the Web3
THE CODE build on THE CONNECTORS populated by THE CONTENT financed by THE CURRENCY
̵ The code = blockchain
̵ The connectors = sensory media (how we experience it: VR/AR devices)
̵ The content = metaverse, NFT’s, avatars (virtual worlds, 3D experiences)
̵ The currency = digital currency (cryptocurrency)
metaverse is a term for a digital essence: how we will experience the internet
it’s like saying you are going to browse the world wide web: it’s a term we don’t use like that
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, Media & Digitale Samenleving les 4. Metaverse & VR | Videogames 2022-2023
What is the metaverse
The metaverse is a new virtual world to explore and a new dimension overlaying the old one.
It’s an embodied version of the internet where you are in the experience and not looking at it.
̵ more immersive: embodying the experience, not just looking at it
o experiences & creative economy: concerts, gaming, architecture, sports
̵ Zuckerberg wants to change name Facebook to Meta
o wants to be seen as a metaverse company in the future and not as a social media
̵ Zuckerberg uses ‘the simple future’ to talk about things that still need to happen
o the simple future: used to talk about things that haven’t happened yet
Metaverse: basic principles
1. Accessible across different computing platforms
o Metaverse is not just VR/AR: metaverse experiences also through mobile, tablet, computer
o but in perspective of immersiveness, wearables (headsets) are more humanized
with what happens around you instead of looking at a screen
o then again, children are already very immersed in the virtual worlds on their phone
2. Sense of presence
o the feeling that you are actually there
3. Avatar as representation
4. Virtual goods
o your avatar can buy virtual goods
buying virtual goods is already possible in Web2
but in Web3 people actually OWN their virtual goods
in Web2 you ‘lease’ your goods on the platform instead of actually owning them
5. Interoperability
o taking your virtual goods from one platform to another
you buy your avatar a Nike t-shirt: you appear in a 3D Zoom call wearing the t-shirt,
when you switch to a 3D Teams call you want to be wearing the same t-shirt
6. Teleportation
Where are we today: what’s already happened?
virtual world needs a virtual city, house, clothes, school, events, … a virtual world needs virtually everything
Examples
̵ Sandbox: you can buy virtual land on their metaverse
o a lot of brands did this, probably because of FOMO (fear of missing out)
o you can exploit your land and the money you make on your land is yours
o not good investments at the moment basically no users
̵ Bored Ape: most famous example of NFT = non-fungible token/digital asset (niet verwisselbaar)
o more than digital art: building their own virtual world with their own Apecoin
̵ Second Life!
o 1milion users, making a lot of money
o problem with Second Life: if the owner goes bankrupt you will lose all your assets in this
virtual world – because it is not yours (Web 2 vs. Web3)
̵ Horizon Worlds
o only accessible through VR, basically a 3D version of Facebook
o shows that the metaverse will be a 3D version of our internet (an embodied version)
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