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Samenvatting les 4 Media en Digitale Samenleving ()

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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

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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



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,Media & Digitale Samenleving les 4. Metaverse & VR | Videogames 2022-2023



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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