10,000-character long text: exploration of the application of the Metaverse in education, games, and tourism

In 2021, the concept of the Metaverse will sweep the world, and many giant companies such as Meta, Microsoft, Tencent and Baidu have incorporated the Metaverse into their corporate development strategies. Under the tide, the possibility of combining the Metaverse with various industries has also been explored.

This article will start from the actual cases of the combination of the Metaverse and the education industry, the game industry, and tourism, and initially explore the combination of the Metaverse and these industries. At the same time, Zero One Think Tank, 01 Blockchain, “Lujiazui” magazine, and Hengqin Digital Finance Research Institute will jointly launch the “Metaverse Scenario Application Exploration Report” . Released at the China Digital Technology Investment and Financing Summit, all kinds of exploring companies are welcome to actively participate.

Metaverse + Education: Typical Cases and Development Paths

Online education is becoming an important part of the modern education system. During the stagnation of offline education caused by the new crown epidemic, online education has become the development form of most classrooms.However, at this stage, there are still some problems in online education, such as the single form of classroom presentations on flat web pages, the low degree of participation of students due to the sense of space isolation, and the lack of an environment for training skills and experiments in virtual spaces. The combination of education and Metaverse will bring a revolution to offline education and online education.

The Edu-Metaverse can be understood as the integration of cloud-based smart education, where teachers and students participate in classrooms as digital identities and interact in virtual teaching places. In the Metaverse classroom, the introduction of VR equipment can fully reshape the presentation form of teaching content, allowing students to “immerse” in knowledge. In addition, the plasticity of virtual space has also spawned scenarios such as virtual labs and virtual assemblies, extending the Metaverse from classroom to after-school activities.

Economist Professor Zhu Jiaming once said when talking about the application of the Metaverse, the biggest potential field for the application of the Metaverse is actually education. The English word for “university” is university, which itself is related to the universe; and the Metaverse also includes the meaning of the universe. There is a natural parallelism and coverage between the Metaverse and education. The ultimate meaning of games is for everyone to learn.Now, human beings have entered the historical stage of “life is learning, and learning is life”, and learning has become a lifelong, all-weather content. The Metaverse provides the largest space and the best technological foundation for such learning.

Metaverse + Education Industry Case Study

Case 1: Gather.town helps Korean education + Metaverse

Background: In November 2021, the Seoul Metropolitan Government of South Korea released the “Metaverse Seoul Five-Year Plan”, announcing that starting from 2022, it will build Metaverse in all business areas of the city government, including economy, culture, tourism, education, and letters and visits. Administrative service ecology. Among them, “Metaverse + Education” currently has actual implementation cases in various schools in South Korea.

Gather.town is a Metaverse platform with teaching functions. Students can create virtual images independently to participate in teaching activities. To meet the needs of different teaching activities, Gather.town provides a variety of virtual teaching scenarios, such as classroom space, project space, free space, attendance space and other modules.

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  • virtual teaching scene

The platform can arrange teaching scenarios according to the needs of users. Teachers can freely choose scene props and place them arbitrarily according to teaching needs. For example, the platform provides decorative props such as flower pots, tables and chairs to meet the space design of virtual teaching scenes. In addition, the platform also supports the embedding of link addresses such as TVs, computers, projectors, and game consoles into virtual scenes, and supports playback functions. Students can open viewing when they are near an embedded linked icon. In addition, the virtual classroom space can realize single-audio sound dissemination of teacher’s teaching type and multi-audio sound dissemination of discussion and speech type, supporting a variety of teaching forms.

For example, teachers can use the screen sharing function to introduce and explain screenshots of topics related to Korean traditional culture in the textbook, such as fan dance, mask dance, and folk games. After that, students can use audio, video and other resources to further understand and master what you have learned. This teaching method is different from teachers showing specific audio and video to all students. Students can browse the cultural resources they are interested in just like visiting a museum.

  • After-school activity platform

The platform supports various virtual interactive activities, and the break space can provide students with opportunities to interact with other group members or classmates. For example, students can create and share maps independently, and the characters will automatically pop up the video screen when they are close to each other. Visual dialogue. Students can also relieve study fatigue by playing games alone or with others.

In addition, many offline activities can be “transferred” to the platform. For example, the Soongsil University Student Union will hold online celebrations on the platform, and various colleges will conduct online celebrations by professional category. During the two days of the celebration, more than 300 students were online at the same time. Another example is that the Yonsei University Association of Associations conducts online promotions on this platform, and each association produces booths by category. This helps the association to get rid of the single propaganda model in previous years, and builds a virtual networking space for association propaganda and real-time communication and interaction.

Case 2: “Playing and Learning World”

Background: Children’s programming training institutions play and learn by adhering to the concept of “satisfying children’s nature”, and launched “Playing and Learning World”, which integrates educational content and game content into the platform at a 3:1 ratio, and scientifically balances children’s learning with Play time allotment. At the same time, as a 3D immersive education platform, learners can learn in the world of 3D simulation, and comprehensively create a perceptual learning experience for children. According to official reports, as of January 2021, the number of registered students of “Playing and Learning World” has exceeded 1 million, the comprehensive customer acquisition cost is only 0.72 yuan per user, the average daily use time of users is 43.6 minutes, and the total number of users exceeds 10 million. Second-rate.

  • “Learn to play ratio”, balance the time allocation of learning and playing

“Learning to play ratio”, that is, the ratio of educational content to game content to balance the time allocation for children to learn and play. “Playing and Learning World” consists of four major divisions: teaching area, special area, competition area, and home area. Each region meets different educational needs by setting different “learning to play ratios”.

In the teaching area, the platform provides courses covering all grades in the K12 stage, transforming each link of learning, practice, and testing in a 3D interactive game-passing method, and completing questions and passing the test to obtain points and props. At present, the content of the first volume of primary school mathematics grades 1 to 6 has been developed. The learning-to-play ratio in the teaching area is 8:2.

In the special area, the platform supports special training in ancient Chinese poetry, English situational dialogue, programming basics and other special training in the way of situational breakthroughs, and you can earn points and currency when you complete them. The ratio of learning to play in the special area is 7:3.

Competitive Zone: A multiplayer online world, children can PK with other friends online to win rewards and titles. The learn-to-play ratio in the competitive area is 3:7.

Home area: a free space for children. Players can exchange the rewards and currency obtained by completing courses in other areas for construction materials to build their own dream home. They can also trade with other partners and socialize online. The learning-to-play ratio in the home zone is 2:8.

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  • 3D Immersive Live Classroom

In addition to the general learning space provided by the platform, “Play and Learn World” also supports immersive live classes with customized teaching scenarios. According to the official disclosure, the class supports a small class teaching mode of 6 to 10 people. Teachers and students enter online with 3D cartoon images. room, complete the teaching objectives in the customized teaching courseware scene. Classrooms are based on teaching modes such as learning, practice, and challenge, with lively and interesting animations and mechanisms, which are helpful for students to understand obscure concepts and improve students’ mathematical thinking, logical ability and creativity. And throughout the classroom, teachers and students can interact at any time, and students can get instant feedback.

For example, after learning a wealth of programming-related knowledge in the 3D immersive live class, students can use the knowledge they have learned to carry out “campus restoration”, “landmark building reproduction”, “architecture DIY”, “playing and learning world” in the home area of ​​”Play and Learning World” Develop your own new game” and other home creation activities. At present, more than 230,000 authors have uploaded their creative works in Jiayuan District.

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Case 3: Mengke Technology VR Smart Classroom

Background: Beijing Mengke Technology Co., Ltd., referred to as Mengke Education, is a professional technology company specializing in VR+ education overall solutions in China. The company’s products include the universal Metaverse education platform, multi-person interactive VR education solutions, and the party-building VR content library reviewed by the Central Party School Press. At present, Mengke has deployed hundreds of pilot schools across the country and has a large resource library of thousands of VR course resources.

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  • VR Smarter Classroom

VR technology has broad application prospects in the field of education. This model changes the plane sense of the traditional classroom, and improves the experience of teaching by creating a three-dimensional sense of space. At present, Mengke has more than 2,000 sets of VR teaching courseware, involving English, physics, chemistry, biology, history and other disciplines, and has been applied to daily teaching. In addition, based on the VR panoramic course making tools and VR animation course making tools independently developed by Mengke, teachers can build their own VR courses and share them with national VR education platforms through Mengke’s VR teaching cloud platform.

For example, Mengke used VR technology to reshape a biology class “gene expression”. Different from the traditional classrooms, which rely on textbook schematic diagrams, microscopes, animations and videos, after putting on the helmets, students are greeted with galloping blood, red blood cells and white blood cells are swimming, and students can follow the blood circulation to reach all parts of the body where it exits from the blood vessel into the tissue fluid. When the helmet is turned, microscopic substances such as ribosomes, mitochondria, centrosomes, and nuclei are within reach.

  • Metaverse Interactive Ideological and Political Classroom

Mengke VR party building mainly has three characteristics: digital visualization of party building content, integration of software and hardware systems, and platformization of party building cloud platform management. Relying on advanced VR technology, the experience dimension of students’ senses has been improved. The platform also supports online interaction of multiple people at the same time, which refreshes the immersive interactive experience of the party building classroom.

In order to learn the Wangjiaba spirit of “giving up a small family for everyone”, the students turned into emergency rescuers through VR equipment, “driving” the assault boat to Zhuangtai besieged by floods to transport rescue materials, “rescue” patients, and at any time Avoid obstacles such as trees that appear from time to time. After completing the task, everyone was sweating profusely. “The virtual simulation ideological and political experience class is three-dimensional and immersive. It is more impactful and infectious than words and characters, and has a strong sense of experience.” The experiencer said that he could personally experience the hardships of the people of Wangjiaba and rescuers.

In addition to the projects and companies mentioned above, a number of domestic companies are actively exploring the development path of Metaverse + Education. The companies participating in the exploration also include Ubisoft Education, Tianhu Education, Fangzhi Education, Hongxin Education, and Wanxue Education. , NetDragon Huayu Education, Huike Education, etc.

A Preliminary Exploration on the Path of Metaverse + Education Industry

Educator and thinker Tao Xingzhi once said that education is the fundamental plan of the country for ten thousand years.Education is the cause of a family, a country, and even a generation, and under the concept of the Metaverse, this cause will usher in another vigorous development. The possibility of the combination of education and the Metaverse has been preliminarily confirmed. The following will take an inventory of the development path of the combination of education and the Metaverse based on the actual case of the combination of industries.

VR Panoramic Classroom

If the traditional teaching mode of word of mouth is one-dimensional, the multimedia classroom is two-dimensional.Today, the immersive classroom created by VR and 3D interaction will re-subvert the perception form of teaching activities and bring the classroom to a multi-dimensional level. For example, if people want to learn about planets, after wearing AR glasses, huge planets will appear in front of people, people can zoom them in and out, and see their textures and characteristics clearly. If people want to learn the knowledge of ancient architecture, they can directly “travel” to that era, experience and witness how great buildings were built.

3D interactive immersive experience

3D interaction is another important element of augmented reality. The learning mode of group discussion and class point sharing is indispensable in education, which is conducive to deepening the grasp of knowledge points through inquiry and thinking. In the Metaverse learning space, students will have virtual identities and support multi-person 3D interaction and collaboration in the same virtual space. For example, virtual spaces such as virtual libraries, virtual study rooms, and virtual activity rooms can be freely designed and built, and students can participate in various social activities in the form of 3D avatars in these spaces.

Reinvent the learning experience with game mode

The Metaverse itself exists in the form of virtual space, and virtual space is an excellent soil for building games. A model that combines play and learning will help reshape the learning experience. For example, combine after-school exercises with games to increase the fun of learning and practice. In-depth knowledge points layer by layer in the mode of breaking through the levels, and the reward mechanism of instant feedback will fully mobilize the learner’s “playing heart”.

In addition, the Metaverse Classroom provides more space for students to explore. For example, students in the Department of Chemistry can boldly carry out various chemical experiments without being restricted by the dangers of chemical materials and experimental procedures. Another example is that students in the Department of Architecture can personally participate in the construction of urban viaducts through the simulation laboratory, which cannot be achieved in real teaching.

Educational Certification Mechanism Transformation

Blockchain technology is the underlying technology of Metaverse, and blockchain technology has the characteristics of decentralization, traceability, and non-tampering. The integration of this technology into the education certification mechanism will help to achieve a more efficient, intelligent and secure certification mechanism. . For example, student files can be on-chain and stored and circulated in a secure environment. Another example is that teaching resources can be traded and shared through blockchain technology, thereby encouraging the production of high-quality content and the popularization of educational resources. In addition, relying on blockchain technology, NFT can be used as the only certificate for the underlying digital resources, and certificates, certificates, credits, etc. can be issued in the form of NFT.

Suggestions for the metacosmization of education

At present, the concept and underlying technology of the Metaverse are in the early stages of development, and it is still challenging to integrate this concept and technology into the entire education ecosystem. Technically, the development of VR technology and the training of Metaverse skills need to be broken through. In terms of content, how to create a Metaverse version of the classroom and expand the application of Metaverse in extracurricular activities remains to be explored.

  • Increase efforts to invest in VR research and production. The current VR equipment needs to be broken through in terms of quality and quantity. At the same time, it is also urgent to develop customized VR equipment for classrooms.
  • Strengthen the concept and skill training of front-line teachers in the Metaverse classroom, such as popularizing Metaverse knowledge, teaching the use of VR systems, and training the functions and operations of the platform.
  • Create teaching resources suitable for the Metaverse classroom, including reshaping the content of the syllabus in three-dimensional form, creating spaces for experiments and simulations, and realizing intelligent and personalized learning resources push.
  • Reshape the “campus” experience with the innovativeness of the Metaverse, such as completing after-school exercises in the form of games, setting up virtual activities for students to carry out club activities, and providing reading space in the virtual library.

Metaverse + Games: Typical Cases and Development Paths

In the post-epidemic era, the scale of the global game market continues to expand, and the industry is in good shape .According to the “2021 Global Game Market Report” released by Newzoo, the game market in 2021 will generate a total revenue of US$180.3 billion, an increase of 1.4% over 2020. Newzoo predicts that in 2024, the global gaming market will generate $218.8 billion in revenue, of which mobile games alone will generate $116.4 billion through consumer spending.

The Metaverse is one of the hottest topics in 2021. The Metaverse has built a grand framework for us to combine virtual and real, and scenarios such as commercial industries, social entertainment, and lifestyles can be reconstructed under the new framework. At present, the industrial form of combining virtual and real has not yet been popularized, but the form of combining games and Metaverse has been “running” at the forefront. Games that exist in virtual form provide great expandable space and superior experimental scenarios for the development of the Metaverse. At present, games have also become the most important form of presentation of the Metaverse.

At the same time, the Metaverse is also one of the hottest topics in the game field in 2021. Under the wave of the Metaverse, a number of game platforms combined with the Metaverse have been born, and more possibility experiments have been made on games in terms of building virtual space, making game content, and building social platforms. The combination of the Metaverse and the game industry has already begun to scale, and a new development path will emerge from the combination of the two.

Metaverse + Game Industry Case Study

Case 1: Roblox

Background: In March 2021, Roblox went public on the New York Stock Exchange, igniting the concept of the Metaverse with the title of “First Share in the Metaverse.” Released in 2006, Roblox, a massively multiplayer online sandbox game creation platform, has 226 million monthly active users as of October 2021, according to RTrack estimates. Roblox is dominated by young users, 67% of users are under 16 years old, and only 14% of Roblox users are over 25 years old.

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  • User Generated Content

In the traditional game mode, the background is responsible for generating content, and players explore in the constructed game story. Roblox is not engaged in the production of game content, but provides players with a rich material library and powerful editing functions to support players in digital content creation. At present, Roblox has more than 40 million games, covering various types of games such as shooting, fighting, survival, racing, etc., and has become the world’s largest multiplayer online creative game platform.

own economic system

Roblox creates a complete economy. Robux is the token that circulates on the platform, and players can use tokens to buy equipment and items for their avatars. Game creators and developers can also earn Robux by building games and converting them back into real-world currency. According to Roblox, over 960,000 developers and creators earned Robux on the platform during the past 12 months ended September 30, 2020. Of these, nearly 250 developers and creators made $100,000 and more in Robux.

  • Immersive experience and community interaction

An immersive experience requires a full player sensory dimension. In this regard, Roblox has optimized the camera specifically for VR, adding the option to switch between first and third person views. In addition, interactivity and instant feedback are also important sources of immersive experiences. Roblox supports multi-platform compatibility. Players can play games and create games with players or friends through computers, mobile devices, Xbox One and VR devices. In Roblox, you can also use chat, private messages, groups and other functions to communicate with friends at any time.

Case 2: Axie Infinity

Background: Released in March 2018, Axie Infinity is an online video game developed by Vietnamese studio Sky Mavis, Axie Infinity is set as a trading and fighting game where players collect, breed, raise, fight and trade known as “” Axies” creatures and earn rewards for performing personal and community tasks. According to Axie Infinity’s official disclosure, the platform’s monthly revenue increased from $103,000 in January 2021 to $364 million in August of that year, and achieved 1 million daily active users, with a cumulative revenue of more than $600 million.

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  • NFT-based game assets

The “Axies” creatures in the Axie Infinity platform exist as NFTs. The advantage of NFT is that the assets are not controlled by the company behind the game. Players truly enjoy the ownership of game assets and have the opportunity to make profits through resale and transactions. The platform also supports the purchase of virtual land in the form of NFT in the game.

In February 2022, CryptoSlam data showed that the NFT series of the crypto Metaverse game Axie Infinity was the first product to reach $4 billion in sales, which is twice that of the second-ranked CryptoPunks. The highest price to date for a single “Axies” is 300 ether, worth nearly $800,000, according to CoinMarketCap.

  • “play-to-earn” mode

Axie Infinity pioneered the concept of “play-to-earn” in the game. The Axie Infinity platform has two tokens, Smooth Love Potion (SLP) and Axie Infinity Shards (AXS). Players can earn rewards in the form of AXS tokens and SLP tokens by winning battles and tournaments on the platform. SLP is a utility token that supports the breeding of digital pets “Axies”, and AXS is a governance token that supports players to vote to participate in platform governance. According to the project schedule, Axie Infinity will become a fully decentralized organization based on AXS in 2023.

Interestingly, during the Covid-19 pandemic, some Filipinos are using gaming as their main source of income. In a Youtube micro-documentary titled “Play to Eran” in May 2021, players in the video revealed that the average monthly income from Axie Infinity exceeds $300, which is already higher than the local average income .

Case 3: Zhongqingbao’s “Master of Brewing”

Background: On January 3, 2022, Li Ruijie, chairman of Zhongqingbao, shared a demonstration video of the H5 version of his Metaverse concept game “Brewer Master” on his Weibo, and said that the game had gone through 5 times before this version. overturned, but has “started to get close” to his demands. Brewmaster is a development game with the core of operating a winery. Players can “travel” back to China 100 years ago and participate in the production game by simulating the real winemaking process.

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  • Connecting offline wineries

Zhongqingbao took the lead in proposing the concept of “online brewing and offline wine extraction, opening virtual reality dream linkage”, and launched an immersive and interactive virtual brewing experience with “digitalization + wine culture”. This game will open up the closed loop of information between wineries, liquor, games and players.Zhongqingbao will cooperate with real-life wineries. Players can not only experience the fun of winemaking games, but also turn the wine brewed in the game into real objects.

The baijiu that is finally brewed in the game will be sent to the “brewing hall” for sale, so as to obtain actual income, or you can directly take away the wine brewed and designed by yourself offline. In addition, the winery brands created by the players will also be certified as digital collections, which can not only be earned through auctions within the circle, but also can be mapped to the chain for auction transactions on larger platforms.

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Zhongqingbao Cooperative Winery Guizhou Jinsha County Jinsha Ancient Wine Co., Ltd.

  • social play

The gaming platform also provides social features for players. For example, players can click on a character to apply to join a guild, or initiate a marriage proposal to a friend in the “Marriage Registry”, and invite friends to build a team. In addition, some extra-game elements appeared in the demo, such as property management, stall trading, liquor lab, office building, etc. The game may become a platform that accommodates multiple application scenarios.

Case 4: Code Universe “Restarts the World”

Background: Similar to Roblox’s vision of building a Metaverse, Code Universe also hopes to “restart the world” and create a Metaverse. “Restarting the World” is developed based on the interactive physics engine technology system independently developed by Beijing Code Universe. It consists of a creative platform with a high degree of freedom and a social platform for young people with a high degree of participation.

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  • A creative platform with a high degree of freedom

Similar to Roblox, Reboot is also a platform for players to create games. The platform provides an editor for developing games, which lowers the game production threshold for individual developers. According to the official introduction, it takes only 6 hours for a single individual developer to master the use of the platform, and the time to develop a simple game is only 2 days.

  • Physics Engine Helps Simulate Reality

At present, the physics engine technology of “Restart the World” has obtained dozens of technical patents. With the help of the platform’s physics engine technology, the platform can simulate the laws of mechanics in the real world, such as collision, gravity, high-altitude acceleration and falling, vehicle impact, etc. Users can realize the production needs of different creative content without editing the code, such as feeling the real collision effect. The platform can even be applied to simulation, construction, computer and other fields.

In addition to the companies listed above, the domestic Metaverse + game track has begun to take shape. The projects that have been implemented are as follows:

  1. Baidu Leitz Dog
  2. Ali Ant Chain “Xianjian Metaverse” (under research)
  3. Baotong Technology “Final Front”
  4. Huawei “Star Tower”,
  5. Century Huatong “Live Topia”
  6. Mini-play technology “mini-world”

In addition, game companies such as Sanqi Mutual Entertainment, Mihayou, NetEase Fuxi, Perfect World, Lilith Games, and Caiji Cloud Games have also revealed their determination to develop Metaverse strategies, and more Metaverse games will emerge in the future.

A Preliminary Study on the Path of Metaverse + Game Industry

The game is the form closest to the huge concept of the Metaverse, and it is also the most mature field of the Metaverse.Game platforms created with the concept of the Metaverse are sought after by players, which also proves the feasibility of combining games with the Metaverse. The following will take an inventory of the development path of the combination of games and the Metaverse based on actual cases of industry integration.

Create an immersive gaming experience

Immersive experience and interaction are the manifestation of the Metaverse at the sensory level, and it is also an essential feature of the Metaverse. Creating an immersive experience in the game platform is also the consistent direction of game manufacturers and platforms. Augmented reality technologies such as VR/AR can instantly mobilize the five senses of players, giving gamers an immersive sense of substitution. In the future, games will move from flat to three-dimensional.But limited by existing technology, augmented reality technology has not yet generally appeared in games. More common is the physics engine technology. By writing the rules of the physical world into the game platform, the interaction between players and the virtual space will be more realistic.

From Games as a Service to Games as a Platform

One of the shifts in the integration of the Metaverse with games is that the relationship between users and games will change. In traditional games, the production rights and ownership of game content essentially belong to the game developers. Relying on technologies such as blockchain and NFT, as well as the concept of virtual and real symbiosis under the Metaverse, game creators and players will be symbiotic, and games will shift from services to platforms.

On the one hand, the content production rights of the game will be returned to users, and the platform will support players to develop and create games by developing and creating games by setting rules and providing no-code tools. This is similar to the operation mode of YouTube and bilibili. When content production is returned to users, content producers with a level of 100 million will show amazing creativity.

On the other hand, the operation and management of the game is also handed back to the user. The common practice is to issue platform governance tokens to allow users to participate in the construction and planning of the game platform through voting. This decentralized management model will make the game platform belong to every user.

Building a game economy system

In its prospectus, Roblox proposed eight key features of the Metaverse: Identity, Friends, Immersive, Low Friction, Variety, and Anywhere. , Economy (economy), Civility (civilization). Among them, economy and civilization make Metaverse games out of the category of traditional games.

Metaverse games come with an economic system. The assets of Metaverse games can be represented by NFTs or digital collections, and NFTs issued by relying on the blockchain can be used as certificates for digital assets. Pets, equipment, buildings and even plots in the game Metaverse can be represented in the form of NFT or digital collections, and can realize the measurement and circulation of asset value.

The platform token of the game is a medium for measuring and exchanging value in the Metaverse game, and also supports exchange into other cryptocurrencies or legal currency to open up the Metaverse and the outside world. In addition, another important role of platform tokens is to give players more power. Users participate in platform governance through token voting, and the rules and civilizations in the Metaverse can be jointly redefined by players.

Enhance non-gaming experience

The Metaverse concept is not limited to games, but covers all kinds of activities in the physical world. Therefore, in the process of combining the Metaverse with the game, the non-game experience will also be integrated into the game itself.Under this trend, activities such as social networking, virtual concerts, and virtual stores will become more and more common in Metaverse games.

The addition of non-game providers will enrich the form of the game Metaverse, and the combination with industry or commerce will enrich the game ecosystem, which will bring huge business opportunities to the game in the long run. On the other hand, activities such as social carnivals and virtual concerts further activate the social attributes of games, and this non-game experience will also attract a group of non-gamers to join.

Recommendations for the Metaverse of the game industry

Although the feasibility of combining games with the Metaverse has been preliminarily verified, the Metaverseization of the game industry is still in its infancy, and both technology and content need further breakthroughs and improvements.On the other hand, intellectual property and copyright, as well as security and privacy issues will become more prominent in the later stages as the Metaverse of the game industry develops.

  • The “playability” of games is the basis for the metacosmization of the game industry. Whether the game content is team-generated or user-generated, how to formulate or guide the fun of the game is the key to attracting players.
  • Intensify efforts to develop technologies involving the Metaverse. At present, the large-scale development and operation technology of the Metaverse is not yet mature, which directly restricts the depth of the combination of the Metaverse and the game.
  • Strengthen content moderation mechanisms to protect intellectual property and copyright. User-generated content under the “game as a platform” will involve more complex intellectual property and copyright protection issues, such as the abuse of IP.
  • Strengthen the security of the Metaverse game community. The virtual identity of players in the Metaverse game may involve issues such as identity theft and information harassment, and the huge data tracking capabilities of the Metaverse also involve user privacy protection issues.

Metaverse + Tourism: Typical Cases and Development Paths

Beginning in 2020, the new crown epidemic has swept the world, causing a serious impact on the economy in various fields around the world, especially for offline economies such as tourism. Although the global tourism economy is gradually showing a recovery trend, the degree and progress of the current recovery are still relatively slow. According to the “World Tourism Economic Trends Report (2022)” jointly released by the World Tourism Cities Federation and the Tourism Research Center of the Chinese Academy of Social Sciences, the total number of global tourism arrivals in 2021 will reach 6.6 billion, and the total global tourism revenue will reach 3.3 trillion US dollars, respectively recovering . From 53.7% and 55.9% in 2019, these two indicators are expected to recover to 68.8% and 67.8% of their pre-pandemic levels, respectively, in 2022.

The report also pointed out that the structural recovery of the global tourism economy has shown trend changes, including the increase in industrial concentration and the importance of sustainable tourism. Therefore, formulating diversified strategies and seeking new economic growth points through technological change have become important tasks to reshape the tourism landscape and restore the tourism economy. When the Metaverse encounters the tourism industry that is in vain, can it empower the transformation and recovery of the tourism industry?

Metaverse + Tourism Case Study

Case 1: “Korea Tourism Universe Platform”

Background: On November 12, 2021, the South Korean government held the 6th National Tourism Strategy Conference to finalize the “Tourism Industry Recovery and Leap Forward Plan”. According to the plan, the government will promote a “dual-track” system of virtual tourism such as Metaverse and smart tourism for actual visitors, covering the development of tourism products that combine global popular cultural and creative content such as BTS, and the development of digital attractions, as well as the construction of integrated Korean “Korea Tourism Universe Platform” for major attractions, popular film and television drama locations, etc. Among them, the Incheon Open Port in South Korea is the first selected area to create a smart tourism city. It is currently developing a smart tourism city by building a smart ecosystem and environment.

  • AR Incheon (Augmented Reality Incheon)

The AR service designed by Incheon provides one-way interactive content through smartphones. For example, the scenic spot provides AR navigation services and AR maps, and tourists can “travel” back to important historical moments of the scenic spot according to the guidance of historical figures, and enjoy the local customs and customs at that time. In addition, the scenic spot has also launched the “Operation Incheon” (“Incheon Operation” game), which proposes game tasks to tourists to increase the attraction of tourism by rewarding participation.

Incheon also formulated the “VR/AR Industry Medium and Long-Term Development Strategy” to promote and develop the local content industry, and launched the “Incheon VR/AR Production Support Center”. It is reported that the center supports content development, provides AR and VR equipment for free, cultivates professional talents, and incubates companies with proven content through industry-university-research cooperation.

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  • ‘Incheoncraft’ (Incheon version of Minecraft)

Minecraft is a sandbox game where players can freely explore virtual worlds in the form of “avatars”. On this basis, Incheon developed “Incheoncraft”, which provides opportunities for tourists who cannot visit in person and creates an unrestricted way of traveling. The game’s landscape is based on Incheon’s exterior, allowing users to explore, socialize and create with new characters. In IncheonCraft, users can experience historical events through historical characters and learn the history and culture of Incheon in the game.

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Case 2: Disney’s Metaverse Strategy

Background: On November 16, 2021, Disney CEO Bob Chapek hinted in a conversation that the Metaverse will be Disney’s future. He said Disneyland plus the Disney+ digital platform gives the company an unrivaled ability to build a Metaverse, “a three-dimensional canvas that promises to integrate the physical and digital worlds in a cohesive, untethered way that will Earth frees creative minds. I believe the Metaverse is where the next generation is headed.”

  • Immersive Paradise

Tilak Mandadi, Executive Vice President, Digital and Global Chief Executive Officer, Disney Parks, Experiences and Products (DPEP) said: “The way we tell stories at our parks has been evolving: from classic, linear stories, to interactive stories, to immersive stories. storytelling. Now, the way we tell stories is becoming more personal and social.”

Disney revealed that augmented reality technology will be a key element of its strategy. It all starts with a connected paradise. Technologies such as computer vision, augmented reality, artificial intelligence and the Internet of Things enable seamless integration of the physical environment with the digital world and redefine the experience of the park.

Frozen, A Musical Spectacular, Disney Cruise Line’s original stage production, combines traditional theater techniques with state-of-the-art, motion-tracked video graphics and large moving sets to create Arendelle’s iconic Frozen World, which immerses visitors in the world of Frozen.

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 Immersion is not only about the authenticity of the present senses, but also interactivity is an important part. Mandadi summed up the role of the “Metaverse” in enhancing storytelling beyond Disneyland: “The Metaverse allows people to play established roles, or even be themselves, creating roles for themselves throughout the story. Adding new characters to the story. This is the key to personalizing the Metaverse.”

Play Disney Parks is a prominent reverse augmented reality game from Disney. Visitors to the park need to complete tasks with family members or friends around them. According to the settings of the Bluetooth beacon, use the mobile phone camera to activate hidden AR elements around them, such as waiting in line. When riding in a spaceship, rockets can be seen flying overhead, etc.

  • IP NFTization

Citi analyst Thomas Singlehurst wrote in a report titled “Disruptive Innovation” that the emergence of NFTs will likely cause significant disruption to all industries involving IP, licensing and commodity-related revenue, with NFT decentralization and democratization key among them. The model allows content owners to weaken the role of traditional intermediaries in tokenizing IP. In addition, the report noted that companies including Disney and video game publisher Electronic Arts are expected to benefit from NFTs.

With its rich IP resources and the company’s nearly billions of fans, Disney has a clear advantage in selling NFTs as collectibles. Relying on the collectibles trading platform Veve, Disney has released a series of NFTs such as Star Wars, The Simpsons, and Mickey Mouse. At present, most of the NFTs have been sold out and have been hyped in the secondary market. For example, the price of “The Simpsons” NFT issued at $60 was sold for $150 in the secondary market.

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 Case 3: “Datang Kaiyuan”

Background: In China, the Metaverse is also used in tourism exploration. On November 18, 2021, the Zhangjiajie Metaverse Research Center was established, becoming the first scenic spot in the country to set up a Metaverse Research Center.According to relevant sources, Zhangjiajie Metaverse Research Center mainly studies and explores the integrated development of tourism and the Metaverse, drives “application innovation” and “industrial innovation” with “technical innovation”, and cultivates new product forms, production methods and consumption in the tourism industry. model.

Earlier, during the National Day, Xi’an Digital Lightyear Software Co., Ltd. and Datang Evernight City jointly announced that the world’s first Metaverse project based on the historical and cultural background of the Tang Dynasty – “Datang Kaiyuan” was officially launched. Datang Never Sleeping City is located in Big Wild Goose Pagoda, Xi’an City, Shaanxi Province. It is one of the three major pedestrian streets in the country. The daily traffic reaches 200,000 people, and the annual traffic reaches nearly 100 million people. It has incubated many Internet celebrity IPs, and has short videos on Douyin. The platform has a very high spread. At present, the Metaverse project has initially landed and provides a Metaverse space for tourists to explore.

  • construction sand table

“Chang’an looks back to the embroidery piles, and the top of the mountain opens one after another.” In order to restore the historical features of Chang’an City, Digital Lightyear cooperated with the well-known digital ancient construction teams in China, “Mingcheng Jingtai School” and “History Museum”, through the Digital technology is used to build and create content in the Metaverse. Digital Lightyear will build the building sand table of Tang Chang’an City one-to-one according to the real proportion. Early experience users can visit the construction process of the main building of Tang Chang’an City, and even participate in its future planning and construction.

Starting with the virtual construction of Datang City that never sleeps, the Datang Metaverse will gradually improve public facilities, economic systems, and gameplay modules. Soon, users will be able to log in to the Metaverse through the port, appreciate the scenery of the Tang Dynasty, invite and interact with friends, and purchase items, etc., and travel in the Tang Dynasty City that never sleeps immersively through the “mirror virtual world”.

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  • Digital collections help business monetization

The “Datang Kaiyuan” project relies on profound historical and cultural heritage and has unique IP value. Digital Lightyear is also building a bridge between exploring innovative IP derivatives and the Metaverse. In November 2021, the AntChain Treasure Project launched Xi’an’s first digital collection of 3D architectural models, “Datang Kaiyuan Bell Tower”, “Datang Kaiyuan Small Wild Goose Pagoda”, and the “Datang Kaiyuan” series of digital collections in 3D. The form restores the form and details of ancient buildings to the maximum extent, and expounds the profound history and artistry behind the ancient buildings. It is reported that a total of 10,000 copies of this series of digital collections were issued, and they were “sold out in seconds” after going online.

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A Preliminary Study on the Path of Metaverse + Tourism

At present, the concept of the Metaverse has not yet been defined, the underlying technology involving the Metaverse has yet to mature, and the combination model of the Metaverse and tourism has just begun to be explored. The above case shows the possibility of the Metaverse empowering tourism. The following will sort out several possibilities for the combination of the Metaverse and tourism.

Augmented reality creates digital attractions

The “seeing is believing” tourist experience is single and limited, and the “seeing the flowers” tourism makes the history, culture and various wonderful stories behind the scenic spots missed. The concept of “combination of virtual and real” in the Metaverse can help scenic spots to be “reborn”. With the help of augmented reality technologies such as VR/AR, mobile electronic devices, etc., the explorability of physical scenic spots will be greatly improved.

Here’s a visual example of how the Natural History Museum has transformed the fossil exhibit through an AR app.Through the app, visitors can place their phones over the fossils and see the animals “resurrect in situ”, with the fossil-related backgrounds brought to life. Similar technologies will be applied to scenic exhibitions, imagining the ancient buildings in front of you rising up in front of you, or the historical figures in front of you “living” and interacting with you enthusiastically.

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NFT helps to tap the IP value of scenic spots

Tourist attractions have unique value due to their unique history, architecture or culture, and NFTs or digital collections can rediscover and inspire such value. In the above cases, Disney and “Datang Kaiyuan” projects have also succeeded in seeking commercial value in the form of NFT or digital collections by mining their own content value.

In addition, NFTs are gradually being recognized as a form of collection. According to a report released by blockchain analysis firm DappRadar in October 2021, the transactions of NFTs climbed to $10.7 billion in the third quarter, a 700% increase from the previous quarter. above. In the early days of the combination of tourism and the Metaverse, the issuance of NFT or digital collections through the unique content value behind the attractions may be an important way for the tourism industry to realize commercialization.

The scenic spot has become the real carrier of “chain tour”

Game creation is closely related to related entertainment industries such as film and television, history, and scenic spots. The wonderful story background and scene construction directly affect the player’s experience. Similarly, virtual games can also come into reality and help the development of tourism. Linking the fun and explorability of the game with the tourist landscape may become another important way to meta-cosmosize the scenic spot.

Imagine that the theme scene of the scenic spot is organically combined with the virtual identity gameplay of the blockchain game. Visitors to the scenic spot can carry out adventure activities in the scenic spot through mobile terminal devices, share the game experience with the outside world at any time, or “cash out” the game’s rewards. In this mode, online and offline become an organic whole, and this spatial form is very close to the Metaverse vision.

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“Parallel World” Travel Experience

The outbreak of the new crown epidemic has made it difficult to carry out offline activities, which has brought a huge impact on the tourism industry. In this case, the idea of ​​creating a “parallel universe” based on the landscape and connotation of the scenic spot came into being. By scanning the attraction space and uploading the scan results to the cloud platform, the cloud algorithm can process the real-world data into an immersive and explorable space.

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There is no need to consider factors such as weather, venue, traffic, etc., avoiding crowded people and long-distance fatigue, let alone worrying about the spread of the new crown epidemic. Just log in to the port, and everyone can immersely explore various attractions without leaving home. In addition, based on the virtual space, the Metaverse has huge development potential, and scenarios such as consumption, social interaction, and games can be developed, and more surreal scenarios are also waiting to be explored.

Recommendations for the metacosmization of tourism

The Metaverse has shown potential in empowering tourism, but the Metaverse is not a “shortcut” to revive and develop tourism. On the contrary, the Metaverse will put forward higher requirements for landscape construction and content production in the tourism industry, and it will also need to increase investment on the technical level.

  • Unique landscape, history and culture are the core competitiveness of scenic spots. Whether in traditional tourism or Metaverse tourism, basic work such as landscape restoration and creation of cultural connotations are the core of developing tourism.
  • The path of creating characteristic digital cultural tourism IP and distributing digital collections requires enriching the content ecology and mining cultural connotations. The forms and channels of digital collections also need to be developed and explored.
  • Combining the Metaverse to develop tourism requires increased investment in underlying support structures, such as building smart cloud platforms, developing augmented reality technologies such as VR/AR, holographic immersive technologies, and building mirrored scenic spots.
  • Promoting the combination of tourism and industry according to local conditions. According to the resources of the scenic spot, actively seek to combine with various industries such as retail, education, games, etc., and improve the commercial realization ability of the tourism industry in multiple directions.

Posted by:CoinYuppie,Reprinted with attribution to:https://coinyuppie.com/10000-character-long-text-exploration-of-the-application-of-the-metaverse-in-education-games-and-tourism/
Coinyuppie is an open information publishing platform, all information provided is not related to the views and positions of coinyuppie, and does not constitute any investment and financial advice. Users are expected to carefully screen and prevent risks.

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