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Tim Toke: Gamers Are Leading the Way to Metaverse Adoption

2024/03/12 youtube video "Timmu Tõke: Gamers are Leading the Way to Metaverse Adoption" content article.

Table of Contents

Metaverse Adoption and Interoperability

  • The 🌐 Ready Player Me is used by more than 4,000 companies, indicating the pervasiveness of the platform in the metaverse space.
  • 📸 The development of outdoor scanning, using 70-80 cameras to scan ultra-realistic people, highlights the potential for advanced avatar creation in the metaverse.
  • 🌐 The concept of interoperability in the metaverse is crucial to creating a consistent experience across different virtual worlds and games.
  • 🎮 Gamers adopt the metaverse first because the transition from game to metaverse is seamless.
  • 🎮 The metaverse provides a more consistent experience between games, allowing players to use assets and statuses from one game in another.
  • 🎮 The avatars of gamers will remain on hand beyond the game, increasing the size of the market for virtual items and avatars and making them useful to a wider audience.

The Future of Games and Virtual Worlds

  • 🎮 AI will make game production more affordable and allow small teams to build meaningful big experiences.
  • 💰 Game developers should be aware of this because creating an interoperable game could increase the value of in-game assets and encourage more players to spend money.
  • 📱 Hardware for VR, AR, and XR technologies will continue to shrink in size and increase in power and utility, much like the evolution of cell phones.
  • 😮 The impact of the current generation of gamers on the future of gaming and virtual worlds is something to be excited about and watched closely.

Video Description:

Gamers are driving adoption of the metaverse through their openness to new experiences, leading to increased engagement and spending in the virtual world.

  • 00:00 🎮 Gamers are leading the way to metaverse adoption, focusing on 3D virtual worlds and interoperable avatars.
    • Timm Toke, co-founder and CEO of Ready Player Me, has been working with avatar technology for nine years and believes gamers are leading the way to Metaverse adoption.
    • He talks about his journey from gamer to working with avatars and 3D scanning to developing his own outdoor scanning technology.
    • A metaverse is a 3D virtual world where people can spend time together, and differs from current game worlds in that it is a network of different 3D virtual worlds and users can have consistent experiences in many different games and worlds.
    • Speakers will talk about the importance of interoperability in the metaverse and how companies are working to create avatars that can adapt to different visual styles in different virtual worlds.
  • 04:55 🎮 AI makes game production cheaper, and the metaverse allows for a consistent experience across games, driving metaverse adoption as gamers become more open to new experiences.
    • AI makes game production cheaper and allows for more experimental and interesting games.
    • Today, gamers are leading the way to metaverse adoption, as gaming is already a large part of the metaverse.
    • Gamers are already familiar with spending time in virtual worlds and are open to exploring different types of games and experiences, leading the way to metaverse adoption.
    • The metaverse allows players to use assets and stats from one game in another game, creating a consistent experience across games.
  • 09:58 🎮 Game developers are creating interoperable games in the metaverse to increase player engagement and spending, leading to a market for virtual items and avatars despite the current limitations of VR and AR technology.
    • By creating interoperable games in the metaverse, game developers have an incentive to increase the value and utility of in-game assets and increase player engagement and spending.
    • The market for virtual items and avatars is designed to grow as gamers' avatars remain on hand beyond the game, and as in-game playable advertising is used to drive players away.
    • Interoperability between games benefits developers and benefits users, but it will take a network of tens of millions of users across different games to prove its scalability.
    • The integration of VR and AR into everyday experiences is amplified through the gaming sector, despite today's bulky hardware.
    • The speaker believes that while a metaverse is not necessary for people to spend time in 3D virtual worlds through games like Roblox and Fortnite, it is inevitable and has already begun with VR technology.
  • 15:29 🎮 AR and VR are steps toward the final form of the interface, and launching them at a higher price point could be attractive and cool, and could revitalize the industry.
    • Apple's headset launch is incredible, but the important thing is how different it is from the experience one can have with a laptop.
    • AR and VR are steps toward the final form of the interface, and launching them at a higher price point could make them attractive and cool, and potentially revitalize the industry.
  • 17:41 🎮 Apple is developing new applications for the Metaverse to make virtual reality more accessible and affordable for mass adoption, but success will depend on user experience and developer adoption.
    • Apple is known for creating new categories, and the Metaverse will see new applications that will bring in more people.
    • Speakers will discuss the potential for mass adoption of virtual reality technology and the importance of making it available at a reasonable price point.
    • As the technology matures, product prices will drop, making it more affordable to more people and more widespread.
    • The key is whether the experience is good enough to justify wearing ski goggles to work all day, and the future of the Vision Pro platform depends on developer adoption and user retention.
  • 21:54 🎮 Gamers are leading the way in metaverse adoption by proving the value of interoperability and driving millions of people to their games through the use of avatars and the sale of items that work in multiple games.
    • Speakers are excited about the growing generation of virtual world natives who are leading metaverse adoption through games.
    • Despite the current challenges in the gaming industry, gamers are leading the way to metaverse adoption.
    • More than 4,000 companies, mostly small and medium-sized studios, use Ready Player Me to save time and resources by using character systems and content tools in the Web3 space.
    • Gamers are leading the way to metaverse adoption by proving the value of interoperability and driving millions of people into gaming through the use of avatars and the sale of items that work in multiple games.
  • 26:44 🎮 Traditional brands are learning the benefits of entering the virtual world, especially the gaming industry, to attract younger users and monetize their brands in the digital world.
    • Traditional brands like Dior and Calvin Klein are educated about the benefits of entering the virtual world and the potential for consumer engagement.
    • Brands are interested in accessing young users and monetizing their physical world brands in the digital world through in-game virtual clothing and assets.
    • The gaming industry is a large part of the metaverse and in some ways ahead of the curve, but the term "metaverse" has been overused and much has been over-promised.
  • 30:54 🎮 Gamers are pushing for the adoption of web 3D metaverse worlds, encouraging people to overcome their aversions and embrace new experiences and opportunities for connection.
    • The gaming industry is growing rapidly and leading the adoption of web 3D metaverse worlds.
    • People need to overcome their aversion to virtual worlds and games because they offer new experiences and opportunities to connect with family and friends.
    • Tim Toke spoke about the possibilities of the metaverse and thanked the group for this conversation.

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