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According to data from Betideas, the global Metaverse gaming market is expected to grow significantly and reach $168 billion by 2030. This growth outpaces the expansion of the gaming industry as a whole, driven by advances in immersive technologies, integration Blockchain and user adoption.
Although growth is envisioned to slow to an average of 39% annually between 2026 and 2030, the market size is projected to reach $168 billion by the end of the decade, reflecting an increase of 705%.
Regionally, North America is expected to dominate, with the US market growing 669% to $57.7 billion by 2030. China is expected to follow, with a projected market value of $20.6 billion, representing a increase of 610%.
The Metaverse: Customize the way you watch sports
A study from the University of Georgia, focusing on a Metaverse-based broadcast of the 2022 FIFA World Cup, suggests that users value the unique virtual interactions that digital events offer.
The researchers found that viewers enjoyed interacting with others, being able to easily change seats and locations, and customizing their avatars. Also, it was easier to participate in events based in the Metaverse than in real life.
Regarding this fact, Sam Chen, lead author of the study, indicated: «It is an experience that cannot be lived in real life because it is the World Cup, right? It is very expensive if you want to get front row tickets. “This immersive feature of the Metaverse allows more people to access this type of content.”
Furthermore, he added: «In the Metaverse, we can communicate and use our own voice, and people nearby will hear us. We can also communicate by writing text or emojis, and other users can see them above our avatars. And we can communicate through our avatar’s body language, such as making hand gestures.
FLOKI postpones Valhalla until 2025
Initially scheduled for November 2024, the developers of FLOKI have announced a delay in the launch of the Metaverse Valhalla, it has actually been postponed until the first quarter of 2025. This decision responds to the need to guarantee maximum security for users and their active within the Valhalla ecosystem.
VALHALLA MAINNET LAUNCH TO BE DELAYED UNTIL Q1 2025
We would like to announce that the Valhalla mainnet launch will be delayed until Q1 2025, in line with feedback from our auditors!
Valhalla is Floki’s flagship utility project and metaverse blockchain game that we’ve spent the… pic.twitter.com/LnTFAUDtvZ
— FLOKI (@RealFlokiInu) November 25, 2024
The FLOKI team has made this decision after taking into account the recommendations of the project’s auditors, Hacken and OpenZeppelin, who have dedicated themselves to reviewing Valhalla’s Smart Contracts before the launch of the Mainnet.
By the way, the game will have a set of unique features that distinguish it from other proposals on the market. Among them, a gardening system stands out, characters in play known as Vera, a robust battle system, a ship system and an object system.
La Victoria Robot Hub: A leap into the future of technology in Andalusia
The City Council of La Victoria, in Andalusia, Spain, assured that it “makes a firm commitment to tourism and the development of the municipality, seeking new deposits for these areas. And it does so in a totally innovative field and in a sector with a long way to go: the implementation of disruptive technologies such as social robotics, augmented reality and the Metaverse.
Particularly, the Victoria Robot Hub has two very different parts:
The fusion of the sacred and the technological: How the Metaverse is redefining spirituality
Imagine taking a live art class from Leonardo da Vinci or engaging in a deep conversation about philosophy with Socrates. Thanks to companies like Engage XR and Hello History, this experience is no longer science fiction.
By fusing Artificial Intelligence and the Metaverse, these platforms allow us to interact with historical figures as if they were sitting in our home. Tradition and technology, considered polar opposites, now come together to redefine our relationship with knowledge and culture, opening a universe of educational and experiential possibilities that were previously unimaginable.
Below are some emerging trends in this space:
- New types of restoration. Ancient sites that have been damaged are being restored by Metaverse companies that model 3D spaces from digital images created from descriptions of ancient texts.
- Virtual religion. Young people are interacting with cultural heritage in new ways. For example, hundreds of young people represented as avatars attending a Sunday service in a virtual church in Quiapo, a popular Filipino Catholic place of worship.
All of this shows that technology is rapidly changing the way we interact with heritage and religion. As AI-powered chatbots and characters become increasingly common and take on a life of their own in the Metaverse, these worlds will become increasingly vivid and accessible.
I say goodbye with this phrase from Raph Koster: “The Metaverse is humanity’s dream come true, where our ideas can come to life.”
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