PCR October 2021

Page 32

Gaming

setting on “Moon Valley.” Companies can scale from a single room what the Metaverse is and how it’s creating better connections. In the or build an entire campus or planet and host as many people as words of Niantic’s John Hanke, “Let’s build a better reality.” they like. Venture Capitalist and Essayist, Matthew Ball’s defines the HeadOffice.Space is interoperable so people can join from PC, Metaverse as “an expansive network of persistent, real-time Mac, VR, mobile with accessibility to almost every web platform rendered 3D worlds and simulations that support continuity of possible. Participants are astronaut avatars with the ability to create identity, objects, data, and entitlements, and can be experienced their own custom avatars through HeadOffice.Space’s synchronously by an effectively unlimited number of partnership with Ready Player Me as a premium users, each with an individual sense of presence.” “With the rise in feature. In an interview with GameMakers, Tim HeadOffice.Space ensures industry Sweeney, CEO and Co-Founder of Epic remote work, companies are leading privacy and security, so Games notes, “the Metaverse is going looking for new ways to collaborate, advanced, a publicly traded cyber to be some sort of real time 3D social and create a better-connected culture; security company is transitioning medium where instead of sending their entire workforce to the messages and pictures to each other we continue to see significant growth in HeadOffice.Space metaverse. With asynchronously, you’re together remote events, collaboration platforms and the flexible plans, HeadOffice.Space with them and in a virtual world Metaverse. The joy that people feel playing a new provides affordable and accessible and interacting and having fun experiences to individuals, startups experiences which might span game, downloading the latest skin or watching and innovative global brands. anything from purely games the latest virtual event is now possible not only in Companies are now empowered to purely social experiences. Fortnite, but also Roblox, Pokemon Go, Animal to embrace remote work in a way The other critical element of the that builds a sense of belonging, Metaverse is it’s not just built by one Crossing but also for the next generation of fosters a culture of connection, mega corporation, right? It’s gonna be innovators with moonshot moments and community, creativity, and productivity the work, the creative work of millions access to connections, community and while saving money on physical offices. of people who can each add their own According to the 2021 State of elements to it through content creation tools to accelerate innovation for Remote Work by Buffer, current challenges and programming and design. And the other tomorrow.” with remote work include communication/ way of adding value.” collaboration (17%), loneliness (19%) and staying During the Epic vs. Apple case this year Epic motivated (12%). stated that “Fortnite is not a game, it’s a metaverse.” Epic also 73% of teams will have remote workers by 2028 (Upwork). Remote secured $1 billion in funding to support their vision and growth of work would save businesses over $700 billion a year in real estate, the metaverse. electricity, absenteeism, and turnover and productivity (Global According to Strategy & Analytics Inc, the Metaverse Market is Workplace Analytics). anticipated to grow 509% from $46 billion in 2020 to $280 billion “People have been collaborating remotely in games like The by 2025 resulting in more connections mixing and merging worlds. Sims and Second Life for almost 20 years and most recently with Fortnite and Roblox among others. Remote collaboration has More than Child’s Play enabled strangers from different parts of the world to fight wars, While some might think that Fortnite is child’s play, over 60% build cities and accomplish incredible quests working together, of the Fortnite community is ages 18-24, those currently in the forming friendships, teams, “clans” and entire communities ever workforce or getting started. since,” said Marco Carvalho, CEO of HeadOffice.Space. So it’s no surprise that gaming and play are informing new “We noticed that not only do people communicate better in these business models and creating more meaningful, connected consumer environments but they are able to stay for longer periods of time experiences and shaping the future of work. without feeling fatigued, they make more friends and develop a There have been several virtual event and collaboration platforms deeper sense of belonging and community compared to standard that have rolled out, every platform has its own flavour and feature. video conferencing platforms. We took these incredible tools and Some are VR only, some are events only, some have a retrogaming “workified” them, making them persistent, secure, and integrated look and feel and most replicate the formica tables and water coolers with the most important business and communication tools, for the like a traditional office suite. optimal headquarters. HeadOffice.Space, is breaking boundaries beyond the break room (and water cooler) by providing the ability for remote teams to have a space for connection with virtual headquarters, collaborative Making Moonshots community clubhouses, virtual events, concerts, summits, gamified According to a recent report by EY Ripples and JA Worldwide Gen gatherings and virtual classrooms in “Moon Valley.” Z, participants born between 1997 and 2007, 53% hope to run their Unlike other platforms, HeadOffice is a persistent 3D world with own business within the next ten years. That proportion increases to a continuous existence and evolution, built on the Unreal Engine, 65% for those who have already entered the workforce. the real-time 3D creation tool that powers Fortnite, in a space-like The Co-Founders of HeadOffice.Space are currently inviting 28

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October 2021

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