4 00000 11111 11111 11111 00000 00000 11111 00000 00000 11111 11111 00000 00000 11111 00000 11111 00000 11111 11111 00000 00000 00000 00000 11111 00000 11111 11111 00000 11111 11111 00000 00000 LIVING INBETWEEN
00000 11111 11111 11111 00000 11111 00000 11111 00000 11111 11111 00000 11111 11111 11111 00000 00000 11111 11111 11111 00000 00000 11111 00000 00000 11111 11111 00000 00000 11111 00000 1 0 1 1 0 0 0 0 1 0 1 1 0 1 1 0 0 1111 0000 1111 1111 0000 0000 0000 0000 1111 0000 1111 1111 0000 1111 1111 0000 0000 WHAT IT MEANS TO BE A HUMAN
6 DYINGLIVING + +THE REAL THE VIRTUAL INBETWEEN
TRUTHTRUTH THE ILLUSION OF REALITY SCIENCE / FAITH BUILDING A NEW REALITY PETER JAY ZWEIG, FAIA UNIVERSITY OF HOUSTON, GERALD D. HINES COLLEGE OF ARCHITECTURE + DESIGN 030102046166062248080324406THE DARK SIDE VS. THE INBETWEEN AUGMENTED REALITY ENDNOTES / IMAGE CREDITSACKNOWLEDGMENTSCREDITS GAME ON GAME ON WORLD-BUILDING SCENARIOS AVATARSAVATARS IMMORTALITY OF THE SELF IMAGE REAL / VIRTUAL DIGITAL TWINS INBETWEENTHEEND A PORTAL TO NEITHER HERE NOR THERE NO BORDERS NO BORDERS URBAN / ORGANICBRIDGINGSUBURBANREALITY:METAVERSE/ARTIFICIAL
8
9
INBETWEEN: LIVING + DYING
“TWO VERY BEAUTIFUL NAKED GIRLS ARE CROUCHED FACING EACH OTHER. THEY TOUCH EACH OTHER SENSUALLY, THEY KISS EACH OTHER’S BREASTS LIGHTLY, WITH THE TIP OF THE TONGUE. THEY ARE ENCLOSED IN A KIND OF CYLINDER OF TRANSPARENT PLASTIC. EVEN SOMEONE WHO IS NOT A PROFESSIONAL VOYEUR IS TEMPTED TO CIRCLE THE CYLINDER IN ORDER TO SEE THE GIRLS FROM BEHIND, IN PROFILE, FROM THE OTHER SIDE. THE NEXT TEMPTATION IS TO APPROACH THE CYLINDER, WHICH STANDS ON A LITTLE COLUMN AND IS ONLY A FEW INCHES IN DI AMETER, IN ORDER TO LOOK DOWN FROM ABOVE, BUT THE GIRLS ARE NO LONGER THERE. THIS WAS ONE OF THE MANY WORKS DISPLAYED IN NEW YORK BY THE SCHOOL OF HOLOGRAPHY.
HOLOGRAPHY, THE LATEST TECHNICAL MIRACLE OF LASER RAYS, WAS INVENTED BACK IN THE ’50S BY DENNIS GABOR; IT ACHIEVES A FULL COLOR PHOTOGRAPHIC REPRESENTATION THAT IS MORE THAN THREE-DIMENSIONAL. YOU LOOK INTO A MAGIC BOX AND A MINIATURE TRAIN OR HORSE APPEARS; AS YOU SHIFT YOUR GAZE YOU CAN SEE THOSE PARTS OF THE OBJECT THAT YOU WERE PREVENTED FROM GLIMPSING BY THE LAWS OF PERSPECTIVE.”
UMBERTO ECO, 19671
Throughout history humanity has been moving further and further away from reality at an increasing speed. Every new technology since the Agricultural Revolution began 12,000 years ago has tried to enhance our way of life. But it wasn't until this last century, when tech nology became so ingrained in society, that humans began exploring ways to give life to alternate realities free from the confines of the physical world. This increasing use of technology over shorter periods of time has initiated the largest technological and social human experiment in history. We must now learn how to adapt to a new evolutionary way of communicating with each other and with machines by reorganizing our cultural, work, entertainment, and social lives. It is no longer an exception to see people sitting at a table eating or in a business meeting simply pick up the phone and try to multi-task, or walking down the street with a headset talking on the phone while appearing to be talking to ourselves. It is only in the last century with the exponential disruption of the internet, genetic engineering, the Metaverse, and artificial intelligence that humans have been so easily exposed to living with and augmenting multiple realities at the same time. The architecture of this reality must now not only accommodate the material gravity of the real but, must also expand to embrace multiple realities at the same time as humans move toward the virtual world. It is inevitable that society and its future environments must learn to live seamlessly INbetween the real and the emerging virtual realities. In the twenty-first century the reality of truth has merely become a matter of perspective.
12 REALITY: INBETWEEN THE REAL + THE VIRTUAL VRARR
REALITY ISN'T WHAT IT USED TO BE!
A UNIVERSAL TRUTH UNTAINTED BY HUMAN PERCEPTION
13 VIRTUAL REALITY EXISTS IN THE MIND, EXISTS IN ESSENCE, BUT NOT IN FACT AUGMENTED REALITY
A VIEW OF REALITY ENHANCED BY TECHNOLOGY OR THE MIND REALITY
Reality is no longer confined by physics, or borders. The impossible becomes possible in this new frontier and is only limited by the imagination. The children being born today have entered a world where time has become compressed with instantaneous news, knowledge is an internet search away, communication is broadcast to millions at their fingertips, and social interaction has begun moving to interactive sites that hover between the real and the virtual. Researchers have found that young children cannot distinquish between a virtual, immersive expeience and one from a memory that is lived in a real life.2 Each of these steps are moving us further away from the physical reality of the moment and into a virtual world. It's undeniable. The Metaverse is here and headed toward mass adoption. The question is how will we navigate this new world? How does classic, static architecture with a physical reality adapt to living and moving between these emerg ing multiple realities? How should a new language of architecture be developed that orients people to its own time the way triangular pediments with sculptures atop buildings told stories to the public in architecture 2,000 years ago. Now that the private world of the home has instantaneous access to the public realm through the global reach of the computer, how can architecture evolve to enhance life INbetween the physical and the virtual world? Through a deep dive into how humans have learned a new language to talk with machines, how we have just begun to live in digital twins of the world in real time, the philosophy and fragility of truth, the disruption and dawn of artificial intelligence and the Metaverse, and how deciphering the genetic code has changed the materials of architecture and are all revealed by unpacking this new narrative in the twenty-first century. In the same way that agriculture changed the world 12,000 years ago, technology is once again creating a paradigm shift and this time it's happening at lightning speed. The climate crisis, social injustices, and an unsustainable economic system are creating a perfect storm, but architecture could embrace technology and become the North Star showing the world what it means to be living and dying INbetween the real and the virtual world.
The real and the unreal are not a duality, they exist on a spectrum, and most of our lives are spent navigating INbetween these worlds. In the beginning, there was reality—the sun, the moon, the stars, the earth and its inhabitants. But, as humans created new technologies, our reality evolved and we started spending our time in an increasingly unreal world. This spectrum of realities now exists in nearly every aspect of our lives.
Augmented reality (AR) is a term that became popular with contemporary technologies like Pokémon GO, but hu mans actually started augmenting their reality long before that. In Pokémon GO, AR creates an interactive experience on a device in which the real world is altered by computer-generated images, sounds, and other sensory experiences: The use of devices expands what’s possible in the real world by creating a new reality INbetween the real and the virtual. While we may not realize it, we’ve been doing this for millennia.People used to travel to hunt and gather food, but by enhancing the real world with agriculture, humans expanded what was possible, and the need for foraging was virtually eliminat ed. Oceans and mountains once created natural borders, but by augmenting our reality with new modes of transportation, we can now travel anywhere on earth and beyond. In healthcare, we can even alter our bodies with stents, transplants, pacemakers, or plastic surgery. But AR has limits because, in the real world, you can’t completely change nature, you can only enhance it. In 1993, Neal Stephenson wrote in Snow Crash, “He is not seeing real people, of course. This is all a part of the moving illustration drawn by his computer ac cording to specifications coming down
REAL REAL ENVIRONMENT INBETWEEN AUGMENTED REALITY REALITY SPECTRUM: BEING HERE VS. BEING THERE
By taking a deep dive into the spectrum of evolving technologies, the role of architecture can be explored in this new world of the INbetween. Artificial intelligence and machine learning can transform the architectural profession as it is practiced today. These new tools can be used to augment design and push the envelope, redefining what architecture can become in the twenty-first century. In the real world, "smart homes" will be able to truly be smart, instead of just being a home with smart devices, when they are designed to provide more than just shelter. We can then innovate and operate INbetween the real and the Asvirtual.Web3 (a decentralized version of the internet that utilizes blockchain technology) and the Metaverse become more accessible, we will also have the ability to create new worlds with endless possibilities, a transformative platform of new architectural dimensions that will redefine what it means to be human in the twenty-first century. With the introduction of the Metaverse, humanity is on the cusp of a new era in its evolution. By documenting the reality spectrum, from real to virtual, it allows humankind to take a step back and be intentional when deciding which path society should take in the future.
15
VIRTUAL VIRTUAL REALITY INBETWEEN AUGMENTED VIRTUAL the fiber-optic cable. The people are pieces of software called avatars. They are the audiovisual bodies that people use to communicate with each other in the Metaverse.”3 Stephenson predicted a virtual world that is only just now be coming a reality. This new, infinite world is limitless, free of the physical constraints of the real and the social constructs that have previous ly defined what it means to be human. Even death is no longer a certainty in the virtual world, due to artificial intelligence, avatars, and machine learning. The Matrix4, once seen as science fiction, is now becoming a reality with the rise of the Metaverse. These new and exciting possibilities also present challenges with a real-life impact.
16 5 AM 6 AM 5 AM 3 AM 1 AM 11 PM 9 PM 7 PM 5 PM 3 PM 1 PM 11 AM 9 AM 7 AM 5 AMREALUNREAL MA N WO MA N CH IL D + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $55,291 + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $45,097 + 8 YR S + U S A + GE N A L P H A + 3R D G R A D E + W H IT E 5 AM 7 AM6 AM 8 5 AM 3 AM 1 AM 11 PM 9 PM 7 PM 5 PM 3 PM 1 PM 11 AM 9 AM 7 AM 5 AMREALUNREAL MA N WO MA N CH IL D + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $55,291 + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $45,097 + 8 YR S + U S A + GE N A L P H A + 3R D G R A D E + W H IT E 5 AM 7 AM6 AM 5 AM 3 AM 1 AM 11 PM 9 PM 7 PM 5 PM 3 PM 1 PM 11 AM 9 AM 7 AM 5 AMREALUNREAL MA N WO MA N CH IL D + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $55,291 + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $45,097 + 8 YR S + U S A + GE N A L P H A + 3R D G R A D E + W H IT E 5 AM 7 AM6 AM 5 AM 3 AM 1 AM 11 PM 9 PM 7 PM 5 PM 3 PM 1 PM 11 AM 9 AM 7 AM 5 AMREALUNREAL MA N WO MA N CH IL D + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $55,291 + 38 YR S + U S A + GE N X + M A RR IE D + W H IT E + OFFI C E + $45,097 + 8 YR S + U S A + GE N A L P H A + 3R D G R A D E + W H IT E REAL + VIRTUAL: 24 HOUR CYCLE5
17 7 AM 9 AM 11 AM 1 PM8 AM 10 AM 12 PM 2 PM SPREADNEXTCONTINUE
18 3 PM 5 PM 7 PM 9 PM4 PM 6 PM 8 PM 10 PM
19 11 PM 1 AM 3 AM 5 AM12 AM 2 AM 4 AM
CH IL D 3 HR S UNR E A L 27% WO MA N 2 HR S UNR E A L 25% MA N 2 HR S UNR E A L 25% 10P M 11P M 12A M 1A M 2A M 3A M 4A M 5A M 20 R E M 40 R E M 9P M8P M 10P M 11P M 12A M 1A M 2A M 3A M 4A M 5A M9P M8P M 10P M 11P M 12A M 1A M 2A M 3A M 4A M 5A M9P M8P 50 R E M 70 R E M 10 R E M 20 R E M 30 R E M 60 R E M 10 R E M 20 R E M 30 R E M 60 R E M MIN MIN MIN MIN MINMINMINMIN MIN MIN MIN MIN SLEEP MAN / WOMAN / CHILD REAL + VIRTUAL: DAILY ACTIVITY CYCLE
21 7A M 8A M 9A M 10A M 11A M 12P M 1P M 2P M6A M5A M 7A M 8A M 9A M 10A M 11A M 12P M 1P M 2P M6A M5A M 7A M 8A M 9A M 10A M 11A M 12P M 1P M 2P M6A M5A M MA N 3.3 HR S UNR E A L 55% WO MA N 3 HR S UNR E A L 43% CH IL D 1 H R UNR E A L 25% 20 T V 20 R A D I O 100 C O M PUTER / E M AI L60 C A L L 20 T V 20 R A D I O 45 C A L L 100 C O M PUTER / E M AI L 30 T V/ P H O N E 30 C O M P U TE R MIN MIN MIN MIN MIN MIN MIN MIN MIN MIN MORNING MAN / WOMAN / CHILD By researching the daily cycle of a man, woman, and child in their normal day on a vairiety of devices it is possible to document the relationship between how much time is being spent in the real world vs. that of the virtual world. The possibility of living a balanced life in the future is increasingly being challenged by the introduction of new time-consuming technologies into our daily lives.
CH IL D 5 MIN UNR E A L 2% WO MA N 2 HR S UNR E A L 77% MA N 3 HR S UNR E A L 75% 10A M 11A M 12P M 1P M 2P M 3P M 4P M 5P M9A M8A M 160 C O M PUTER / E M AI L S 10A M 11A M 12P M 1P M 2P M 3P M 4P M 5P M9A M8A M 10A M 11A M 12P M 1P M 2P M 3P M 4P M 5P M9A M8A M 20 P H O N E 120 C O M PUTER / E M AI L S20 P H O N E 5 P H O N E MIN MIN MIN MIN MIN AFTERNOON MAN / WOMAN / CHILD REAL + VIRTUAL: DAILY ACTIVITY CYCLE
23 CH IL D 5 HR S UNR E A L 83% WO MA N 3.25 HR S UNR E A L 50% MA N 3.75 HR S UNR E A L 62% 4P M 5P M 6P M 7P M 8P M 9P M 10P M 11P M3P M2P M 30 P H O N E 4P M 5P M 6P M 7P M 8P M 9P M 10P M 11P M3P M2P M 4P M 5P M 6P M 7P M 8P M 9P M 10P M 11P M3P M2P M 15 R A D I O 120 T V 30 GA M I N G 30 P H O N E 15 R A D I O 30 P H O N E 120 T V 30 P H O N E 110 T V 60 C O M P 30 GA M I N G 30 MU SI C 20 P H O N E 50 TAB L E T MIN MIN MIN MIN MIN MIN MIN MIN MIN MIN MIN MIN MIN MIN MIN LATE AFTERNOON MAN / WOMAN / CHILD Through Google Trends documentation of a man, woman, and child, the pattern of using technology in the virtual world clearly increases in the late afternoon. By analyzing the behavioral timelines, the increasing use of devices is affecting the day and night patterns of the man, the woman, and the child.
CH IL D DUR I N G C OVI D -19 10P M 11P M 12A M 1A M 2A M 3A M 4A M 5A M9P M8P M 7A M 8A M 9A M 10A M6A M5A M 11A M 12P M 1P M 2P M 4P M 5P M 6P M 7P M3P M2P M 140 O NL I N E S CH OO L 120 O NL I N E S CH OO L 11A M 8P M MIN MIN N IG H T 3 HR S UNR E A L M O RN I N G 1H R + 3.3 HR S UNR E A L A FTE RN OO N 5 MIN + 2.08 HR S UNR E A L L AT E A FTE RN OO N 5 HR S UNR E A L CHILDREN DURING COVID-196 VIRTUAL DURING COVID-19
25 UNR E A L DUR I N G C OVI D -19 +62% FA C EBOO K +16.0% N ETF L I X WE B SITE S +63% YO U T U B E SO C I A L VI D E O CH AT S +12.4% GOOG L E DU O +73.3% N EXT D OO R +79.4% H O U SE PA RT Y WO R K AN D LE AR N 7M ZOO M5M CL ASS R OO M +43% INSTAGRAMTWITTER G AM I N G/SPO R T S +19.7% TWIT C H -40.2% ESP N.C O M +34% INCREASED USAGE IN VIRTUAL PLATFORMS7 The pandemic had a dramatic effect on the patterns of online behavior in children. In addition to remote learning, isolation in the real world also had children turning to the unreal, virtual world for their social connections and entertainment.
In The Matrix, Morpheus says to Neo, "Have you ever had a dream, Neo, that you were so sure was real? What if you were unable to wake from that dream, Neo? How would you know the difference between the dream world and the real Theworld?"human perception of reality is simply created by electrical signals in our brain, no mattter the source. We're hardwired to process our five senses in the same way regardless of the environment. That means that as far as our brains are concerned, the fear, joy, or even love that we experience in the virtual world "feels" just as real as it does when your headset is off.9 As the Metaverse grows in popularity and so phistication, it will likely become even more immersive, further blurring the lines of reality. Even if you've never played a video game, you know what it's like to experience life in another reality. Dream cycles of REM mimic the virtual world. The impulses interpreted in the brain are similar in both the real and virtual worlds, and with the introduction of the Metaverse into a three-dimensional space, it is now possible to create a new reality. We have all had dreams at night and perhaps this represents the first experience we have had of going into a virtual world, a place that is only familiar to each individual. It is often the case that we have recurring dreams where true emotions can be felt. Not unlike the virtual world, a dream can be fully immersive and is only limited by the imagination.
BLUE LIGHT CONSUMPTION BLUE LIGHT: UNSEEN REAL8 10PM 6AM 7AM5AM 12PM4PM3PM 2PM 11AM 6PM 10PM 12PM 6AM6PM 6AM6PM 9PM 7:30AM7:30AM7:30AM9PM9PM B L U E LIG H T C O N S UM PTIO N M O RN I N G AFTE RN OO N L AT E AFTE RN OO N M E L ATO N I N 7AM5AM3PM 2PM 11AM 12PM 6AM6PM 6AM6PM 7:30AM7:30AM9PM B L U E LIG H T C O N S UM PTIO N N IG H T M O RN I N G AFTE RN OO N L AT E AFTE RN OO N M WOMAN CHILDMAN NIGHT MORNING AFTERNOON LATE AFTERNOON MELATONIN 6AM 7AM5AM 12PM4PM3PM 2PM 11AM 6PM 10PM 12PM 6AM6PM 6AM6PM 7:30AM7:30AM7:30AM9PM9PM B L U E LIG H T C O N S UM PTIO N N IG H T M O RN I N G AFTE RN OO N L AT E AFTE RN OO N M E L ATO N I N
27 R E M R E M R E M R E M 10P M 11P M 12A M 1A M 2A M 3A M 4A M 5A M 6A M 7A M 1 ST CYCLE 2 ND CYCLE 3 RD CYCLE 4 TH CYCLE RAPID EYE MOVEMENT (R.E.M): 4 CYCLES REM & DAYDREAM NEURAL SUBCONSCIOUSNESSACTIVATION THEBRAIN THERMOSTATHYPOTHALAMUS LINKSNERVOUSSYSTEMAND ENDOCRINESYSTEM REGULATESBODYTEMPERATURE PHYSICALANDEMOTIONALSTRESS THALAMUSSENSES CENTRALSTATIONOFTHESENSES FILTERSSENSORYINFORMATIONIN REALTIMEBEFOREBEINGPROCESSIN THECENTRALCORTEX CONNECTEDTOHIPPOCAMPUS CORTEXMEMORYCEREBRAL SITEOFNEURALINTEGRATIONINTHE CENTRALNERVOUSSYSTEM ITACTIVATESPERCEPTION,THOUGHT, LANGUAGE,ANDCONSCIOUSNESS. STORESMEMORYOFTEMPERATURE + MU S CL E R E L A X+ BO D Y I MMOBOLIZE R E M R E M R E M R E M 10P M 11P M 12A M 1A M 2A M 3A M 4A M 5A M 6A M 7A M 1 ST CYCLE 2 ND CYCLE 3 RD CYCLE 4 TH CYCLE + MU S CL E R E L A XBO D Y I MMOBOLIZE R E M R E M R E M R E M 10P M 11P M 12A M 1A M 2A M 3A M 4A M 5A M 6A M 7A M 1 ST CYCLE 2 ND CYCLE 3 RD CYCLE 4 TH CYCLE The pattern of sleep with rapid eye movement is a window to the subconscious that can be conceived as being on the spectrum of multiple realities. These dream cycles occur in segments during the night and move between being the real world and in a dream state. This reality can directly inform how we think in the real world as interpreted in the field of psychology
28 FIRST VEHICLE POWERED BY GASOLINE INVENTED: 188610 FIRST STEAM POWERED ENGINE INVENTED: 169811 FIRST VEHICLE WITH AUTOMATIC TRANSMISSION: 194812 FIRST DRIVERLESS CAR INVENTED: 193913 FIRST US INTERSTATE HIGHWAY SYSTEM INVENTED: 195614 FIRST HANDHELD MOBILE PHONES MASS PRODUCED: 197315 FIRST SMARTPHONE INVENTED: 199416 FIRST WORKABLE INTERNET INVENTED: 196017 10 MILLIONS ZOOM USERS IN THE WORLD, 201918 DISCOVERY: EARTH IS ROUND, 500 BCE19 32,768 BITS OF RAM MEMORY: APOLLO 11 COMPUTER LANDING ON THE MOON: 196920 FIRST SATELLITE LAUNCHED INTO THE EARTH’S ORBIT: 195821 FIRST ROCKET LANDED BACK ON EARTH FROM SPACE: 201522 71 MILLIONS OF VEHICLES SOLD GLOBALLY: 202123 150,500 KM: THE US HAS THE LARGEST GLOBAL RAILROAD NETWORK24 96% OF AMERICANS DRIVE AUTOMATIC TRANSMISSION VEHICLES25 1,400 SELF-DRIVING CARS: THE US, 202026 4.1 MILLION MILES OF HIGHWAYS: US, 202027 15 BILLION MOBILE DEVICES IN THE WORLD: 202128 6.4 BILLION GLOBAL SMARTPHONE USERS: 202129 4.66 BILLION GLOBAL ACTIVE INTERNET USERS: 202130 300 MILLIONS ZOOM USERS IN THE WORLD: 202031 FIRST HUMAN LANDING ON THE MOON: 196932 3 GIGABYTES OF RAM MEMORY: IPHONE X: 202133 6,542 SATELLITES IN EARTH’S ORBIT34 FIRST CIVILIAN SPACE TRAVEL: JULY 202135 135 YEARS 323 YEARS 73 YEARS 82 YEARS 65 YEARS 48 YEARS 27 YEARS 61 YEARS 2 2,469YEARSYEARS63YEARS52YEARS6YEARSSPACECOMMUNICATIONAUTOMOBILES THE SPEED OF EVOLUTION: TECHNOLOGY TIMELINE OF INNOVATIONS EVOLUTION OF TECHNOLOGY 500 BC 1650 1700 1750 1800 1850 1900 1950 2000 DIGITALTRANSPORTATIONINDUSTRIAL A.I 2050 PHONESMOBILE SMARTPHONES 10 BILLION UNITS
29 1.6 BILLION GLOBAL GAMERS: 201336 517 MILLION GAMERS: CHINA, 201437 155 MILLION GAMERS: US, 201538 27% (66 MILLION) OF AMERICAN ADULTS ARE GAMERS: 2015 26% (19 MILLION) OF AMERICAN KIDS ARE GAMERS: 2015 FIRST COMPUTING SYSTEM WITH BINARY CODES INVENTED: 193839 FIRST VIDEO GAME: TENNIS FOR TWO: 195840 FIRST ONLINE MULTIPLAYER GAME: MULTIUSER DUNGEON: 198041 FIRST VIRTUAL REALITY GAME: SWORD OF DAMOCLES: 196842 $70.98 BILLION: GLOBAL GAME REVENUES: 200043 $18.5 BILLION: CHINA’S GAME REVENUES: 201444 $22.2 BILLION: US’ GAME REVENUES: 201445 $1.4 BILLION: GLOBAL MOBILE GAME REVENUES: 200046 2.69 BILLION GLOBAL GAMERS: 2020 665 MILLION GAMERS: CHINA, 202047 244 MILLION GAMERS: US, 202048 68% (163.3 MILLION) OF AMERICAN ADULTS ARE GAMERS: 202049 70% (51.1 MILLION) OF AMERICAN KIDS ARE GAMERS: 202050 2 BILLION COMPUTERS OWNED GLOBALLY: 201951 1 MILLION GAMES RELEASED ON PLATFORMS: 201952 $42 BILLION: REVENUE OF MASSIVELY MULTIPLAYER ONLINE GAMES: 202053 $1.1 BILLION: VIRTUAL REALITY GAMING REVENUES: 202154 $159.3 BILLION: GLOBAL GAME REVENUES IN 202055 $40.85 BILLION: CHINA’S GAME REVENUES: 202056 $37 BILLION: US’ GAME REVENUES: 202057 $80 BILLION: MOBILE GAME REVENUES58 7 YEARS 6 YEARS 5 637820YEARSYEARSYEARS6YEARSYEARS YEARS OF EVOLUTION SIGNIFICANT EVOLUTION 6 532041YEARSYEARSYEARSYEARS5YEARS5YEARS GAMESMARKETGAMINGGAMERS EVOLUTION OF THE VIRTUAL WORLD GAMES: MIGRATING TO THE VIRTUAL WORLD 1930 1940 1960 1970 1980 1990 2000 2010 2020 DIGITALCONSOLESPHYSICAL A.I 2030 COMPUTERS 2 BILLION USERS