
Analyst Forrester recently defined the metaverse as an immersive experience of interoperable, interconnected environments delivered through a variety of devices.According to the Forrester report state of the metaverse, It will be delivered in phases and will be built on a decentralized platform that puts 3D experiences on top of the World Wide Web.
“Early metaverse use cases will focus on gaming and entertainment,” said the report’s authors. “Today’s multiplayer, immersive gaming platforms, fortnite, roblox When sandbox Clearly the gateway to the imaginary Metaverse, as users can customize their avatar, attend virtual concerts, explore with virtual friends, and team up with other players. is. “
One example of this is Epic Games, the company behind it. fortnite When Unreal Engine, for building 3D experiences in games. The company’s vision of building a child-safe metaverse is being boosted by his $2 billion investment from Sony and his Kirkbi, the family-owned holding and investment firm behind the Lego Group. .
This investment builds on our recent collaboration with LEGO to bridge the physical and digital worlds. Niels Christiansen, CEO of the LEGO Group, said: We believe they have great potential to develop lifelong skills such as creativity, collaboration and communication through digital experiences.
“But we have a responsibility to make them safe, exciting and beneficial to all. We have protected children’s right to safe physical play for generations. As we did, we are committed to doing the same for digital play, and we look forward to working with Epic Games to shape this exciting and playful future.”
According to Forrester, every industry sector has an opportunity to build metaverse capabilities, but adoption among consumers will likely come from gamers and those active on social media platforms. An initial Forrester analysis found that 22% of online adults in the US and UK engaged in intense gaming and social media activity that would lead to early adoption of the metaverse.
Not only do they love their lives online, a Forrester study found that these people are actively investing in creating a personalized social media presence. We found that half of this cohort (49%), or 11% overall, frequently used a virtual reality (VR) headset, and 15% purchased a haptic rig to enhance their experience.
Metaverse Stake Business Case
On the business side, major PC maker Lenovo recently announced grand plans to build metaverse capabilities. Over the next three years, the company will employ his 12,000 R&D professionals worldwide to focus on new IT architectures. One of the key areas of R&D that Lenovo plans to develop is technologies that will help companies take advantage of the metaverse.
In a podcast uploaded at the end of March, Richard Ward, Senior Manager of McKinsey’s Enterprise Virtual Reality Practice, discussed the opportunity to use the Metaverse as a training environment. he said: You can literally do anything now.
Like many industry observers, McKinsey’s Ward points out that the Covid-19 pandemic and subsequent lockdowns have fundamentally changed how people think about office work. “I am really excited to be able to create remote work and play environments with Zoom,” he said on the podcast. “One of the big lessons we’ve learned from the pandemic, and it’s scary, is that what people said was impossible for decades is now possible. It’s been proven wrong, like the idea that there’s no such thing as not being in the office.”
Taking this one step further, the technology sector sees an opportunity to develop a metaverse that supports hybrid work patterns. A CCS Insight study based on a survey of 611 respondents in France, Germany, Spain and the UK found that companies’ use of augmented reality surged during the pandemic and new ways to enable a distributed workforce. reported to have been provided.
CCS data shows growing interest in the metaverse and a growing desire for virtual collaboration. A quarter of his employees have already tried augmented reality, and another 44% would like to, according to the company’s research.
DXC Technology, an IT services company, is one such company looking to bring the Metaverse VR experience to its staff and customers through its virtual world platform. DXC believes immersive collaboration offers a higher level of engagement than traditional online collaboration tools.
We found that Gen Z is the generation most likely to seamlessly integrate advanced technologies such as VR and Augmented Reality (AR) into their daily lives. In fact, his 57% of DXC employees attend Metaverse events.
Prepare your infrastructure and build your skills
As Forrester points out, the metaverse era is just beginning. However, CIOs and CTOs must develop a strategy to ensure they have the right mix of skills and technical infrastructure to deliver the metaverse experience to their business where it is needed. Forrester recommends that his IT leaders develop strategies to assess, manage, and prioritize key technologies that enable the Metaverse.
“Track and understand tools like Unreal Engine, unity and other metaverse constructs”, State of the metaverse report. They recommend that CIOs plan to strengthen the foundations underpinning their metaverse initiatives. This means building skills and talents in key metaverse building block technologies and 3D modeling.
Forrester also asks IT leaders to evaluate the hardware, software, cloud, 5G, and other technologies needed to support the Metaverse experience.
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