Tuesday 8 March 2022

An Open Metaverse is More Than Just Interoperability — It’s About Accessibility

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Gaming is the gateway to the metaverse. Brands know it and marketers know it, so it’s no surprise that history was made when Microsoft spent $69 billion on Activision Blizzard in the biggest all-cash acquisition to date. Or that Take-Two Interactive, the video game publisher that owns Rockstar and 2K Games, would acquire social game developer Zynga in a deal valued at $12.7 billion.

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“For the industry, these two momentous deals are bursting with clues of what the future might look like,” says digital media agency Media.Monks. “Brands are moving into or doubling down on gaming as they seek to tap into that community, bring interactive features to their business and create new virtual worlds to connect with consumers.”

But it’s not just consumers who will be there — these experiences can also extend to the brands’ prospects and their own workforce. So, what exactly does the gaming trend mean for the future of work?

Media.Monks suggest that gaming “drives the desire for cooperation, which becomes easier and more engaging in immersive worlds.” On one hand, gaming “erases the notion of borders and physical distance,” meaning two people can be present in the same virtual space in a matter of seconds.

Game features might also improve diversity and accessibility in the workplace. Many games enable players to customize their experience through settings that benefit those with “low-vision” with other options focused on fine motor and hearing. The same level of personalization can be extended to virtual workstations.

“People with chronic medical conditions or disabilities can personalize their setup according to their own needs and preferences instead of adapting to the one-size-fits-all kind of equipment they would find anywhere else. Horizon Workrooms’ settings, for instance, include color correction filters that help color blind people better distinguish elements.”

Immersion can also be extremely powerful when it comes to networking. Media.Monks suggests that there’s a “special level of focus that comes from having one’s hands on a controller, which pushes you to be present in the moment.” Where regular video conferences lack some of the most engaging elements of an in-person meeting, the immersive worlds reduce the possibilities for distraction, leading to higher productivity.

Boiling this down, the virtual workspace offers the possibility to be designed and redesigned for everyone. With personal assistive technology, workers might focus more easily on their tasks instead of wasting energy on working around the same old barriers.

As Media.Monks’ Catherine D. Henry says, “An open metaverse is more than just interoperability; it’s about accessibility.”



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