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Metaverse December 9, 2022

Epic Adds Metaverse Child Protection Features

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Epic Adds Metaverse Child Protection Features

Epic Games says it will add a new feature called “cabined accounts” for the safety of children on its platforms.

Also read: Jobs In The Metaverse, Now and Tomorrow

The feature, which comes into effect this coming week on Fortnite, Rocket League and Fall Guys, will be “child-friendly” and can traverse the metaverse as well.

Although the cabined accounts are similar to normal accounts, certain features will be disabled.

For instance, when a player indicates their age as under 13, or under or his/her country’s age of digital consent, their account is automatically cabined.

Parental controls are a good idea because they can help parents to manage their children’s access to potentially harmful or age-inappropriate content on the internet and other media. These controls can be used to block or filter out inappropriate websites, apps or metaverses, set limits on the amount of time that children are allowed to spend online, and monitor their online activities to ensure that they are staying safe.

Cabined accounts can not chat

Accounts falling into this category will be compelled to provide an adult’s email address, where Epic will seek parental consent.

As part of the measures, “cabined accounts” can not chat and make purchases.

Under the new rules seen as an attempt to protect minors in the metaverse, parents or guardians must agree to a child’s use of the account before they can access anything apart from the three games.

But such parental controls could force children to lie about their ages to gain access.

Epic says it doesn’t want kids to feel “restricted.”

“Another approach has been to offer a fulsome experience for younger players, but if kids do not obtain permission from their parents, they are locked out entirely with no alternatives. Neither of these are optimal,” the company said.

The company feels this is indeed part of measures to keep children safe inside the fast-growing metaverse. This comes after the company early this year partnered with Lego to create what it described as safe space in the metaverse for kids to create.

Sharing parental controls

The company in 2020, bought Super Awesome, an online privacy and safety platform. Super Awesome’s parental controls are given to all developers.

Epic Games adds metaverse child protection features

All cabined accounts will work via Super Awesome’s verification system.

Roblox does the same

It’s not the only game that offers specific parental controls.

Roblox offers safety features for children under the age of 13, such as chat filters or the ability to turn off chat. The VIVE also provides child safety protections for younger children through a feature they call Guardian.

Google Cardboard doesn’t set an age limit, but suggests that kids should only use it with close parental supervision. The Quest 2, on the other hand, is strictly marketed to ages 13 and up.

Parental controls can help parents to educate their children about responsible and safe use of the internet and other media, and to establish rules and boundaries for their media use.

This can help to prevent children from being exposed to harmful or inappropriate content, and can also help to prevent them from engaging in risky online behaviors, such as sharing personal information or talking to strangers online.

/MetaNews.

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Image credits: Shutterstock, CC images, Midjourney, Unsplash.

Business

Metaverse Gaming Market Expected to Reach $119.2 Billion by 2028

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Metaverse Gaming Market Expected to Reach $119.2 Billion by 2028

The metaverse gaming market is estimated to encompass $22.7 billion in 2023 and projected to reach $119.2 billion by 2028, according to a recent report from ReportLinker.

The metaverse has been a hot cake in the tech industry in recent years and was boosted by Mark Zuckerberg’s decision to change Facebook’s name to Meta. However, the market has been limping towards AI, which stole the spotlight from virtual reality.

“The global metaverse in gaming market size is estimated at USD 22.7 billion in 2023 and is projected to reach USD 119.2 billion by 2028 at a Compound Annual Growth Rate (CAGR) of 39.3%,” stated the report.

The growth of the metaverse in the gaming market is expected to be fuelled by several significant factors, including the dynamic and evolving landscape of adjacent technology markets “such as extended reality (XR),” which encompasses “virtual reality (VR),” augmented reality (AR), and mixed reality (MR).

Expectation of rapid growth

In 2021, the gaming industry experienced rapid growth, with billions of people playing video games globally and generating over $193 billion in revenue.

Gaming companies quickly became early adopters in exploring the potential of the metaverse. Looking ahead to 2023, it was projected that the metaverse will continue to reshape the gaming landscape.

A survey from last year shows that about 52% of U.S. gamers believe the metaverse will change the game industry.

“According to the survey, just over half (52%) of gamers believe the metaverse will change the video game industry and a plurality (41%) think that the metaverse will have a positive impact on the industry (vs. 25% who disagree),” reads the survey report of Globant and polling firm YouGov.

Moreover, 40% say the buzz around “metaverse gaming is warranted,” though nearly “one-third (30%) were undecided” on that subject.

Who are the big players?

The metaverse is not just a single platform, virtual experience, or game; it is an entire world recreated to provide an immersive experience. Gaming is one of the many experiences in the metaverse that is powered by AI, VR, and AR.

Whenever it comes to gaming, some of the giant games like Fornite, Unreal, and Roblox come to mind.

Read Also: Meta Seeks to Boost Its Metaverse Gaming Credentials

And those are expected to be significant players in the metaverse due to their existing influence and capabilities in the gaming industry, as a report from 2022 states.

“As gaming platforms like Fortnight gain functionality and evolve into technologically advanced social meeting places, it becomes more likely that a functioning Metaverse, with an independent economy, systems, and processes is in our future,” reads the report.

Fortnite has transformed into a social meeting place, offering interactive events and branded experiences.

Unreal’s powerful engine enables immersive media experiences, while Roblox’s user-generated content and virtual currency have attracted millions of users. These factors position them to thrive in the evolving metaverse landscape.

Europe expecting significant growth

Europe is expected to witness significant growth in the gaming metaverse market, with the second-highest CAGR during the calculation period.

The UK, Germany, and France lead the way in technology investment, while Russia and Spain are also adopting new display technologies.

“The substantial growth of the virtual world immersive interactive gaming industry in Europe is a crucial driver for the gaming metaverse market in this region,” stated the report.

The immersive interactive gaming industry in Europe, along with the demand for AR, VR, and MR technologies in the entertainment sector, serves as a driving force, indicated ReportLinker.

Initiatives such as the European Association for Virtual Reality and Augmented Reality (EuroVR) and projects like Augmented Heritage and International Augmented Med (I AM) contribute to market growth.

With increasing startups in extended reality, particularly in Sweden, Europe is poised for increased growth in the gaming metaverse markets.

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Cryptocurrencies

Floki Inu (FLOKI) Volumes Surge 300% on China Metaverse Game Plans

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Floki Inu (FLOKI) Volumes Surge 300% on China Metaverse Game Plans

The price of Floki Inu (FLOKI), a memecoin inspired by Elon Musk’s pet dog, jumped 15% on Sunday and trading volumes soared over 300% on Monday. The rally came as traders and investors bet on the project, which is pushing to attract more users for its Valhalla metaverse game in China.

FLOKI surged from $0.00003120 to $0.00003587 over the weekend, according to CoinGecko data. Trading volume for the token climbed to $99 million on May 29, up nearly 300% from the previous week’s average of $25 million.

As of writing, however, the price of FLOKI fell 2% on the day to $0.00003291 and average 24-hour trading volume dropped to $17.12 million. The token is down more than 90% since its all time high of $0.00033651 on Nov. 4, 2021.

Floki Inu (FLOKI) Volumes Surge 300% on China Metaverse Game Plans

FLOKI 7-day price ($)

Chinese flock to FLOKI

Floki is a cryptocurrency that began life as a memecoin but has evolved to become a fully fledged web3 project. Created in Sept. 2021 by an anonymous team of developers, the Floki ecosystem now includes a decentralized exchange, an NFT marketplace, and Valhalla.

In February, the team announced it would be targeting China in its latest push to attract more players for Valhalla, a play-to-earn (P2P) metaverse game that allows players to earn FLOKI tokens by completing quests and battling other players.

Also read: BBC’s Doctor Who and Top Gear Coming to the Sandbox Metaverse

Since the announcement, Floki now has a Chinese website and its technical documents, including the whitepaper, are available in the language. Floki is working with Btok, a popular web3 social network in China, to “introduce FLOKI to 10 million Chinese crypto users.”

Floki has also been running ads for Valhalla during some of the biggest sporting events in China such as the Chinese Super League and the Chinese Basketball Association. It also sponsored the just-ended World Table Tennis Championships Finals in South Africa.

The ads have helped to raise awareness of the metaverse game among Chinese gamers.

“We’ve gotten an influx of Chinese traffic today due to the CCTV-5 [the main sports channel in China] feature, and we want to remind you that FLOKI is strategically positioned for Hong Kong and China opening up to crypto,” said the Floki team in a tweet.

Hong Kong eases crypto regulations

The focus on China is a major development for Floki. The Chinese market is one of the largest and most lucrative in the world, and if FLOKI can successfully tap into this market, it could see significant growth in the coming years, observers say.

Floki’s China push comes at a time when the Hong Kong government is expected to legalize crypto trading starting June 1, allowing citizens to invest in assets such as bitcoin (BTC) and ethereum (ETH) on regulated crypto exchanges.

“While FLOKI is a global cryptocurrency our goal is to be the most known/used crypto. That won’t be possible without China and Hong Kong,” the team wrote on Twitter.

The Chinese version of Floki’s play-to-earn metaverse game Valhalla will be released in the second half of 2023 and will feature a variety of gaming experiences like racing, fighting, and role-playing, it added.

On mainnet, users would have to hold a certain amount of FLOKI in their wallet to make a character playable. The game is still in development, but it has already generated a lot of excitement among the Floki Inu community

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Business

Chinese City Pledges $1.42bn to Boost Metaverse Industry Growth

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Chinese City Pledges $1.42bn to Boost Metaverse Industry Growth

Chinese city Zhengzhou has announced a plan to boost the metaverse industry by providing a significant 10 billion yuan ($1.42 billion) fund for local companies’ growth and development.

Although the People’s Bank of China banned digital assets in September 2021, the Asian power centre seems liberal towards the metaverse.

Under the new government’s draft, metaverse companies relocating their headquarters to Zhengzhou will have the opportunity to grab a start-up capital investment of up to 200 million yuan ($28.34 million).

In addition, the municipal government will provide a promising opportunity for companies operating in the metaverse sector within the city.

For each project that receives certification as viable by the government, companies will have the chance to secure a substantial grant of 5 million yuan ($710,000), regardless of their headquarters location.

Moreover, the government is offering other benefits such as rent subsidies for the metaverse company within Zhengzhou.

Open for public to review

The draft is now available on the municipal government’s website for feedback and review by the public.

“The public is now open to solicit opinions, and all sectors of society are welcome to put forward their opinions and suggestions,” reads the translation.

Hence, the purposed plan is only a draft to date, and the government has not mentioned the specific date of the fund allocation.

The metaverse-related sectors in Zhengzhou are expected to generate annual revenues exceeding 200 billion yuan ($28.34 billion) by the end of 2025, according to the municipal government.

Amid speculation about China lifting an absolute ban on crypto, the public is taking this draft as positive news for the industry.

“More positive news for crypto from China, that’s great,” wrote a Redditor in reaction to the news.

“One positive thing after the other,” another agreed, hopeful of China’s liberal step towards the crypto industry.

Will China overtake the West?

Western industry leaders like Meta wanted to be the leaders in the metaverse, but are now pivoting towards AI. Whereas China appears to be positioning itself as a potential metaverse hub.

As part of its commitment to spearheading China’s digital advancement, Nanjing, the capital of Jiangsu province, has also launched the China Metaverse Technology and Application Innovation Platform.

“The Metaverse is a vague concept and every [company] is interpreting it in its own way. In China, it’s very much a government-led concept,” said Brady Wang, an associate director at tech market research firm Counterpoint.

The Chinese government is clearly keen on the technology.

“The key difference [in the metaverse] between China and the rest of the world is it’d be heavily regulated in a centralized manner,” said Zhengyuan Bo, a partner at China-focused research firm Plenum.

Bo emphasised that the monetization of digital assets within the metaverse is constrained due to limited space for growth.

“I think in a decade or two, China will play a bigger role in everything than the US,” speculated one Redditor.

“America hates China because China doesn’t do what America wants it to. They hate it because it exists. I’m happy China is dedollarizing,” another Redditor expressed.

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