~/talk

A Hitchhiker's Guide to the Metaverse

Talkat Gamelab Barcelona 2019 · 2019-06-26..06-28· [webxr]
links:none on file
slides:none on file

History of Second Life becomes a concrete playbook: a user-driven economy handling about $600–700M transactions/year across ~1M active creators, an internal foreign-exchange style cashout, and lessons about games versus builders. New infrastructure work centers on social VR: an engine that streams thousands of users, a tested 500-person spatial audio server with ~0.1s latency targets, and a prototype blockchain for ownership plus a 10% marketplace fee — all plagued by today’s slow public chains, clunky wallets, weak haptics and limited headsets.

AI-written summary · about

  1. 0:00Metaverse introduction
  2. 1:01Virtual worlds dream
  3. 2:28Building Second Life economy
  4. 6:21Why Second Life failed
  5. 8:49Second Life to High Fidelity
  6. 9:10Ready Player One impact
  7. 10:35Metaverse beyond gaming
  8. 11:17Fireside chats in High Fidelity
  9. 13:01VR adoption needs community
  10. 15:25Pseudonymity in virtual worlds
  11. 17:52Reputation systems
  12. 20:02Avoid Second Life mistake
  13. 21:50User-generated content role
  14. 23:14Metaverse hyperlinked web
  15. 25:00Metaverse not winner-takes-all
  16. 26:43Blockchain ownership
  17. 29:13Blockchain speed limits
  18. 31:58VR headset future barriers
  19. 33:42Game devs wait or dive
  20. 36:52Eight Metaverse techs
  21. 41:06VR versus screen worlds
  22. 43:54Keyboard problem in VR
  23. 46:23Next VR hardware breakthrough
  24. 47:48Monetizing digital assets
  25. 49:16Metaverse in ten years
  26. 50:38Q&A: Virtual industry
  27. 52:05Q&A: Server structures
  28. 53:31Q&A: VR role-playing
  29. 55:40Q&A: Reasons for VR headset
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