The Virtual Reality of the Pandemic
summary
Pandemic-era data shows game platforms become social infrastructure: lectures move to Twitch lectures, growing from a 30-minute class to 60+ minutes with 300–400 live viewers; conferences, weddings and virtual funerals shift into Animal Crossing and Minecraft; esports viewership outpaces some major sports finals. A data analysis of League of Legends players finds new teammates who start during lockdown become closer and sustain friendships after restrictions lift. Developers deploy game engines to web and VR and adopt gather.town for persistent remote offices.
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chapters (12)
- 0:00Introduction and welcome
- 2:59Pandemic as a catalyst for change
- 4:21Gaming industry during lockdown
- 7:29WHO recommends video games
- 10:59Social bonds in online games
- 13:05Digitalization acceleration examples
- 15:55Inspirations for future innovations
- 20:52Personal insights from the pandemic
- 24:06Game tech beyond entertainment
- 26:33Adapting VR projects to web
- 27:15Rethinking work with game tech
- 28:38Future crises and innovation
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