Using AR and VR to Embrace the Metaverse

In early August 2021, a playlist was added to Fortnite among the usual solo, duo, trio and squad options. ‘The Rift Tour’ would be an “interactive musical journey” featuring pop princess Ariana Grande. Before the concert, players could shop the online store and buy a skin of Ariana, which would transform their avatar into the singer. There were also accessories and emotes – animated movements – to support the concert. A popular emote made the player avatar wave a cell phone flashlight in the air.

The concert was a huge success and saw millions of players flood the servers to take part. The performance – all pre-recorded – featured a giant Ariana, endless Escher staircases, users bouncing on pink, fluffy trees and riding inflatable Llamacorns through the sky.

As we near the all-encompassing ‘metaverse’, music acts embracing technology and connecting with their fans through these events will be a surefire play to get users into web 3.0. By expanding beyond the confines of a contained show and utilising available technology, fans can get closer than ever to their idols.

Preceding the Ariana concert, Fortnite had already teamed with Travis Scott and plenty of DJs who took to the virtual stage. It’s clear that Epic Games are determined to continue in this vein given their purchase of Harmonix, a company known for creating music based videogames such as Fuser and Rock Band. Virtual concerts are clearly successful because consumers are given a new way to interact with their favourite music acts. It’s worth keeping in mind that many players may attend these gigs even if they aren’t a fan of the musical star, purely for the spectacle.

This is an easily monetised side hustle. Selling skins, items and accessories in the lead up to a concert or experience not only benefits the developers and publishers of the game but the artist too. Given the changes in the world since the COVID-19 pandemic broke out, virtual attendance is appealing, more so when you consider the interactivity virtual concerts offer compared to their ‘real world’ counterparts. Artists can sell tickets and merchandise recouping revenue lost during the pandemic.

Over on the Roblox platform, acts such as Lil Nas X and Twenty One Pilots have hosted concert experiences. Users can convert their cash into Robux and buy T-shirts and hats, showing them off within games.

More recently, Wave put on a virtual concert for Justin Bieber and the strategic shooter game Scavengers hosted K-Pop idol AleXa. It’s these latter examples that point to a possible future within the metaverse as they experiment with crowd participation and real-time performances, they also differentiate themselves from Fortnite and Roblox, by creating more fan participation.

While it looked like Justin Bieber had been fully prerecorded, AleXa interacted with the crowd in real-time, much as they would at a traditional concert. Each of these concerts asked the attendees to mash buttons to hype up the artists or throw up glow sticks to create that gig atmosphere.

With improvements in VR and AR, it makes sense that the next step in entertainment will embrace these technologies. In fact, VR is already a usable tool for concertgoers, albeit with some restrictions. MelodyVRsoon to be rebranded as Napster – an app for Oculus devices, allows viewers to purchase tickets to a show and watch it using the VR headset. MelodyVR feels a bit like those early DVD extras, which allowed you to watch a scene from different angles. Once the concert is loaded, you can choose from many positions to watch from, including mosh pits and the wings of the stage. Some angles truly make the user a part of the show by positioning them on the stage, with the performer moving around them.

Horizon Venues is another portal for entertainment, both live and prerecorded, except here your avatar is relegated to a seating area while the performance takes place on a screen. This emulates a cinema, rather than an arena, but the visual fidelity is much better. Using this tool to sit with a friend and watch the latest Marvel film or stand-up comedian would be one step closer to the metaverse often depicted.

Attempting to stand out within the metaverse, is Sensorium Galaxy. Sensorium empowers the concertgoer with a digital avatar who can be fully customised, before attending the gig. Sensorium has already announced a bucketload of virtual concerts with some of the biggest DJs in the world – Carl Cox, David Guetta, Steve Aoki, Charlotte de Witte and many more. These powerhouses in dance music are scanned and captured in motion capture creating a “photo-realistic’ avatar to perform and interact with fans. Sensorium can be used via VR for a “fully immersive experience” which will be unlike anything found in existing experience platforms.

As time passes, video quality will get better, the sound will improve and the metaverse will envelop these experiences, pulling them into the decentralised network. Going to a gig will come in two forms – visiting the arena and using your smartphone to access AR features, or watching from home via VR. It makes a great deal of sense from the artists perspective, especially given the cut to revenue during the pandemic.

We’re still quite a way from Ready Player One, but if Roblox is anything to go by, younger audiences are already preparing themselves for the metaverse revolution. With a concert on the Roblox platform, players can gather together, chat and dance, sometimes interacting with the artist via prompts. What removes this from a true metaverse experience is the lack of seamless movement. You don’t start at your house, on your own land and walk to the venue. You don’t look into the distance and see the rest of the city sprawling before you, ripe for exploration. This will be a future step.

The metaverse needs to bring all of this together, grouping the disparate ventures and creating an experience that benefits the user both digitally and physically. If you were to walk from your house to the arena, meet friends along the way and use VOIP chat to converse, that’s one step. If, when you arrive, you can buy an NFT poster for your digital bedroom, plus a T-shirt for your avatar – all from a digital avatar vendor – it would help if the physical versions of these were then dispatched to your home.

Combining current and emerging technology will bring a rounded experience to everything from games to concerts; work meetings to dating. However, a few things need to change first – VR headsets must become more affordable, or be pushed via government programs. Seamless experiences will only develop if corporations begin working together to decentralise the digital space. Early adoption must try to offer metaverse existence through AR or VR as the cherry on the cake, where our current lives are the cake beneath. The first rung on the ladder is getting everyone together in sections of the metaverse, using the technology available to us. The next step will be folding them all together.

Nike Meets Roblox in NIKELAND: A Metaverse Leap for the Sports Brand

While Facebook… erm, Meta, and Microsoft are flexing their metaverse muscles by creating VR showcases, Nike has just launched its first metaverse project in Roblox. NIKELAND is, essentially, a huge branded playground for players to experience together. It’s with this concept that Roblox really cements the idea that their playing spaces are distancing themselves from being ‘games’ and are actually ‘experiences’, which follows on from CEO David Baszucki’s recent keynote speech where he claimed Roblox has always been a metaverse.

When first entering NIKELAND the iconic ‘swoosh’ logo adorns practically everything in sight. There are clouds in the sky personified with bright eyes and that swoosh as a smile; slides and ramps are shaped as the swoosh; it is everywhere. But of course, it is, let’s be honest, this is advertising on a new scale. A cynical mind may believe it’s too much, but if you look beyond the adverts, NIKELAND is a well designed and enjoyable place to hang out. And a great starting place for the public to experience the metaverse, albeit with baby steps.

This experience is bursting with colour. Green hills and blue sky dominate the scenery, with several squared-off areas in the centre for players to call their own. Pink trees dot the surroundings, oversized baseball bats provide makeshift ramps and a bright orange athletics track circles the core buildings, which look as if they’ve been yanked from Seattle’s Silicon Valley. Even at this early stage, avatars are zooming around hunting for cool areas to hang out or shopping for new shoes.

New users get a short guided tour. Every player has their own ‘yard’ which can be fully customised based around several sports. There are tennis nets, basketball hoops, soccer goals and even a gymnastics pommel horse. The next stop is the lobby, which houses two shops; the first sells items to be used in the ‘yard’ and the other is decked out with fully licensed Nike clothing and shoes (each pair of shoes has a superpower and all are brilliant!).

Early players are gifted a Nike baseball cap and bag, which can be worn in any other experience/game, which not only emphasises the Roblox metaverse but is also a sign to future creators and collaborators that Roblox shouldn’t be ignored. Earning potential here is huge, particularly as players in other games spot your latest Nike gear and want it for themselves.

To buy anything, players spend Nike medals, which are earned by playing mini-games with other players or discovering them within the NIKELAND world. There’s no clear way to translate Robux to medals, so at least for now, everything is free to players. 

Personalisation is key here, as other players can visit your ‘yard’ at any time and give your created area a ‘like’. In the ‘yard’ placing items is as simple as selecting an object within the build menu and clicking a button. The options are myriad – large plastic geometric shapes, patterns to emulate grass or clay tennis courts, benches for other players to sit and spectate.

The ‘yard’ can be as lavish or basic as the player wants, but it’s worth keeping in mind that games will be played here and other users will appreciate some effort. A glowing blue circle outside the yard brings up a menu of three games – The Floor is Lava, Tag and Dodgeball – each incredibly simple and Nike promise more games are on the way. Once activated, all players in NIKELAND are given a notification to say a game is starting in your ‘yard’. Of course, if your ‘yard’ looks like a parkour course, it will create a more enjoyable gaming experience.

Being a sporting brand, Nike doesn’t just want users to sit at their PC, though. If players choose to load the experience on their smartphone, the accelerometer inside will track movement and bestow the avatar with “sports superpowers” in the form of super speed, or long jumps. It’s a bridge between our world and the metaverse, but it’s a seed full of potential. Nike could build in a pedometer that translates your steps into medals or offer promo codes when you buy shoes in a brick and mortar store, which digitally adds those shoes to your Roblox wardrobe.

NIKELAND is a small step into the metaverse. If Nike is working to a checklist, you’d be able to mark off several items – Shared digital space, persistent clothing and accessories, community activities, player-focused parcel of customisable land and a connection to the ‘real world’ with smartphone connectivity. It may not be the metaverse that other companies are imagining, but why run before you can walk?

‘Roblox’ CEO says Quest Makes “perfect sense” as Future Platform

Roblox may be coming to Oculus Quest at some point. Roblox Corporation CEO & co-founder Dave Baszucki says the company’s popular free-to-play online game makes “perfect sense” for the Oculus Quest platform.

Baszucki mentioned in the company’s Q1 2021 earnings call yesterday that ideal future platforms include “Switch, PlayStation, [and] Quest,” adding that “all of these platforms make perfect sense for Roblox.”

Roblox already features support for SteamVR headsets. Provided you have a VR-ready PC, that also means you can play with Oculus Quest via Link (or Air Link on Quest 2).

Granted, the addressable VR market is likely fairly small in comparison to the number of users who regularly play the game via traditional PC monitors, Android & iOS devices, and Xbox consoles. Still, it’s interesting to see Quest lumped in with Switch and PlayStation as the next frontiers for the massively successful game.

Consequently, Roblox now has significant cash reserves to spend on developing these port, as it no doubt looks to sustain its recent growth spurt due to the COVID-19 pandemic. In June of last year, Roblox announced it had broken 150 million concurrent monthly users, and was projecting a revenue of $250 million for 2020. It actually outperformed that, bringing in $384 million last year.

Baszucki says they aren’t sharing specific release dates for now, although we’re hoping to hear more soon.


Thanks to Twitter users Marketstuff and Marcelo P. Lima for pointing us to the news.

The post ‘Roblox’ CEO says Quest Makes “perfect sense” as Future Platform appeared first on Road to VR.

Roblox On Quest ‘Makes Perfect Sense’ Says CEO

A Roblox Quest port could happen – co-founder and CEO David Baszucki thinks the headset is one of many platforms that make “perfect sense” for the world-building hit.

Baszucki said as much during Roblox Corporation’s end-of-quarter earnings call (as spotted on Reddit). Asked if Roblox could come to other platforms, he replied that he wants to see it “on all devices”.

Roblox Quest Could Happen

“And we’ve really innovated around this on phone tablet, computer, and Xbox console, showing that developers can create content that when pushed to our cloud, runs on all of these devices as well as auto translates into multiple languages,” the CEO explained.

“So absolutely long term, Switch, PlayStation, Quest, all of these platforms make perfect sense for Roblox.”

Roblox does, of course, already support VR headsets on PC, and has done since 2016. Users can even create VR-specific games. Bringing the game to Quest, though, would no doubt be a challenge given the reduced power of the platform. Perhaps the app could take the approach VRChat did, letting users build for both platforms but not allowing content that grows too large or demanding for Quest onto the platform.

Baszucki didn’t offer any days for any additional details for possible ports but did reiterate that this was a “logical platform” for the game. It’s worth pointing out that the PlayStation version of the game could end up supporting either PSVR or the new PS5 VR headset, too.

Do you want to see a Roblox Quest port? Let us know in the comments below!

Rec Room Raised Another $100M And Earns $1.25B Valuation

Today Rec Room revealed another fund raising round, led by current investors Sequoia Capital and Index Ventures, to the tune of $100M at a valuation of $1.25B overall.

Popularity continues to rise for Rec Room, the free-to-play social gaming platform that originally got its start in PC VR. Since then it’s launched on every major VR platform, including Quest, Quest 2, and PSVR, and is available outside of VR on PC, PS4, mobile, and Xbox. The number of potential users is pretty astronomical compared to any other social VR application—even if a lot of those users aren’t even in VR.

This year has seen a big boom in investment for social gaming platforms and user-generated content apps, which isn’t surprising given the pandemic. Roblox (which has very limited VR support) just went public at a massive valuation and Rec Room recently pledged to pay more than $1M out to its creators this year.

Rec Room CEO Nick Fajt told VentureBeat:

“We’ve had strong growth over the last 12 months,” Fajt said. “We think that Rec Room can become an enduring large business that fuses games and social. We think this can be one of those things that really impacts culture. We think it can be one of the biggest games in the world. And so we really want to invest in that future.”

Reportedly, VR users make up only around 25% of the Rec Room userbase now following its launches on various non-VR platforms. “VR is still a very important part of what we do,” Fajt said. “We’re probably still a top two or top three VR app.”

In the past year as monetization efforts have finally started to take off in Rec Room, revenue grew 566% by letting users charge other players for their in-game items and by charging for a subscription for users to regularly get more in-game currency. There are now over 5 million rooms to explore, more than 2 million people have made content of some kind, and over 20,000 new rooms per day get added. Currently, over 15 million people have used Rec Room so far.

Rec Room is making big strides and doesn’t seem to be slowing down. Do you still play Rec Room? What do you think are some of the best rooms to visit in Rec Room? Let us know down below!

What is Roblox?

If you're a parent, you've probably heard of Roblox. In this guide, we'll explain the basics of what it is.