Is Metavers the tool of the future in education?
The metavers would offer an exceptional virtual experience with a strong educational impact. So, how would the metavers be the educational tool of the future?
Publish at November 23 2021 Updated November 26 2021
We have a firm fun playing on our mobile phones but the experience is not comparable to playing on a console. Quality of graphics, responsiveness, depth, complexity and richness of scenarios, the world of video games offers much more but not all of us put the controller in. Joystick ? Console ? FRAAG ? Twicth ? A little update is in order.
Let's start with the easy one, consoles. The history of video game consoles shows that the market is never shared between more than four players simultaneously. With the demise of Sega in 2001, there are only three left: Nintendo, Sony and Microsoft. The entry threshold for any new console is probably in the region of €300 million to invest.
Soon we'll enter immersive worlds and expect to see Zuckerberg's Meta take over. Who will disappear? Nothing is a foregone conclusion for any company, especially as other giant companies are sharpening their weapons - Google, Apple, Amazon are betting on cloud-based services, from their own servers and without consoles. Even Netflix and Disney are getting in on the act.
With nearly 3 billion gamers on the planet - virtually all of them smartphone owners - and revenues of more than $300 billion, the video-game bonanza has many investors salivating, and the supply is growing without having yet hit a saturation point.
Producers are already offering game lounges akin to movie theaters where anyone can immerse themselves in worlds that approach interactive cinema without having to equip themselves with the latest technology.
Waiting to experience it, here's a basic glossary and a few examples to help you find your way around the types of video games, just so you don't get totally left behind.
References
Video Game Typology - Cairn Info - https://www.cairn.info/revue-hermes-la-revue-2012-1-page-15.htm
The global video game market
https://www.leparisien.fr/economie/avec-27-milliards-de-joueurs-le-marche-du-jeu-video-pese-desormais-300-milliards-de-dollars-29-04-2021-DHDANMMVYVDGFBENW5LUFV6LQE.php
https://ici.radio-canada.ca/nouvelle/1789071/marche-mondial-jeux-video-300-milliards
Best-selling consoles - Wikipedia
https://fr.wikipedia.org/wiki/Liste_des_consoles_de_jeux_vid%C3%A9o_les_plus_vendues
History of consoles
1976 | Coleco Telstar | ||||
1977 | Atari 2600 | Nintendo Color TV game | |||
1978 | Philips Videopac | Magnavox Odyssey | |||
1980 | Mattel Intellivision | ||||
1982 | Coleco Vision | ||||
1983 | Nintendo Entertainment System | ||||
1986 | Atari 7800 | Sega Master System | |||
1987 | NEC Turbo Grafx 16 | ||||
1988 | Sega Mega Drive | ||||
1989 | Nintendo Game Boy | ||||
1990 | NEC Turbo Express | Nintendo Super Nintendo | Sega Game Gear | ||
1991 | Sega Mega CD | ||||
1993 | Panasonic 3DO Interactive Multiplayer | ||||
1994 | Sony Play Station | Sega Saturn | |||
1995 | Sega Nomad | ||||
1996 | Nintendo 64 (bits) | ||||
1998 | Sony Pocket Station | ||||
1999 | Bandai Wonder Swan | ||||
2000 | Sony Play Station 2 | ||||
2001 | Nintendo Game Boy Advance | Microsoft Xbox | |||
2003 | Nokia N-Gage | ||||
2004 | Sony Play Station Portable | Nintendo DS | |||
2005 | Microsoft Xbox 360 | ||||
2006 | Sony Play Station 3 | Nintendo Wii | |||
2011 | Sony Play Station Vita | Nintendo 3DS | |||
2012 | Nintendo Wii U | ||||
2013 | Sony Play Station 4 | Microsoft Xbox One | |||
2017 | Nintendo Switch | ||||
2020 | Sony Play Station 5 | Microsoft Xbox Series |
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