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		<title>From QQ show to &#8220;digital fashion&#8221;, Meta Universe turned out to be a &#8220;consumption upgrade&#8221;</title>
		<link>https://en.spress.net/from-qq-show-to-digital-fashion-meta-universe-turned-out-to-be-a-consumption-upgrade/</link>
		
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		<pubDate>Tue, 22 Jun 2021 18:23:11 +0000</pubDate>
				<category><![CDATA[Fashion]]></category>
		<category><![CDATA[Consumption]]></category>
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					<description><![CDATA[This is a fashion show held in the golden &#8220;desert&#8221;. The model slowly walked down from the top of the tower, her fashion shining with metallic light. Unlike other fashion shows, there are no photographers holding their cameras high, and no spectators attentively watching the show. Because the audience is off the screen. Gary James [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><strong> <strong> <strong> <strong>This is a fashion show held in the golden &#8220;desert&#8221;. The model slowly walked down from the top of the tower, her fashion shining with metallic light. Unlike other fashion shows, there are no photographers holding their cameras high, and no spectators attentively watching the show.</strong></strong> </strong> </strong><br />
<span id="more-26780"></span><br />
 Because the audience is off the screen.<br />
Gary James McQueen&#8217;s show field created with virtual engine｜Gary James McQueen official website<br />
Not long ago, well-known fashion designer Gary James McQueen held a digital fashion show called &#8220;GUIDING LIGHT&#8221;. He used a virtual engine to create an empty desert, ancient and mysterious Babylonian architecture, perfect proportions of virtual models, and full Digital fashion with metallic texture. It&#8217;s hard not to fascinate all of this. It not only has the memorial of the ancient mysterious age, but also portrays the virtual digital future for the audience.<br />
Over time, these virtual fashions may become the unique appearance of the digital residents in &#8220;Meta Universe.&#8221;<br />
&#8220;Digital avatar&#8221; and &#8220;self-presentation&#8221;<br />
You may have heard the concept of &#8220;meta universe&#8221; in many articles and videos. This term, proposed by Stephenson, the author of the science fiction novel &#8220;Avalanche&#8221; in 1992, has been mentioned again today, nearly thirty years later, and re-imagined for future life.<br />
Just as real social life revolves around individual human beings, in the &#8220;meta universe&#8221;, all life revolves around the &#8220;digital avatar&#8221; of real people.<br />
In Stephenson&#8217;s description, the &#8220;meta universe&#8221; consists of a user-controlled clone and a system daemon. Each user will have a clone and can define the image of the clone. Roblox CEO Dave Baszucki also once said that one of the characteristics that needs to be satisfied in order to build a meta-universe, the most basic is &#8220;a virtual identity.&#8221;<br />
As the most intuitive display of digital avatars, &#8220;external image&#8221; is naturally the first to be noticed by people.<br />
It seems that people&#8217;s care for self-image presentation is inherent. In “Self-presentation in Daily Life” published in 1959, Goffman used “self-presentation” to mean that individuals selectively present themselves in order to make others see themselves according to their wishes. This selective self-presentation has now migrated to virtual reality. In the online world.</p>
<p> When the Internet was just emerging, personal data and account avatars were one of the few windows through which people revealed themselves. Many people had trouble choosing which avatar to edit and which signature to edit. This kind of writing, uploading and updating personal information on the Internet is the initial &#8220;mimic selves&#8221; created by people on the Internet. With the popularization of 4G and 5G, in the era of images and short videos, people begin to present their ideal selves in appearance, figure, and life in all aspects of life. When the &#8220;meta universe&#8221; arrives, we can almost be sure that people’s &#8220;digital avatars&#8221; are &#8220;squeezed&#8221;. &#8220;And &#8220;Shaping&#8221; will still be enthusiastic.  The development of technology leads the fashion industry to the trend of &#8220;virtual fashion&#8221;｜Gary James McQueen official website Gary is not the first designer to set his sights on a digital fashion show. The &#8220;sense of smell&#8221; of the fashion industry has always been sensitive, and many pioneering technological elements often appear in fashion designs, leading a new wave of trends. The continuous development of ARVRMR and other technologies has prompted the fashion field to be involved in the trend storm center of &#8220;digital fashion&#8221; and &#8220;virtual fashion&#8221;. DIOR used 360-degree VR technology for live broadcast on the ready-to-wear collection show in the spring and summer of 2020 last year; Shanghai Fashion Week in March last year adopted the form of &#8220;Fashion Week on the Cloud&#8221;, which was performed in virtually produced 3D scenes and spaces. The Congolese brand HANIFA released the latest series of fashion shows using 3D rendering technology. In the show, you can only see the clothes floating in the air walking on the catwalk, as if an invisible soul is wearing clothes on the catwalk&#8230; It is not surprising that fashion designers and brands devote time and energy to fashion design and matching. Recently, more and more ordinary people have also put more attention and attention on fashion wear. &#8220;OOTD&#8221; and &#8220;Virtual Fashion&#8221; If &#8220;self-presentation&#8221; is the inherent logic of people paying attention to personal images, then the popularity of &#8220;OOTD&#8221; on social networking sites provides unlimited potential for the &#8220;digital fashion&#8221; market. &#8220;OOTD&#8221; is the abbreviation of &#8220;Outfit of the day&#8221;, which means &#8220;today wear&#8221;, and is a very popular social platform hashtag nowadays. Young people are keen to share different outfits and selfies on social media. You can search for more than 3 million notes when you open Xiaohongshu. On the foreign social software Instagram, the posts under this tag have already exceeded 100 million. Many young people Buying clothes is just for meticulous matching and then taking a picture and uploading it to social media.  More and more young people share their daily wear on social media｜Screenshots For Gen Z, sharing clothes is a manifestation and extension of personal style. In fact, before &#8220;OOTD&#8221; became popular on social media, people&#8217;s enthusiasm for game skins also hinted at a huge market for &#8220;dress up&#8221;. According to Newzoo data, in 2018, 79% of paying game players in the United States spent money on in-game purchases such as skins. Among them, the popular &#8220;Fortress Night&#8221; earned 300 million U.S. dollars a month by selling skins and other props. It is worth mentioning that people can purchase Gary James McQueen&#8217;s virtual clothing on the fashion show through dressX. With the emergence of &#8220;virtual fashion&#8221;, the demand for &#8220;dress up&#8221; buried in social media may become another huge market. DressX is the first international digital fashion multi-brand retailer, offering digital fashion collections from the most famous contemporary brands and 3D designers. Consumers can buy their favorite virtual clothing on dressX, and dressX can also help consumers synthesize a photo of wearing virtual clothing. Ronny Mikalsen, CEO of Norwegian clothing retailer Carlings, is very optimistic about the virtual clothing. He mentioned in an interview that &#8220;we send a large number of free samples to well-known bloggers and influencers every year, and these people often put them aside after trying them on.&#8221; This phenomenon is not uncommon. According to a survey by Barclays Bank, one in ten consumers in the UK buy clothes just to take photos and upload them to Instagram, and then they will return the clothes immediately. How to avoid waste and pollution while highlighting individuality and self-expression, virtual fashion provides a solution for both. At the same time, virtual fashion also provides more possibilities for the production of real clothing. Solventus 2019, a clothing series launched by Neuro Studio, a digital design company in New York, uses 3D scanning to design clothing on virtual models. After customers select and &#8220;try on&#8221; virtual clothing, they are then produced by 3D printing. Fashion production and consumption Closer connection. Virtual fashion effectively reduces the waste that may be generated in the production process and solves the problems of mass production and waste generation. This is a revolutionary breakthrough for the fashion industry. Creation and freedom Digital clothing that does not need to be made of real materials, in addition to being more environmentally friendly, is more important in that it lifts the &#8220;yoke&#8221; that has long held designers for a long time. &#8220;My entry into the fashion industry was purely an accident. I first did graphic design, but by chance, I entered the fashion industry under the leadership of my uncle Alexander McQueen.&#8221; Gary James McQueen said in his virtual fashion show video Tao. Alexander McQueen is a famous British fashion designer and considered the godfather of British fashion. However, when he was interviewed by the media at the age of 22, he turned his back to the camera to prevent the audience from seeing his face, so that he could continue to use unemployment benefits. Buy fabrics used in clothing. Now Gary no longer has to face such a dilemma. Even fabrics that do not exist in reality can be made possible in the digital world. As Gary said: &#8220;I decided to do an all-digital show because I had no choice. It would be more convenient and simple to create an unconstrained digital space.&#8221; From the perspective of clothing design, Gary uses Marvelous Designer to create clothing patterns, and then uses Substance Painter to add materials and textures, so that virtual fashion can also have the same details and appearance as the real thing. In addition, designers can change patterns and fabrics more easily, and try on clothes with completely virtual digital models. Adjustments and attempts will no longer be limited.  Virtual fashion show can better show the charm of fashion｜Gary James McQueen official website From the perspective of fashion show presentation, in the virtual world constructed by Unreal Engine, the camera can be placed in any position, getting rid of the constraints of a fixed camera position. The digital fashion show can truly highlight the delicate details of the snake print tights, plus Flexible lighting, the charm of fashion will be further revealed. In the virtual fashion show, from the fabric and material of the clothes to the pattern, to the adaptation of the virtual model, and to the way of showing the photography, all this is free for the designer, and the designer can realize his own wonder without hesitation. Think about it and build your own fashion kingdom. For a long time, people&#8217;s creativity has been bound by the body, physical space, cultural traditions and many other realistic factors. In the &#8220;meta universe&#8221;, the boundaries of reality begin to shake. This liberation is not only for designers and artists, but for the release of creativity for all. You can try to create different &#8220;digital avatars&#8221;, formulate different rules, choose a different way of life&#8230; The limitations of a single physical space are disintegrated a little bit, and &#8220;freedom&#8221; will be before everyone&#8217;s eyes. With the development of technology, everyone can imagine how to use these technologies for free re-creation. Now that fashion designers have taken the first step towards the future, how do you choose to move into the future? Perhaps, start by choosing a set of virtual fashions for your &#8220;digital avatar&#8221;? Image source: Gary James McQueen official website Editor in charge: Jing Yu This article was originally published by GeekPark, please add Geek Parker (ID: geekparker) for reprinting</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">26780</post-id>	</item>
		<item>
		<title>The popular Roblox Roblox leads the children into the &#8220;meta universe&#8221;</title>
		<link>https://en.spress.net/the-popular-roblox-roblox-leads-the-children-into-the-meta-universe/</link>
		
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		<pubDate>Tue, 11 May 2021 20:36:10 +0000</pubDate>
				<category><![CDATA[Tech]]></category>
		<category><![CDATA[Children]]></category>
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		<category><![CDATA[Roblox]]></category>
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					<description><![CDATA[Introduction to Lishi: With the help of the &#8220;meta universe&#8221; concept, Roblox has gained enthusiasm in the capital market. In the ten years since the establishment of the company, Roblox has been deeply cultivating the youth market, building a UGC game platform, continuing to build a fully immersive digital community, and striding towards a true [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><strong> Introduction to Lishi:</strong> With the help of the &#8220;meta universe&#8221; concept, Roblox has gained enthusiasm in the capital market. In the ten years since the establishment of the company, Roblox has been deeply cultivating the youth market, building a UGC game platform, continuing to build a fully immersive digital community, and striding towards a true &#8220;meta universe&#8221; world.</p>
<p> <img fifu-featured="1" decoding="async" class="content-picture" src="https://inews.gtimg.com/newsapp_bt/0/13444688716/1000"> <strong> Zhilavie | Text</strong> The 2020 epidemic has caused economic stagnation around the world, but it has promoted the prosperity of the game industry. The &#8220;2021 Mobile Game Market Report&#8221; released by APP Annie shows that consumers will spend US$143 billion on mobile apps in 2020, of which US$100 billion will come from games; users spend 296 billion hours of gaming hours, a year-on-year increase of 35%. The most outstanding performance among the major game companies is the sandbox game platform Roblox. Most of the users of this platform are elementary and middle school students under the age of 16 (as of the end of the third quarter of 2020, Roblox had 31.06 million daily active users, of which 54% were elementary school students under 12 and 13% were 13-16 years old). After the outbreak, schools were closed and more children had more time to play Roblox. In 2020, the number of Roblox daily active users increased by 85% year-on-year, and the time spent by users increased by 124% year-on-year. On March 10, 2021, Roblox landed on the New York Stock Exchange through a direct listing, becoming the fifth company to choose this way to go public after Spotify, Palantir, Slack, etc. On the first day of listing, Roblox had an opening price of US$45, an increase of 54.4% that day, and a closing price of US$69.50. The market value once soared to US$40 billion. &#8220;Bull Queen&#8221; Cathie Wood added about 520,000 shares to boost Roblox&#8217;s strong performance that day. The product manager of an American asset management company said that Roblox&#8217;s popularity on the first day of listing reflects the listing of other game companies and a wider range of technology companies in the past six months, and the demand in the secondary market is high. After listing, Roblox&#8217;s market value was as high as 45 billion U.S. dollars at one time, which was 53% higher than the financing valuation in January this year. Roblox was valued at 29.5 billion U.S. dollars at that time, and it raised 520 million U.S. dollars. Roblox&#8217;s market value once surpassed the old game company Electronic Arts (EA), and has been higher than Take-Two. The above two companies have significantly higher revenues and are profitable, while Roblox has been losing money for many years, and the loss has continued to expand. <img decoding="async" class="content-picture" src="https://inews.gtimg.com/newsapp_bt/0/13444688663/1000"> Data source: company financial reports, CNBC, US stock research agency It is really puzzling that such a company can go public and still have such a high market value. Why is Roblox so popular in the market? Why would investors chase such a highly valued company? <strong> 1</strong> <strong> Roblox &#8220;meta universe&#8221; concept stock</strong> Many people may be unfamiliar with &#8220;Metaverse&#8221;, but those who have watched the popular movie &#8220;Number One Player&#8221; in 2018 must remember the &#8220;Oasis&#8221; game, which is the future &#8220;Metaverse&#8221; world. The term &#8220;meta universe&#8221; originated from the 1992 novel &#8220;Avalanche&#8221; by science fiction writer Neal Stephenson. The book describes the term &#8220;meta universe&#8221; as a virtual world parallel to human reality and society. With the rapid development of 3D, VR and AR technologies, the &#8220;meta universe&#8221; is gradually evolving into the &#8220;real world&#8221; in the virtual environment. People in the real society can use digital identities to entertain, consume, socialize, and create in the virtual world. , Earn money, etc., you can also shuttle between different scenes. With the help of the epidemic, the boundary between the virtual world and the real society is slowly being broken. In April 2020, American singer Travis Scott held a concert in the sandbox game &#8220;Fortnite&#8221;, which was watched by more than 12 million players. The concert lasted for about 10 minutes. The realistic character modeling, stunning game scenes, and the changing venues (from land, water to outer space) with the sound of singing presented a rich sense of hierarchy, giving players a strong sense of immersion. It&#8217;s unprecedented. In addition, the University of California, Berkeley held a graduation ceremony in Microsoft&#8217;s &#8220;Minecraft&#8221;. Graduates participated in virtual images. In addition, the world&#8217;s top AI academic conference held the 2020 seminar on Nintendo&#8217;s &#8220;Animal Crossing&#8221;, and speakers played manuscripts and delivered speeches in the game. Games are not only an entertainment to pass the time and a spiritual sustenance to escape from reality, but also an extension of the real world. For the popular track of &#8220;Meta Universe&#8221;, in addition to game companies, many Internet companies have already deployed. Facebook acquired virtual reality company Oculus for US$2 billion in 2014. Facebook CEO Zuckerberg said that VR will first change the game, then digital social, and then the world. Facebook has launched a beta version of the VR social platform &#8220;Horizon&#8221;, and plans to release the first AR glasses in the second half of this year. Among the many companies that have entered the track, Roblox is the first company to include &#8220;Meta Universe&#8221; in its prospectus, and is known as the &#8220;Meta Universe&#8221; concept stock. Roblox mentioned that some people call our category &#8220;meta universe&#8221;, a term that is usually used to describe the persistent, shared, three-dimensional virtual space in the virtual universe. With the emergence of more and more powerful computing devices, cloud computing, and high-bandwidth Internet connections, the &#8220;meta universe&#8221; will gradually become a reality. In addition, Roblox also proposed eight key features leading to the &#8220;meta universe&#8221;, namely Identity, Friends, Immersiveness, Low Friction, Variety , Anywhere (anywhere), Economy (economy), Civility (civilization). This is also the first commercial company to try to describe the characteristics of &#8220;meta universe&#8221; in general. <img decoding="async" class="content-picture" src="https://inews.gtimg.com/newsapp_bt/0/13444688671/1000"> Data source: Roblox Roblox co-founder and CEO David Baszucki once stated that &#8220;meta universe&#8221; is a virtual space where people can spend a lot of time working, entertaining and learning. He has also talked about the vision of the &#8220;meta universe&#8221; many times, &#8220;When you study the civil war, long ago, you would study the encyclopedia. Now, people will watch videos or books. In the future, imagine that you can participate in the civil war. , Experience and understand for yourself.&#8221; &#8220;In the future, Roblox users will not only be able to read books about ancient Rome on the platform, but they can even visit the historical city reconstructed in the&#8217;meta universe&#8217; and wander around the city.&#8221; A 21-year-old game developer who has been creating in Roblox for 10 years believes that Roblox will become a realistic version of the &#8220;Oasis&#8221; in &#8220;Ready Player One&#8221;. Although the current Roblox is far from being as realistic as the &#8220;oasis&#8221;, and even a bit rudimentary, some basic elements that constitute the &#8220;meta universe&#8221;, such as virtual scenes, reality clones, social networks, and economic systems, already exist. The development of the &#8220;virtual playground&#8221; has been established. During the epidemic, Roblox&#8217;s explosive growth kicked off the &#8220;meta universe&#8221;, allowing the market and investors to see more possibilities for Roblox. The hurricane of Roblox&#8217;s market value has also completely ignited the &#8220;meta universe&#8221;. Game companies with related concepts are more likely to obtain high valuations than established game manufacturers. Even the non-game industry wants to catch the &#8220;meta universe&#8221; concept. The social software Soul recently stated that it is a &#8220;social meta-universe.&#8221; An investor described the enthusiasm of this concept in the capital market by &#8220;hearing&#8217;meta universe&#8217;, with two eyes shining&#8221;. However, Baszucki, who has many years of entrepreneurial and management experience and experienced the ups and downs of user-generated content (UGC) games, said that this is still a way away from the fully immersive digital community originally envisioned. So, how did the highly anticipated Roblox gain the favor of children step by step? <strong> 2</strong> <strong> Roblox sticks to long-term goals</strong> Open the Roblox application, and at first glance, you will think that this is a Lego-style sandbox game. In fact, in addition to the 3D client for players as a whole, Roblox also has Studio toolsets for developers and cloud services to ensure the effective operation of the platform. Roblox has built a UGC game platform. Developers can use the tools in Studio to create games or various experiences, and even benefit from them. Players can play games and socialize in this virtual world. Many Roblox users are both developers and players. As early as the end of the last century, Roblox co-founder Baszucki had a deep understanding and practice of educational technology. In 1989, Baszucki founded an educational technology company called Knowledge Revolution. They established an online laboratory and developed a software that simulates a physical experiment environment. Students can use the software to simulate levers, ramps, pulleys, and ejections. Physical experiments such as sports. Baszucki found that children not only use this software to solve physical problems, but also use it to try to simulate crashes, building collapses, etc. He said that the fun of experiments is that students can set experiments and explore independently. Compared with the content in the physics book, the children&#8217;s own creativity is more interesting. In 1998, Knowledge Revolution was acquired by engineering software development company MSC Software for US$20 million and turned it into engineering simulation software. After that, Baszucki invested in Friendster and got in touch with and understood social networks earlier than Facebook and MySpace. The above experience of Baszucki laid the two core foundations for the creation of Roblox, namely the toolbox and social scenes that support creativity, plus his interest and accumulation in virtual environments, games, education, digital identity, and the future of technology. Roblox in 2004 The company was born. In view of the gradual development of various aspects of the market, such as the adoption of broadband, the improvement of hardware, the development of multiplayer games, the recovery of the Silicon Valley ecosystem, etc., around 2004, large-scale games ushered in a period of vigorous development, and various game companies have tried various Kind of development strategy. In the early days, Roblox did not have a distinctive direction or vision. Baszucki recalled that we had a few false starts, but in the end we thought that we must make a completely unified product. In the end, Roblox decided to make a UGC game platform. However, in that era of enthusiastic gaming, it is not easy not to imitate a successful company and stick to its own position. Due to the very high degree of overlap of the user group, the number of users of &#8220;Minecraft&#8221; released in 2009 quickly surpassed Roblox, and in 2013 its paying users reached 10 million. Early Roblox employees recalled that friends, acquaintances, and colleagues chatted in your ears and said, maybe you can do this. Roblox&#8217;s vice president of technology said that this requires a certain amount of perseverance, not just copying &#8220;Minecraft&#8221;, and then saying that this is a better game, and we want to do more than just a game. The managing partner of Greylock Partners said that I rarely see people like Baszucki who are focused on mission, vision and long-term vision. He was under tremendous pressure, and when he truly understood what needed to be realized, he never wavered. After clarifying the company&#8217;s positioning, Roblox created game development tools, operated servers that support these tools, established a portal website, and built social systems such as communications, message boards, and private messages. Because the Roblox game engine is very simple to use, and the game characters similar to Lego blocks are very attractive, many young players have begun to try to make their own games. Gradually, a variety of games full of fantastic ideas appeared on the Roblox platform, including all kinds of role-playing, shooting, simulation and construction games. At the same time, the company has also developed some regular entertainment games for players, and the Roblox game library has become more and more substantial. When there were enough players and game developers on the platform, the company stopped its own game development in 2008 and launched the virtual currency Robux on the platform. In 2013, Roblox provided developers with virtual goods. After that, Roblox continued to optimize this set of real-world currency trading systems. For developers, Robux can be earned in four ways, namely, selling paid games developed by themselves, earning players’ time sharing on free games developed by themselves, paying for content and tools transactions between developers, and selling virtual games on the platform. commodity. For example, 21-year-old Alex has been creating games on Roblox since he was 9 years old. At the age of 17, he made a game &#8220;Prison Break&#8221; which has been played 4 billion times in total, relying on the skins and props in this game. Waiting for sales, Alex can earn millions of dollars every year. At the same time, Roblox is actively deploying the VR field. Since the opening of the VR function in 2016, it has gradually realized the cross-platform and cross-device adaptation of VR games. Players can experience VR games through computers, mobile phones, Xbox, and Oculus. Roblox has always paid great attention to the improvement of game technology and picture quality. In recent years, Roblox has devoted more energy to educational expansion and globalization. Roblox opened the summer programming summer camp activities, provided teachers with free online programming courses, purchased offline programming training courses, etc. In 2019, Roblox and Tencent formally reached a strategic cooperation to introduce Roblox into China. Tencent brings it into the school as a STEAM education course and teaches programming on the Roblox platform. On the road to globalization, Roblox hopes that in the future, users from different countries can chat and interact in their native language. The company has invested a lot of resources in research and development, using machine learning, crowdsourcing and traditional methods to help developers complete translation work as much as possible. Recently, Roblox has provided localization services for the first 150 games with translation in 5 languages. Currently, Roblox has landed in 180 countries and supports 11 languages. Since the launch of the game platform, there has been no viral inflection point or rapid realization of early investors. Roblox has been laying the foundation for its long-term development. For example, in order for the platform to run with native-level performance on devices such as iPhone, Android and Xbox, and require only a few engineers to maintain it, Roblox took hundreds of engineers to implement it for three years. The senior engineering director of the project said, I don’t know how many companies of our size are willing to spend such a long time and so many engineers to do this. For another example, because the Roblox team has maintained compatibility with existing games during continuous updates, almost all games developed on Roblox can still be played. After 15 years of development, in April 2019, Roblox&#8217;s monthly active users reached 90 million, bidding farewell to slow growth and entering a period of rapid development. <strong> 3</strong> <strong> Challenges facing Roblox</strong> After the outbreak, Roblox increased activities such as viewing nearby players, online meetings, Party Place, and virtual concerts, which further promoted the development of online social networking and enhanced user stickiness. Sensor Tower data shows that in 2020 Roblox will have 160 million downloads on dual platforms (Apple Store, Google Play), and mobile platform revenue will exceed $1.1 billion, making it one of the &#8220;billion dollar clubs.&#8221; <img decoding="async" class="content-picture" src="https://inews.gtimg.com/newsapp_bt/0/13444688669/1000"> After years of development, Roblox has grown into a world-class gaming platform, and its monthly active users have surpassed its long-term competitor &#8220;Minecraft&#8221; (Roblox was 150 million in July 2020, and in October of the same year, &#8220;Minecraft&#8221; was 131 million). Niko Partners analysts said that millions of Roblox developers can create games on the platform and provide them to other users to play. This model creates a unique community that not only attracts new users, but also improves Old user stickiness. UGC creation is difficult to reflect value in the short term, but in the long term it may form an unimaginable huge potential and a difficult-to-replicate model. Industry insiders believe that the mutual promotion of UGC content and community effects is one of the main reasons for Roblox&#8217;s growth. Even with such results, Roblox still faces severe challenges. No one knows what will happen to the Roblox platform when the epidemic is over and the school reopens and the children return to real life. Roblox&#8217;s chief financial officer said that with the relaxation of epidemic restrictions, we expect the growth rate in 2021 to be much lower than the growth rate in 2020, but we believe that most of our core indicators will show absolute growth throughout the year. The game industry has never lacked competitors. Soon after Roblox went public, social gaming platform Rec Room completed a new round of financing of US$100 million, with a total valuation of US$1.25 billion. Founded in 2016, Rec Room currently has 15 million users, revenue has increased by 566% in the past year, there are more than 5 million exploreable game rooms, and more than 2 million players have created content. In addition to games, Rec Room has become the first choice for many activities, such as digital gatherings, creative courses, brainstorming, weddings, etc. The target user age of Rec Room is older than Roblox, and it allows players with zero programming skills to create games. Rec Room, which belongs to the concept of &#8220;meta universe&#8221;, will become Roblox&#8217;s biggest threat in the future. The industry generally believes that Roblox needs to change its low-age user structure to enhance profitability. At present, Roblox&#8217;s users are mostly teenagers, which shows that the existing platforms, including game graphics and character design, are not attractive to older users, and it is difficult to reverse the long-term loss of money. Even if the games on the platform are gradually satisfying the needs of more user groups, and the gender ratio of users is more balanced, due to the lack of adult players, Roblox&#8217;s size is difficult to match with game giants such as Activision Blizzard and EA. After all, the purchasing power of adults is even greater. Stronger, higher user value. Few companies are like Roblox, both a game engine and a game platform. Whether facing competition or optimizing user structure, Roblox needs to develop ideas and grasp the rhythm in various aspects such as development tools, user communities, and new technology introduction. Roblox is still a long way from the &#8220;meta universe&#8221;, the immersion shown in the movie, and the digital community for all, and there is still a long way to go. In the future, if Roblox&#8217;s user ecology achieves innovative development and reengineering, as users of primary and middle school students grow up and become more paying players and more creative developers, they can continue to stay on the platform and form a certain This kind of inheritance and virtuous circle, Roblox may lead children into the real &#8220;meta universe&#8221; world.</p>
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