The new Internet era is here, and the time has come to examine it deeply. What is the new world everyone is talking about – the Metaverse? A term encompassing the virtual worlds and assets built on Web 3.0 decentralised infrastructure, the Metaverse is the next step in the evolution of the Internet as the tangible outcome of a Web 3.0 environment. Examples include virtual real estate, virtual events, avatars, and in-platform NFT collectables. You can also tie in metaverse technologies and the hardware required to navigate immersive metaverse environments: VR headsets, AR devices, haptic wearables, and other related apparatuses. As The Guardian reports, the Metaverse is a 3D elevation of the online world, which spans augmented reality – unseen virtual simulations in the world around us – and much of consumer leisure and socialising.
Wingy project by Almog Alkalay, Visual Design student at Istituto Marangoni Milano
Not only for entrepreneurs and tech watchers but also designers, brands and institutions, such a revolution implies opening to the new virtual world’s opportunities yet coping with the implications it sheds on society. Three years ago, Covid 19 appeared and stopped the whole world. Technology helped our society survive the most challenging days, and that period boosted the rise of the Metaverse. For designers, it was crucial to understand their role and how this might change in history.
There Metaverse has many effects on our society. The issue of privacy and security is essential. As people expose themselves in the virtual world, one must know how to protect users. For these reasons, as a BA student in Visual Design at Istituto Marangoni Milano – kids – who understand technology and spend hours in front of screens.
A rundown on how the Metaverse works
Metaverse projects have already sprung up around gaming, socialising, working and creating, so it is not surprising that we are now exploring ways to bring education into the metaverse. Thanks to this shared virtual world and its technologies, we can make the learning experience fun in the metaverse, while promoting movement, motivating interactions and more. Of course, one of the main use cases in education is the virtual classroom in the metaverse, but this is not the only solution when it comes to child-friendly immersive digital experiences.
Moreover, kids are also a sensitive topic when it comes to content. As a parent, letting kids dive into the Metaverse can be scary, yet it is also a huge opportunity to empower them. Specifically, I decided to focus on the travel industry, which has not yet wholly entered the Metaverse and will probably never be entirely replaced by it. Travelling is a life-changing experience but comes with a set of preparations and requirements as it’s not always easily accessible or affordable.
Wingy is a multiplayer online game for children
My project Wingy is a multiplayer online game that provides children with a new, exciting, immersive travel experience that enables them to explore, connect, and enjoy travelling from home. Wingy is a family-friendly educational platform to use in different situations. Its core values are inclusion, innovation, and diversity. Although it is designed to meet kids’ desires, it supports everyone regardless of religion, race or gender because the game includes a 3D environment, personal avatars and a gaming atmosphere where children can achieve goals by collecting wings.
Wingy provides children with a new, immersive travel experience that enables them to enjoy travelling from home
A physical kit is also available to complete the user’s travel experience, adding a physical dimension and providing an authentic feel of their destination’s most unique and memorable parts. In addition, they will receive branded products that they can keep with them. I planned a communication strategy to promote Wingy, including a teasing video, social media, two-part tutorials, a collaboration with Oculus, and an OOH campaign.