GDC 2023 State of the Game Industry Report Includes Insights Into VR and AR

Games are the largest use case for consumer VR and AR. While VR and AR remain a comparatively small segment of the games industry, the industry is taking notice as VR hardware in particular improves. This presents possibilities for new kinds of games but also promises to breathe new life into established franchises. The GDC’s State of the Game Industry Report for this year is by no means dedicated to VR and AR. However, it does hold insights into how this segment of the industry is growing and changing. This includes insights into larger emerging technology trends like Web3 and the metaverse. VR and AR in the Larger Games Industry This GDC survey, the 11th in an annual series, found that “the metaverse has become more than a buzzword.” That doesn’t mean that VR and AR are now the driving force in the games industry. In terms of which platforms

Meet the “XR-Land Metaverse” Imversed.World

The line between the virtual and physical worlds will practically disappear as Imversed.World geotags XR lands to bridge the two worlds. The “XR-Land metaverse” will pave the way for seamless transitions between the digital and physical worlds for fully immersive metaverse experiences. Creating Seamless Connections Between Digital and Physical Worlds Imagine attending a virtual London concert halfway across the globe or virtually strolling Lower Manhattan and meeting social influencers. Imversed.World can make this possible. The geo-based metaverse platform can provide brands, influencers, and users with infinite exposure. Creators can highlight their content in a unique way. Users can enjoy the experience and even invest in some. .ue666c85504c55210dcbfb815fede022a { padding:0px; margin: 0; padding-top:1em!important; padding-bottom:1em!important; width:100%; display: block; font-weight:bold; background-color:#FFFFFF; border:0!important; border-left:4px solid #E74C3C!important; box-shadow: 0 1px 2px rgba(0, 0, 0, 0.17); -moz-box-shadow: 0 1px 2px rgba(0, 0, 0, 0.17); -o-box-shadow: 0 1px 2px rgba(0, 0, 0, 0.17); -webkit-box-shadow: 0 1px

From Virtual Clothes to Virtual Stores: XR in Fashion Retail

Fashion is physical. Right? While clothing has always been material, expression has always been something more. And, digital fashion brands have been exploring that intersection. Even physical fashion brands are using XR technology to sell their hard-copy clothing. Though some are selling soft-copy clothing too. From virtual clothes to virtual stores, there’s a lot to see. How to Bring the Human Into Virtual Try-On Before we get to full-on virtual stores, let’s start off with physical fashion retailers using XR technology. What’s the worst part of buying clothes? Trying them on, right? We’re all in agreement about that? The lines, the time, and the hassle? The… it’s just awkward, right? But, you want to know what the clothes will look like on you. This is where XR comes in. But, it turns out it’s still awkward. Or, at least, it can be. Reactive Reality In September, Reactive Reality announced the

How InfiniteWorld Is Building “Web2.5”

Extended reality technology is a part of “the metaverse” – a materializing virtual/physical world that seems perpetually here and perpetually around the corner. Another major part of the metaverse is “Web3” – an interconnection of human and computer systems brought about by data that is more universal, more complete, and more personal. In the middle is InfiniteWorld. .u481e60b9c5209f3dcbda5bd0a5929d89 { padding:0px; margin: 0; padding-top:1em!important; padding-bottom:1em!important; width:100%; display: block; font-weight:bold; background-color:#FFFFFF; border:0!important; border-left:4px solid #E74C3C!important; box-shadow: 0 1px 2px rgba(0, 0, 0, 0.17); -moz-box-shadow: 0 1px 2px rgba(0, 0, 0, 0.17); -o-box-shadow: 0 1px 2px rgba(0, 0, 0, 0.17); -webkit-box-shadow: 0 1px 2px rgba(0, 0, 0, 0.17); text-decoration:none; } .u481e60b9c5209f3dcbda5bd0a5929d89:active, .u481e60b9c5209f3dcbda5bd0a5929d89:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; text-decoration:none; } .u481e60b9c5209f3dcbda5bd0a5929d89 { transition: background-color 250ms; webkit-transition: background-color 250ms; opacity: 1.05; transition: opacity 250ms; webkit-transition: opacity 250ms; } .u481e60b9c5209f3dcbda5bd0a5929d89 .ctaText { font-weight:bold; color:#000000; text-decoration:none; font-size: 16px; } .u481e60b9c5209f3dcbda5bd0a5929d89 .postTitle {

Coca-Cola Creates Virtual Environments and Assets in Ongoing Campaign

Coca-Cola decided to launch its newest flavor in the metaverse. The result has been a series of immersive experiences including AR games, virtual concerts, and more. While some of the events are live, others run whenever you find the QR code, so it’s not too late to take a look. Exploring Activations, Avatars, and Assets The first Coca-Cola Creations project was a shirt to commemorate the Starlight flavor. From there, the company kicked it up a notch with a line of apparel for AR avatars. The project is a fun proof of principle but it’s relatively limited, as it is only available to owners of Samsung Galaxy line phones. The company’s next AR activation was somewhat more accessible – a series of Instagram filters. This was followed by an ASMR video, (yes, really), the actual product launch, and more apparel. Those who may have already been confused by the

The 2022 WebXR Brand Summit

This year’s WebXR Brand Summit took place last Thursday, September 15, preceded by a more open-format Town Hall event the week before. Hosted by the same organization that puts on the Polys Awards, the event included roundtables and use cases for how brands are exploring WebXR to increase exposure and services on a more spatial and connected internet. Not Just for Brands Not for the faint of heart, the full live-streaming remote event ran nine consecutive hours. Hosted by the tireless Sophia Moshasha and Julie Smithson with tech support from Ben Irwin, the event included 20 speakers in 11 sessions. If you think that that means it was just people selling sneakers all day, you miss the importance of brands in immersive spaces. “This is where we believe it starts. Brands have made initial investments in this space from the early days. … We owe them a lot of

The 2nd Annual AR/VR Policy Conference

The second annual AR/VR Policy Conference took place this Wednesday, September 14, in Washington D.C., accompanied by a live stream on YouTube. The event, once again hosted by Information Technology Innovation Foundation and the XR Association, followed last year’s all-virtual event. Registration for both events was free, regardless of in-person or virtual attendance. As a proud media partner of the AR/VR Policy Conference, here’s the ARPost recap – though you can also watch the complete event on YouTube. Welcome and Keynote The marathon session lasted from 11 AM to 5 PM local time, though in-person attendants also had access to a networking social following the conclusion of the sessions. There was also a demo floor for participating companies to showcase their XR for good projects. Elizabeth Hyman’s Welcome Address The AR/VR Policy Conference started off with a welcome address by XRA CEO Elizabeth Hyman. Hyman praised ITIF as a partner