Professional Documents
Culture Documents
Syamsu Alam
Fan Fiction kb. Cerita tentang karakter yang telah
muncul dalam fiksi terkenal, tetapi yang ditulis oleh
penggemar bukan oleh penulis aslinya.
Contents
1. Sekilas Metaverse KNOWLEDGE is
2. Fact Potential Power, it
becomes power only when,
3. Fake and if, it is organized into
4. Fan Fiction define plans of action, and
5. Forecast directed to a definite end.
__Napoleon Hill__
1 + 1 = berapa?
Beragam Definisi
“The metaverse is a digital space “A mass delusion that assumes that the
where you can create memories that future should look like Ready Player One
rival physical experiences in scope, for some reason.”
meaning, and value. It’s not about
the best tech or creating the best Rafael Brown (CEO at Symbol Zero)
simulation. It’s about enabling
humanity to experience the things
that make us human. Hyper social
co-experiences where we can “A nebulous, digitally mixed reality with both
connect with each other in authentic
ways.” non-fungible and infinite items and personas
Neil Redding (Founder and CEO, not bound by conventional physics and
Redding Futures) limitations.”
Emma-Jane MacKinnon-Lee (CEO &
Founder of Digitalax)
https://www.forbes.com/sites/cathyhackl/2021/
05/02/defining-the-metaverse-today/
METAVERSE 2018. movie Ready Player
One, based on a 2011 science
fiction novel Ernest Cline
Metaverse adalah
Konsep. Niilai
komersialisasinya bisa
dibandingkan dengan
internet in the 1990s.
Source: Bloomberg Intelligence, as of June 2021. LHS = Market Size ($bn) / RHS = Annual Growth Rate.
Layer 1: Experience
• Dematerialization of physical
space, distance, and objects. It
includes 3D games like Fortnite on
our game consoles, Beat Saber in
our virtual reality headsets, and
Roblox on our computers. It also
includes Alexa in our kitchen, • dematerialization …..rumah
Zoom in our virtual offices, adalah tempat pertama, tempat
Clubhouse on our phones, and kerja adalah tempat kedua,
Peloton in our home gyms. tempat ketiga …..
• experiences: the content- • experiences: the content-
community complex. Costumer-
Consumer community complex.
Costumer-Consumer
Why Games
Monetize
• Gamification adalah aplikasi teknik
dan konsep game ke dalam strategi
pemasaran.
• Menambahkan elemen pada situs
atau aplikasi dengan hadiah,
tantangan, dan lain-lain.
• Tujuan: engagement, brand loyalty,
dan hasil positif lainnya bagi sebuah
bisnis.
FITNESS [] Live Streaming [] Esport (Spactacle)
Live Music [] etc
Layer 2: Discovery
• The discovery layer is about the
push and pull that introduces
people to new experiences.
This is a vast ecosystem, and
one of the most lucrative for
many businesses — including
some of the largest in the world.
• community-driven content is
a far more cost-effective means
of discovery than most forms of
marketing
Layer 3: Creator Economy
Classical mindset
A digital mindset is not merely the ability to use technology.