<em>Roblox</em> and Meta Verch
نویسندگان
چکیده
Introduction In September 2022, American retail giant Walmart launched two new gaming experiences onto popular multi-platform experience Roblox, entitled Land and Universe of Play. First released in 2006, Roblox is an online multiplayer programme a virtual world that part rise other similar programmes, including Minecraft (2009), Pokémon GO (2016), Fortnite (2013). Like these games, it also program, which means “it can be played on computers, tablets, mobiles or video consoles, thus enabling its ubiquitous access” (Meier et al. 269). sense, games programmes have inherited the ubiquity occurred through popularity mobile devices, smart phones, where “games are never further than arm’s length” (Leaver & Wilson 2). It believed COVID-19 pandemic 2020-2021 ended up intensifying user interest as became site for socialisation construction play (Cucco). Recently, has earned reputation being “children’s metaverse”: Andrew Hutchinson noted, worlds “we do already basic templates what metaverse may look like… youngsters interact via digital avatars, move from to 3D environment”. essentially host compendium user-generated content fit into many game genres, role player obbys (obstacle course games), tycoon, fantasy, adventure, strategy, simulations, others. users create personal avatars negotiate first person worlds. While aimed at players all ages, been especially targeted towards younger children teenage users, research suggests predominantly hosts child (Geffen). Meier suggest “is program offers possibility creating sharing three-dimensional environments easily interface suitable children” (269). Walmart’s demand critical attention because created present knowledge about way “metaverse” might imagined young system. This important due troubling vision commodified fully themed corporate shopping (e.g., Ernest Cline’s dystopian novel Ready Player One (2011) owned by billionaire). An examination examining ways exposed commodity culture, understanding children’s culture gamified technologies. As I demonstrate this article, concern games‘ function advertising seen action consumer watchdog groups labelling “advergames”, recently one removed Walmart. Natalie Coulter argued, there long history culture’s link with media, but mid-twentieth century beyond, marketplace “has become more tightly enmeshed their culture” (410). “youth” marketing category – fractured smaller niches argues twenty Websites Web worked “link toys together”, time now considered “basically commercial no distinction between advertisement toy” (419). simultaneous converged technologies merge storytelling products. Jason Bainbridge noted “merchandising regularly used extend enrich narratives, personalise media properties, increase cultural circulation (or shelf-life) properties occasionally even enable them jump platforms survive entirely textual environments” (24). Given space activity, financial transaction internal currency “Robux” avatar in-game purchases yet another complex layering dimensions aspect gameplay. The designed appeal different age older adults, creation live pop music world, while Play clearly marketed toward focus showcasing major toy brands (these included L.O.L. Surprise!, Jurassic World, Paw Patrol, Magic Mixies Razor Scooters). examine formal analysis gameplay, focussing both incentivising how they brand. argue gameplay highly personalised experience, blurs boundaries branded advertising. For reason, close should given contemporary develop visions “metaverse”, not user’s interests mind so much organisation’s profit margin. walk-through fantasy focusses fashion, music: like “worlds” presents small archipelago, surrounded sea, taking place interconnected islands. islands shaped “spark” shape logo central island “hub” (and starting point), radiating longer connected bridges. Users walk along series pathways bridges islands, else shortcut monorail key stopovers, finally use portal travel whatever “world” most appealing (this typical provided games). There “obby” areas parkour-like jumps exciting places, surreal locations such forest broccoli maze cut fruit slices. Across encouraged participate, earn tokens, explore detail: example, “Food Truck Park”, you find recipes “Great Value” dishes “Skillet Beef Burrito”, “take snapshot your device” full recipe making later. Tokens (visually, coins) placed when collected payment purchases. tokens spent fashion accessories: Free Assembly rugby polo purchased 110 (Free label). participate various mini-games located Land’s sites. “Dance Off Challenge” try out range funky moves “win” dance-off, Netflix trivia challenge grants credits film television knowledge. “Electric Island” according “inspired world’s greatest festivals”, although concert stage empty visit. You access red carpet flanked paparazzi figures clamouring take avatar’s photo. typically inactive accessed game, materials previously musical performances stars YUNGBLUD Madison Beer. Then, singular each island: DJ booth practicing beats; roller rink blading tricks. Within Land, merchandise (“verch”) competitions. “House Style” dressing rooms, main location purchase tokens. description suggests, resembles retro kind had supermarket store mega-mall / centre, “aisles/isles”, segmented entertainment. dream-like “land” aims phantasmagoria, idiosyncratic constitutes real-life hence includes personally satisfying flânerie distinctiveness originality. Yet, seems failings experience: playing choices limited, in-games feel simplistic, unlikely sustain across multiple visits. particularly need updates content, stage. second Play, structure format squarely bringing life pre-existing franchises readily available company’s stores. greater brand partners except separate seem “owned” brands. Again, magical wonderland fantastic events. term “Universe Play” direct reference name department bricks mortar earning free verch promotes either nominated (e.g. Mixies, large wrapped gift boxes appear opened “Interact” function. “gifts” end images products, arguably pure, visual toy. multi-world chain itself, 3-D in-built feature Roblox’s allows “immersive worlds” franchises, rewards collection redeemed toys. special vehicles, flying hoverboards. Many promotion drone highlight “hottest season” (Walmart). way, emulate catalogue delivery, itself purchasable real store’s becomes learning readers codes exclusive privileges within game. So, virtual-real crossover store, inviting imagine extension one. Through purchases, free, normalise one’s presentation identity (through avatar) strongly linked transactions. Discussion we make sense Roblox? Some commentators observed provide innovative playful experiences, contrast platform. Writing Forbes magazine, Paul Tassi suggested looms background “like Eye Sauron”, questions originality games: But who wants … Land? I’d nobody, it’s just branded, less interesting version playspaces exist thousand times over, without corporation attached. worth motivation partnership organisations. was economically important: represented partnerships intention release product Typically, led partnered tangible, “real life” ancillary could stores figurines, boardgames, guns). (Some examples recent partnerships: Hasbro 2022 edition Monopoly; NERF guns based upon particular Adopt Me!, Arsenal, Jailbreak, Mad City, Murder Mystery 2, Phantom Forces. Also, studios gone own lines: Gamefam set dolls Twilight Daycare.) case, (a.k.a. Walmart) virtual, investing playable users. significant, represents beginning new, lucrative model co-branded adding diversifying revenue company beyond micro-transactions (Vanian). concept strategic vision, benefitted wider global metaverse, popularised wake Mark Zuckerberg’s futures Facebook, sensationally renamed Meta Connect conference October 2021. Evans 2021 year “truly hit mainstream”, Meta/Facebook “arguably current leader race build metaverse” (1). earlier mentioned Investor Day published YouTube February (Roblox Day). video, CEO co-founder David Baszucki specifically mentions evolving “shepherds metaverse”, tenets “identity”, “friends”, “immersiveness”, “frictionless”, “variety”, “anywhere”, “a vibrant economy”, “trust civility”. then, rich variety system, quick emphasise non-businesses ordinary gamers: billion-dollar companies does receive mention revolutionary utopian vision. see megacorporation aggressively competed e-commerce rival Amazon since 2016 (Del Rey) choose join diversity network investment demonstrates currently choosing test strategies worlds: forms metaverse. strategy engagement e-commerce, well investigating futures. According CNBC interview Chief Marketing Officer William White, were tests kinds helping learn gauge changing habits (Repko). Part rationale production reach consumers, developing mind: will serve testing ground considers said chief officer. He next generation shoppers mind, Gen Z, generally defined around 25 younger. White looking partnership. “How driving relevance conversation? How community engagement? moving needle favourability [standpoint] audiences?” he said. “That’s we’re trying accomplish here.” (Repko) reveals, gained After quickly turned concerns blurred lines marketing, January 2023 US watchdogs Truth Advertising.org (TINA.org) complaint games’ lack disclosure form therefore constituted “advergame” (Karabus; Perez). “popular tool sell products (Cho Riddle 1309). Referring TINA.org “blurring organic failing any clear conspicuous disclosures contents game) ads” (Truth Advertising). Their vulnerability after academic difficulty distinguishing computer games; Waiguny Terlutter indicated doing March 2023, closed down officially stated closure “planned strategy” (Adams). statement, “the intent our presence continuously innovate . Taking some work [ones] innovation” still operation Roblox. level experimentation invest fundamental iron property links advertising, children. Conclusion early case studies corporations factors lasting impact development identities immersive contexts. My hope issues raised article broader debates media-focussed commodification “toyetic” texts, extensive discourse effects impacts people. Investigating implications emerging commodified. Utilising methods helps show fledgeling experiences. ideals compromised bottom line, avatar, unique troublingly consumption. Acknowledgment thanks Louis Joseph Jeffs ongoing conversations References Adams, Peter. “Walmart Winds Down Metaverse Lands Privacy Crosshairs.” Dive, 28 Mar. 2023. Bainbridge, Jason. “From Toyetic Toyesis: Cultural Value Merchandising.” Entertainment Values. Ed. S. Harrington. London: Palgrave, 2017. 23-29. Cho, Eunji, Karyn Riddle. “Protecting Children: Testing Stop-and-Take-a-Break Advergame Intervention Strategy.” International Journal Consumer Studies 45 (2021): 1309-1321. Coulter, Natalie. Top Drawer Bottom Line: Commodification Children’s Cultures.” Mediascapes: New Patterns Canadian Communication. 2013. 409-426. Cucco, Jackie. “Jump ‘Roblox’ Era Play.” Toy Book, 20 Feb. 2022. <https://toybook.com/jump-into-the-roblox-metaverse-for-a-new-era-of-play/>. Del Rey, Winner Sells All: Amazon, Walmart, Battle Our Wallets. HarperCollins, Evans, Leighton, Jordan Frith, Michael Saker. From Microverse Metaverse: Modelling Future Today’s Virtual Worlds. Bingley: Emerald Publishing, Geffen, Jonathan. “Improving Co-Play Parents Children Game.” KTH Royal Institute Technology School Electrical Engineering Computer Science, Hutchinson, Andrew. “The Development Provides Framework Vision.” Social Media Today, 9 Sep. Karabus, Jude. Runs Creepy ‘Advergame’ Where Kids Can Make Wish Lists.” Register, Jan. <https://www.theregister.com/2023/01/25/walmarts_advergame_on_roblox_pushes/>. Leaver, Tama, Michele Willson. “Social Networks, Casual Games Mobile Devices: Shifting Contexts Gamers Gaming.” Social, Games: Changing Gaming Landscape. Eds. T. Leaver M. York: Bloomsbury, 2016. 1-12. Meier, Cecile, Jose Luis Saorin, Alejandro Bonnet de Leon, Alberto Guerrero Cobos. “Using Video Game Engine Creating Tours Learning Sculptural Heritage.” Emerging Technologies 15.20 (2020): 268-280. Perez, Sarah. “Consumer Advocacy Groups Want Audited ‘Stealth Marketing’ Kids.” Tech Crunch, <https://techcrunch.com/2023/01/24/consumer-advocacy-groups-want-walmarts-roblox-game-audited-for-stealth-marketing-to-kids/>. Repko, Melissa. Enters Experiences Aimed Younger Shoppers.” CNBC, 26 Sep., <https://www.cnbc.com/2022/09/26/walmart-enters-the-metaverse-with-roblox.html>. “Roblox 2021.” <https://www.youtube.com/watch?v=A1joSc0mRVg>. Tassi, Paul. “Roblox’s ‘Walmart Land’ Is Horseman Apocalypse.” Forbes, 27 <https://www.forbes.com/sites/paultassi/2022/09/27/robloxs-walmart-land-is-horseman-of-the-metaverse-apocalypse/?sh=59e12a961419>. Advertising. “Letter CARU re. 23 <https://truthinadvertising.org/wp-content/uploads/2023/01/1_23_23-Letter-to-CARU-re-Walmart-Universe-of-Play.pdf>. Vanian, Jumps Online Advertising Revenue Growth Slows.” Sep.2022. <https://www.cnbc.com/2022/09/09/roblox-jumping-into-ads-in-effort-to-diversify-beyond-virtual-goods-.html>. Waiguny, Martin, Ralf Terlutter. “Differences Processing Advergames TV Commercials.” Advances Research 2 (2011): 35-51. Walmart.“Walmart Launch <https://corporate.walmart.com/newsroom/2022/09/26/walmart-jumps-into-roblox-with-launch-of-walmart-land-and-walmarts-universe-of-play>.
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ژورنال
عنوان ژورنال: M/C Journal
سال: 2023
ISSN: ['1441-2616']
DOI: https://doi.org/10.5204/mcj.2958