Capt. Wardrobe - December 2021
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Gaming has become seriously professional over the last 25 years -
Globally recognised competitions are now regular events
with the major players winning prestige & real wealth.
There is also a myriad of games & apps that offer payment, in Crypto currency tokens for playing them.
I wish to address some aspects that raise concern when considering the impact of
both a Social credit system in "Real Life" (my ref: MeatSpace)
and a possible merging of that system with virtual layer on top of this; known as Virtual / Augmented - Reality.
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WEF Young global leader ZuckerBergs metaverse project
check out the creepy promo as Mr Sugar Mountain chooses a skin then,
remembers he is actually a robot in reality, so sticks to his own skin...
then its gets even creepier, from our point of view;
Note: In this promotional clip for the Facebook version of the metaverse (META) - the point of view enters his head so you see what he sees in the virtual space - which implies they wish to hack your perception of reality while you're in there...viewing THROUGH YOU and your actions & decisions. Harvesting your private experiences as data - which in facebooks case - is no great suprise as Artificial intelligence is granted backdoor access to you & your childrens brain patterns via the decisions they make while immersed in this creepy world.
It's almost as if Mark Zuckerberg, by approving that editorial decision of first person POV - is announcing that this project is his "vision" - and, he wants the world to see everything the same way...the way he does, too. - The very definition of Megalomania.
Metaverse - a place containing realms
Rewards in meatspace social credit system
could see
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2 way unlocking
Gaming in virtual unlocks real life access services
Real life actions rewarded by socially earned behaviour
allow access to higher realms of game environment
Real life unlocking:
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Battery analogy - Matrix release this year too...is it a documentary?
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Social Credit in China is coming here and NO - it's not a Conspiracy theory
"Radical new policies"
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The metaverse will provide the credit needed for more enabled access
via tokenised rewards and punishments on many levels
The structure may well see games set up as portals
While society within the virtual realms could echo real life
as behavioural social credit scoring
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Remembering; Social activity being constantly monitored as
in such activities as:
altruism
completing tasks
adherence to pseudo communitarian framework
Remembering that within a metaverse of supposed infinite possibilty,
Social credit system would function on one physical level, in a certain way. For those only existing in meatspace.
Thus we see a possible incentive to enter virtual realm here: note this echos why many poor and debt ridden, play poker, run the horses, spread bet on sporting events & go to Casinos... It also echos what many fear Social Impact investing is really all about: maintaining a level of managable poverty as a cyclical economy of human resource as data economics.
But would this angle, invariably be based on the assumption some games will be competitive, a Battle Royale in order to maintain physical Social credit score to acceptable levels?
all valued in a market place
a culture of hoarding
collecting resources:
achievements: via actions:
ready player one?
A free for all - "player as individual" type scenario
could see a greedy grab for tokenised gamified & deliberatly rarified access & resources -
access to realms and levels - gems / powers / keys could lead to serious social problems -
especially if linked to real time earning of access in meatspace social credit
A legal framework of cyber law courts could become necessary in meatspace
A colliseum of sorts may be introduced to the virtual space as a way of finalising disputes.
We could thus see an further option introduced
Since the internet became an accepted part of gaming; players have been able to joins squadrons, units, tribes, as teams to play, compete & fight alongside & against each other...
Will we see the furthering of Sportification / militarisation of players into teams with codes of conduct...
joining a team would offer benefits to players
the teams could become virtual militarised corporations
pitting themselves against each other
we may see a voluntary element to this
with credit being attributed to amount & quality of service given.
Again a game within the realm of the metaverse could well see
a colliseum formed seeing winners of different games go head to head
as a regular final decider of "the supreme champion"
Individual gaming for those who do not want to compete.
Wii Fit is an exergaming video game designed by Nintendo's Hiroshi Matsunaga for the Wii home video game console. It is an exercise game with several activities using the Wii Balance Board peripheral. As of March 2012 Wii Fit was the third best selling console game not packaged with a console, with 22.67 million copies sold.
The game uses a unique platform peripheral called the Wii Balance Board, on which the player stands during exercise. The Board is not a rocking balance board but a device that tracks the user's center of balance. The game features yoga, strength training, aerobics, and balance games. Matsunaga described the game as a "way to help get families exercising together". Wii Fit has been used for physiotherapy rehabilitation and has been adopted by various health clubs around the world. It has been used in nursing homes to improve posture in the elderly. The game has received generally positive reviews, despite criticism over the lack of intensity in some of its workout activities
Keeping fit & earning credit as you do it is being touted as a market for a new sustainable Climate Change fearful 4th industrial future &, crazily, access to foods not promoted as healthy are being offered now as rewards for mandated Covid 19 vaccine complicity.
We are living through a transformational shift in consumer demand that has been well underway for over a decade.
From: One-size fits all brands, media, and retailers leveraging scale for mass market reach.
To: Consumer-led innovation, catalyzed by "divine discontent", that forces companies to compete by redefining and personalizing the customer experience in real time to dynamically bundle entirely new systems of meaning for consumers.
When the paradigm is shifting, speed becomes a competitive advantage.
Companies capable of rapidly adjusting incentives, distribution models, and product features to meet consumers where they are have an edge they can compound over the long term.
Nowhere are the effects of this paradigm shift more pronounced than in the world of consumer wellness.
The emerging age of Precision Wellness, powered by the demands of the wellness-driven consumer, is fundamentally reshaping addressable markets, spurring innovation at the intersection of traditional industries, and creating massive opportunities for emerging companies building hyperpersonlized technology, communities, and experiences that improve human health, happiness, and opportunity.
Level up dynamics in the control of aspiration
Vapid Consumer Public relations via Mckinsey
The concept of wellness has been around for a long time. Remember Jane Fonda workout tapes, neon legwarmers, and the “cookie diet”?
These days, consumers view wellness through a much broader and more sophisticated lens, encompassing not just fitness and nutrition but also overall physical and mental health and appearance.
They also have more choice in the types of products and services they buy and the way they buy them.
Potential strategy for companies. Assess M&A opportunities to gain entry into more categories within the wellness ecosystem. With this approach, it is important to ensure that any acquisition has a clear strategic rationale and makes sense in view of the acquirer’s existing equity, skill set, and capabilities. If those pieces are in place, we find that a well-defined and executed programmatic M&A strategy can help build resiliency and yield excess returns to shareholders over time.
“This is a project that will continue to bring benefits to the local region. There have been more than 400 workers on site during construction and the start of operations is now bringing more jobs and supply-chain opportunities.”
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