Nivea enters Roblox!
The centerpiece of NIVEA’s brand world in the Roblox metaverse is a tower that visually resembles the brand’s iconic cream tin. Players must climb this tower by running along its interior in classic jump ’n’ run style, overcoming various obstacles such as steam turbines, lava grids, and laser beams. Along the way, they can collect coins that can be exchanged for exclusive in-game items. Top-performing players also have the chance to win limited-edition, custom-designed UGC (User-Generated Content) items. The first of its kind is a blue fleece hoodie designed by well-known Roblox creator @Junozy.
Each level of the game represents one of NIVEA’s four product categories: Face Cleansing, Deodorant, Men, and Sun. The corresponding NIVEA products collected in each category can be transformed into “power-ups” that grant special abilities. The Roblox experience was developed by Jung von Matt/Nerd, their tech unit ALFR3D, and GEEIQ, a specialist in metaverse KPIs.
By entering the Roblox world, NIVEA aims to create an authentic and entertaining interaction with the global gaming community. The brand wants to leverage Roblox’s ecosystem to engage with younger audiences in a meaningful way.
Annika Spitz, Digital Early Innovation Manager at NIVEA’s parent company Beiersdorf, states: “Gen Z loves Roblox—the communication, the global connections, and especially the creative freedom it offers. With the NIVEA Tower Run, we want to meet the Roblox community in their space in an authentic way, challenge the players, and learn how our brand is perceived on the platform.”
Thanh Dao, Managing Director and Partner at JvM/Nerd and ALFR3D, adds:
“For many brands, virtual worlds are still a complete black box. Often, they don’t know what worked or why. Building gaming experiences for brands with analytics from the start is a forward-thinking approach. We are incredibly proud to support a brand like NIVEA on its journey into the metaverse.”
Source: Horizont
7. February 2024
⚠️ METAVERSE NOT DEAD!!! ⚠️
Der ganze KI Hype hat das Metaverse ein bisschen aus dem Rampenlicht gedrängt, aber da wartet es nur, bis seine Zeit gekommen ist 😉
In der Warteposition war es auch schon vorher, nur einem Nischenpublikum bekannt oder bewusst. Mit der Pandemie bekam es dann plötzlich sehr viel Aufmerksamkeit.
Mark Zuckerberg hat extra pressewirksam seinen Laden umbenannt und seinen Aktienkurs ruiniert, aber er hat NICHT das Metaverse erfunden! Der Begriff stammt aus dem Buch “Snow Crash” (1992) von Neal Stephenson.
Die Idee ist eine virtuelle Umgebung, in der man sich austauschen, arbeiten und abhängen kann. Mit Brille oder ohne. Second Life ist bzw. war ein Metaverse, genauso wie z.B. Fortnite, Roblox, Spatial und Decentraland.
Das Video zeigt Bilder aus der Doku “Ist das Metaverse real?”. Den ganzen Film gibt’s seit letztem Sonntag in der ARTE Mediathek in der Reihe “42 - Die Antwort auf fast alles”. Buch und Regie: Caroline Hofmann.
👍👍👍 30 min die sich lohnen, wirklich jeden einzelnen Gebühren Euro wert!
Es geht um Immersion und Eskapismus, darum, dass man im Metaverse sein kann, wer man will, und dass sich das positiv auf das reale Leben auswirkt!
Zu Wort kommen die VR Creatorin Sara Lisa Vogl, die Informatikerin Johanna Pirker, der Neurologe Philipp Kellmeyer und die VR Beraterin Cortney Harding. Letztere zieht im Film folgenden Vergleich, der an den Anfang dieses Textes anknüpft:
“Google ist ein großer Teil des Internet, aber nicht dasselbe wie das Internet, und dass muss man auch beim Metaverse und Meta bedenken.”
Trotzdem werden die meisten Leute durch Meta vom Metaverse erfahren. Kann man uns trotzdem nur wünschen, dass das Metaverse dezentraler abläuft als das Internet, es liegt in unserer Hand 😉
✅ Seid Ihr bereit?
❌ Oder lieber ohne Euch?
27. January 2022
Philip Rosedale über Chancen und Gefahren des Metaverse
Der "Second Life"- Erfinder über Werbung vs. Gebühren, Headsets vs. mobile Devices, NFTs und Währungen. 👍
https://www.wired.com/story/metaverse-philip-rosedale-second-life/
Photocredit: Liz Hafalia / The San Francisco Chronicle / Getty Images
8. October 2023
Siemens enters the industrial metaverse!
Siemens, in collaboration with Curious Company, developed “Everyday,” an innovative 3D city game aimed at educating and engaging its global workforce. The game was created as part of Siemens’ initiative to better communicate its technological advancements, such as AI, digital transformation, and sustainability, through interactive and immersive storytelling.
Employees were tasked with solving real-world problems using Siemens’ technology, earning achievements and badges along the way. The game, accessible through the company’s intranet, helped to make complex concepts more relatable and engaging for its 300,000 employees.
Curious Company utilized technologies like WebGL, Three.js, and other development tools to create a sustainable and scalable platform. In addition to its internal use, the game has also been adapted for use at trade shows and events. The project was not just about educating employees, but also about fostering engagement and reinforcing the company’s core messages through a gamified experience.
This approach was particularly important given Siemens’ diverse portfolio, ranging from industrial products to digital services. The company wanted to ensure its employees, from top executives to those on the factory floor, understood the full scope of the company’s innovations.
Curious Company’s creative strategy, including the use of a chatbot and gamification, helped make these complex topics accessible and engaging. Ultimately, “Everyday” became a successful tool for Siemens to communicate its mission, encourage learning, and build a deeper connection with its employees. The game’s success was reflected in high employee engagement, with many users leaving positive feedback and contributing additional content.
Sources: Page Online, Curious Company