Metaverse Arcade

One of the more unique aspects of the project will be the access in the metaverse. In the Doge Project's lore, the Queen Shibas saw the abilities of the Ethereum Kingdom, with their Polygon mages, and the magic and building that they could accomplish. So they used these skills to create a refuge for the native inhabitants. In this building, the native inhabitants would be trained in the art of war. Learning hand to hand combat skills and various other skills that would help them defeat the winter Bears and weather the Winter storm. This building was called the "Arcade." As such, this Metaverse Arcade is intended to do the same, help the community fight the crypto winter that we are in and fight the bear market.

The socialization through global networks, has never been greater. Users modifying and altering their appearance with augmented reality filters that can see and respond to faces, wrapping themselves in avatars, buying virtual clothes, and attending concerts in massive game worlds is the new normal. Businesses hold face-to-face meetings remotely and virtually, and can don VR and AR headsets to train, visualize, and collaborate. Even before the NFT boom, these virtual worlds were extremely popular. The metaverse exists all around us in a very real way. Early experiments in MMORPGs such as Second Life and World of Warcraft introduced the concept of gamified social platforms that immersed players to the point where digital items, from weapons and clothing to in-game houses, held immense real-world value. Existing social networking platforms such as Facebook, Instagram, and Twitter have allowed for the creation of pseudo-anonymous Internet avatar identities and interactive virtual rooms where users go to share news, discuss information, and chat with friends. Just as it is hard to remember a time without interacting daily with the internet, soon it is going to be hard to imagine a time without interacting with virtual worlds daily.

Here are just a few of the ways the Metaverse promise to have the most impact:

1. Connecting people in communities: The Metaverse will connect people from all corners of the globe like never before. It will make it possible for people to connect with friends and family members who live far away, as well as connect with others who share similar interests. This increased connectivity will help to break down barriers between cultures and pave the way for greater understanding and collaboration.

2. Sharing information: Just as the internet did, Metaverse will make it even more possible to share information on a scale that was previously unimaginable, with retained ownership and autonomy.

3. Driving economic growth: The Metaverse will prove to be the greatest driver of economic growth around the world. By making it possible for businesses to reach new markets and customers, interacting directly with them.

Simply put, the metaverse is a parallel digital universe that exists alongside the real world. Given its emergent nature, there are many different visions of how the metaverse will manifest itself, and even debates about whether the metaverse already exists today.

In the most idealistic depictions, the metaverse is a virtual world that offers parallel experiences to the real world, with the potential for enhanced abilities—much like the robot-manufactured world of The Matrix. In more realistic renderings, metaverse visitors use complex motion-tracking machinery and virtual reality headsets to physically interact in a virtual world, where they take the form of virtual avatars, play games, and live pseudo-anonymous lives. Sometimes, the current existence of user-owned digital goods that have traditionally real-world qualities of rarity, value, and history is referred to as evidence that the metaverse is already with us. Some argue that the metaverse exists in the human interactions, feelings, and experiences that make up the digital lives we live on individual social platforms, video games, and more.

Yet despite these disparate visions, the core concept behind the metaverse is clear. Telepresence—defined as an immersive state that allows a person to feel present in a virtual space—is key to facilitating metaverse experiences. Whether through a combination of immersive AR and VR technologies, user-owned digital goods powered by blockchains, or simply through an addicting massively multiplayer online role-playing game (MMORPG), the metaverse manifests from our ability to build virtual spaces that make us feel present—perhaps even tangible—in a digital environment.

There are aspects of current metaverse experience that inhibit the immersive experience. Players and users are constantly reminded that the current version of the metaverse is not theirs to grow and build upon, but owned by those creating the experiences for them. For example, players can’t take their rare World of Warcraft sword, sell it, and then buy a house on Second Life, and activities are restricted by centralized platform owners. Twitter is separate from Instagram; while there are social avenues to connect them, there is no formal transfer of information or value between the two as they are built by separate companies. Instead, these experiences exist in limited silos that represent a meta-room more than a complete metaverse.

As shared networks that aren’t controlled by any single entity, blockchains have inherent advantages in composability and transparency compared to traditional networks. In a blockchain, everything from gaming projects and decentralized finance (DeFi) protocols to NFT art collections are connected by an underlying infrastructure, allowing for seamless transfers of value and quick iterations upon proven economic models that embody properties necessary for the metaverse: true ownership and interoperability.

The March 2022 Citibank report indicated their analysts predict that by the year 2030, the Metaverse is potentially a $8 trillion to $13 trillion dollar opportunity. Combining the physical world with the digital world, 5 billion unique users could be regularly interacting with the Metaverse. The report claimed, “Gaming is viewed as a key Metaverse use case for the next several years due to the immersive and multi-player experience of the space currently. But we believe that the Metaverse will eventually help us find new enhanced ways to do all of our current activities, including commerce, entertainment and media, education and training, manufacturing and enterprise in general. Enterprise use cases of the Metaverse in the coming years will likely include internal collaboration, client contact, sales and marketing, advertising, events and conferences, engineering and design, and workforce training. By integrating the Metaverse into this project, it will allow for the greatest opportunity to build a strong community that is engaging and entertaining.”

What will draw the users in also will be the aesthetics of our metaverse property. What we plan to do is have our members only, exclusive lottery be designed to resemble an arcade. Such 80’s themes have been very popular these days. Both with the younger generation finding it pleasing, along with the older generation feeling the nostalgia. We plan to have virtual games within this arcade as well, which will be modified old school arcade games. Users will be able to play these games for free, and will compete with each other and have their scores on a weekly leader board. We will take advantage of this by giving weekly prizes to leader board winners. Further we will instill a type of “easter egg hunt” each week that will further reward the winner. This will all be to incentivize participation and engagement.

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