“When thinking about how to make use of empty cinema spaces, I noticed that games nowadays boast excellent graphics and well structured stories just like movies,” he says. “Both have a storytelling aspect to them, so if someone can enjoy watching a film in the cinema, I thought they would also enjoy playing computer games in one.” Read more (BBC)
What the new dynamic between Redditors and Wall Street reveals about the stock market in 2021 Read more (Medium)
Rich in tradition and material wealth, Japan’s reclusive youths are often completely uninterested in sex, relationships, or work.
The country’s youth – especially men – are seeking escape from the job and romance market. Video game addiction and shut-in adults (almost all male) make up a large part of what could have been Japan’s workforce. Suicide is rampant.
This may involve some unique Japanese cultural and economic factors, but the trend won’t be uniquely Japanese. This transition from productive nation to virtually reclusive, depressed, and aged nation is one that may be the natural course of the First World.
Artificial intelligence, more immersive virtual mediums, and continuing existential loss of purpose and direction. These factors are likely to drive many other rich First World nations into a solipsistic virtual escape. Read more (Dan Faggella)
From fast fashion to luxury, forward-thinking apparel companies have been collaborating with the gaming industry lately. In fact, esports and gaming have become a field that’s too lucrative for brands to ignore, and the global investment banking group Goldman Sachs predicted that virtual and augmented reality technologies will be worth more than $81 billion by 2025. Virtual opportunities provide a glimpse into the fashion industry’s future, and in light of the growing demand, fashion groups should continue to partner with gaming companies like Nintendo on offline clothing collections. Read more
“Our social lives are now predominantly playing out online. Therefore, our main channel to present ourselves and shape out identity is digital,” Read more
With traditional exhibition venues and physical festivals hampered by a global pandemic, filmmakers and new media artists are exploring new platforms online and in public spaces. But if the last six months have taught us anything, it is that Zoom and Netflix are not the only answer. How are filmmakers and new media artists creatively responding to this challenge? What can filmmakers and artists from the interactive and immersive field learn from eachother? How can we create new types of documentary experiences inside our living room, on a smartphone, in virtual reality or outside in public space? How can they inspire new formats and even inspire audiences to see public space, the internet, and the physical world in a different light? Read more