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We’ll see that expand to older demographics more quickly than it was going to before. The majority of kids 9-12 years old are users of Minecraft and Roblox who hang out there with friends after school. We have seen this most heavily with the youngest generation of internet users. It’s getting more people beyond the core gaming community excited about spending time in virtual worlds and hanging out with their friends there. I think people will be at home for multiple months, not just a couple of weeks, and it’s going to change people’s perspectives on socializing and working from home. This accelerates the timeline of virtual worlds being a mainstream place to hang out and socialize in daily life. You wrote this whole analysis before you knew the extent of the pandemic - how has the outlook changed for this industry? A large portion of people stuck at home are escaping via the virtual worlds of games. Most of these next-generation virtual worlds are still in private beta but already popular platforms like Roblox, Minecraft, and Fortnite are getting substantially more use than normal. Talking to founders and investors in the gaming space, there has been a huge increase in usage over the last few weeks as more people hang out at home playing games, whether it’s on the adult side or the kid side. Over the last couple of years there has also been a lot of VC investment into a handful of startups focused on building next-generation virtual worlds for people to spend time in, virtual worlds with complex societies shaped by users’ contributions. Large companies are planning for virtual worlds in a way that is actionable and not just a futuristic vision.
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Best virtual world games for babies series#
What’s happening now in the space?Įric Peckham: I wrote my series on the multiverse because I was already seeing a surge of interest, both in terms of consumer demand for open-world MMO games and in terms of social media giants like Facebook and Snap trying to incorporate virtual worlds and social games into their platforms. You wrote this eight-article series around virtual worlds and then all of a sudden post-publication there is this massive event - the novel coronavirus pandemic - causing a large portion of the human population to stay at home and interact only online. Eric and I had a call to discuss this and decided to share our conversation publicly.ĭanny Crichton: So let’s talk about timing a bit. Given all that has changed in just the last three weeks - who would have thought that large swaths of the knowledge economy would suddenly find themselves entirely interacting virtually? - I wanted to get a sense of what the rising popularity of virtual worlds looks like in the midst of the outbreak of novel coronavirus.