This session’s goal is to demystify the metaverse – to put it into terms familiar to television professionals while revealing the potential for extending TV brands and content into emerging platforms. Meet David Kleeman, Senior Vice President of Global Trends at Dubit.
Ready or not, here comes the metaverse. At present, though, there are as many descriptions of what it will be as there are people describing it. At its core, the (a?) metaverse is made up of global, always on, immersive spaces where people can do a range of things – socialize, play, work, build, communicate, shop and more.
What does this mean for television, and how can TV creators and executives be “metaverse-ready”? We know that millions of people will show up for live events on platforms like Roblox and Fortnite, but will they turn to the metaverse for day-to-day entertainment, or instead use its immersive, decentralized platforms to extend their fandom?
In the month after its debut on Netflix, over 100,000 fan-generated “Squid Games” experiences popped up on Roblox. This session will build on Dubit’s global research with young people and its experience building games, experiences and events for brands, to demystify the metaverse – to put it into terms familiar to television professionals while revealing strategic potential for extending content and brands onto emerging platforms. ---
In this session you will be guided throght the metaverse by David Kleeman, Senior Vice President of Global Trends at Dubit. Dubit is a research and strategy consultancy and metaverse studio. It’s recently built Roblox experiences for the Grammys, UEFA’s Women’s Euro 2022, Nickelodeon’s Kids Choice Awards, and a Charli XCX concert in Samsung’s Superstar Galaxy. Dubit’s Metaverse Gaming League is a new, democratized take on eSports, where everyone plays and can win.