Film: Ready Player One

Good stories are one of the best ways to engage people, and in our case, our learners

Therefore, as you might have noticed, at INGAGE, we enjoy good story-telling and always keep an eye for films that deal with at least one of our 3 core topics: 1) Education, 2) Insurance and 3) Technology.

Indeed, they are the 3 “pillars” that support our niche offering of “Effective Training for Insurance Professionals” based on cutting-edge technologies! 

In this case, the present film is about technology, more precisely, the Metaverse / virtual world, as this is where we conduct some of our training. 

There are several films that present a virtual world. Unfortunately, the vast majority of them are rather dystopian…

I found the film quite entertaining and IMDB gives it 7.4/10 which is quite a good mark. Well, the director is nothing less than Steven Spielberg himself!

  

What is the story about? 

When the creator of a virtual reality called the OASIS dies, he makes a posthumous challenge to all OASIS users to find his Easter Egg, which will give the finder his fortune and control of his world.

Source: IMDB

   

What is the novel behind the film?

Ready Player One is a 2011 science fiction novel, and the debut novel of American author Ernest Cline. The story, set in a dystopia in 2045, follows protagonist Wade Watts on his search for an Easter egg in a worldwide virtual reality game, the discovery of which would lead him to inherit the game creator’s fortune.

Cline sold the rights to publish the novel in June 2010, in a bidding war to the Crown Publishing Group (a division of Random House). The book was published on August 16, 2011. An audiobook was released the same day; it was narrated by Wil Wheaton, who was mentioned briefly in one of the chapters. Ch. 20 In 2012, the book received an Alex Award from the Young Adult Library Services Association division of the American Library Association[5] and won the 2011 Prometheus Award.

A film adaptation, screenwritten by Cline and Zak Penn and directed by Steven Spielberg, was released on March 29, 2018. A sequel novel, Ready Player Two, was released on November 24, 2020, although to a less positive reception compared to its predecessor.

Source: adapted from Wikipedia.

     

Have you already seen Ready Player Two? I haven’t. Would you advise me to watch it? 🙂

  

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How will the Metaverse impact the way of teaching in companies?

Way before everybody, in 2003, Second Life created a virtual world where people could hang out, learn and experience different scenarios. In 2017, there were almost 1 million active users. 

Have you ever been in a virtual world? This will impact the future. How will you be part of it? 

Since Mark Zuckerberg started mentioning the Metaverse – and renaming his company from Facebook to Meta – there has been a lot of discussion about the topic. 

Indeed, in 2020, there were several major companies offering “a metaverse” and many more creating blockchain-based ones. For example, you might have heard of Decentraland or The Sandbox which are very interesting projects.

Quick note: There are different views on what a Metaverse is, but we will use here the definition of the Metaverse being composed of different virtual worlds. The analogy could be: While the Internet – or rather the World Wide Web – contains websites, the Metaverse contains virtual worlds. 

All this shows that there is a renewed interest in virtual worlds, whatever the technology behind them might be.

In our experience, learning in a virtual world opens a whole new range of possibilities compared to regular Learning Management Systems (LMS) or Learning Experience Platforms (LXP). Virtual worlds can be extremely immersive and help learners experience use cases rather than read about them or watch videos. 

Do you know how the Metaverse will influence your own reality, and specially your own business, clients and way of training your employees?

Would you like to be among the first ones? 

Let us know, we can help you. 😉 

  

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The Metaverse: a revival of Second Life?

DW Shift: 

The idea of a second virtual world has been around for some time. With Second Life one of the biggest projects started in 2003. But the project did not achieve real success. Now Facebook is also trying to take the step into the VR worlds with Facebook Horizon. But Facebook is not alone. There are also some other approaches to create new worlds in VR. All about it in this video. What do you think about these VR worlds?

Watch the video

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Education in virtual worlds

Second Life

Training in virtual worlds? Second Life, does this still exist? Wasn’t it a fade 10 years ago?

Virtual worlds have been used for training for quite a while by now, but never have they reached this level of engagement, speed and design. Students from around the world can feel as if they “were there”.

 

 

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Our CTO sets a car on fire!

Claims

Thanks to our CTO, we are now able to set cars on fire, but also buildings, planes and even oil platforms. We can also create earthquakes and much more! Anything that leads to claims, our CTO and his team can create it!

 

 

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How to prevent an explosion!

The Gas Leak Game

Our VR/AR colleagues have created this game for people who need to learn how to install smoke and gas detectors.

Should the learner fail to install the right detectors, the whole lab might explode!

 

 

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How to learn thanks to virtual worlds?

Virtual worlds and learning

Philippe Séjalon demonstrates how to use a virtual world to learn languages at the Polyglot Conference in Berlin.

#learning #virtualworlds #polyglots #PolyglotConferenceBerlin

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