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#marshmello fortnite concert
timmurleyart · 1 year
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Bass on maximum! ‼️🔊🎵💥🔊
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andronicmusicblog · 8 days
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Fortnites Next Big Musical Guest Is Billie Eilish
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Fortnite, the popular online game, has been making waves in the music industry for several years. From virtual concerts to in-game skins inspired by popular musicians, the game has successfully attracted music lovers worldwide. One of the most noteworthy efforts by Epic Games, the developer of Fortnite, has been the introduction of updates that put pop stars like Ariana Grande and Lady Gaga in the spotlight.
In fact, Epic Games has gone a step further by dedicating entire seasons to these pop queens. For instance, the "Ariana Grande Rift Tour" took place in August 2021, where players could experience a virtual concert by the pop star and even get her skin as part of the game. Similarly, the "The Fame" pack, inspired by Lady Gaga, was released in November 2021, offering players the opportunity to play as the pop star and unlock exclusive in-game items.
It's not just these pop queens that have been featured in the game either. Other musicians who have made appearances in Fortnite include Travis Scott, Marshmello, and J Balvin, among others. But what's most impressive is that these virtual concerts have been able to attract millions of players from all over the world, proving that music and gaming can indeed go hand in hand.
Overall, Fortnite has successfully bridged the gap between music and gaming, and it's exciting to see how this trend will evolve.
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fortnitescape · 5 months
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The Cultural Impact of Fortnite: From Dances to Endless Memes
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Fortnite, the massively popular online video game, has not only revolutionized the gaming industry but has also left an indelible mark on popular culture. Its impact can be seen through various cultural phenomena, such as the widespread adoption of Fortnite-inspired dances and the emergence of endless memes. So, how has Fortnite permeated different aspects of culture and become a global phenomenon?
One of the most visible ways that Fortnite has influenced popular culture is through its iconic dances. The game features a variety of unique emotes, which players can use to celebrate victories or express themselves. Some of these emotes quickly gained recognition and popularity, leading to real-life adoption and viral videos. The "Floss," "The Carlton," and "The Take the L" dances, for example, have become widely recognizable, often seen at parties, school events, and even professional sports games.
Moreover, Fortnite has become a breeding ground for internet memes. From funny gameplay moments to creative edits and player reactions, the game has provided endless material for meme creators. Memes referencing Fortnite have spread like wildfire across social media platforms, contributing to the game's cultural impact and solidifying its place in popular culture.
Additionally, Fortnite's collaborations with artists, musicians, and celebrities have further cemented its presence in popular culture. The virtual concerts of Marshmello and Travis Scott, for example, drew millions of viewers and showcased the game's potential as a platform for entertainment beyond gaming fortnite v bucks gratuit. These collaborations have blurred the lines between gaming and mainstream culture, attracting players and non-players alike.
Another aspect of Fortnite's cultural impact can be seen in the rise of esports and streaming. Professional Fortnite players and streamers have gained significant followings and have become influential figures within gaming communities. These streamers entertain millions of viewers daily, shaping trends, and fueling the game's popularity. Additionally, Fortnite esports tournaments, with massive prize pools, draw in millions of viewers worldwide, further solidifying the game's place in the cultural landscape.
Fortnite has also influenced fashion trends, with gaming-related apparel and merchandise becoming increasingly popular. The game's vibrant and recognizable art style has inspired clothing designs, accessories, and even collaborations with fashion brands. The popularity of Fortnite-themed merchandise showcases the game's cultural relevance and its ability to permeate various industries.
In conclusion, Fortnite's cultural impact is evident in its influence on dances, emergence of viral memes, collaborations with artists and celebrities, rise of esports and streaming, and fashion trends. Through its widespread popularity and immersive world, Fortnite has transcended the realm of gaming and has become a global cultural phenomenon. Its influence is likely to continue shaping popular culture for years to come.
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gamer-sttuf · 8 months
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T-Shirt Fortnite Concert Marshmello | 21.90€ | T-Shirt Fortnite Concert Marshmello Matière : Polyester & Spandex Disponible en taille homme, femme et enfant Type d'impression : impression 3D de haute qualité Livraison Gratuite Voir le Porduit
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financetechnology · 1 year
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Top 5 Strategies for Reaching Business Customers in the Metaverse
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The metaverse is no longer just a concept out of science fiction; it is now a tangible reality. This means that businesses can conduct actual transactions and engage with their customers within the virtual world space. The metaverse is continuously evolving, and it presents companies with unprecedented opportunities to interact with their customers in new and exciting ways. 
According to a recent report by Grand View Research, the global virtual and augmented reality market is set to grow to a staggering $209 billion by 2025, with the gaming industry alone generating over $159 billion in revenue in 2020. These figures demonstrate that the metaverse is not just a passing trend but rather a significant shift in how we interact with each other and the world around us.
As businesses venture into the unknown, they must adapt their marketing and sales strategies to reach and engage with their customers effectively. In this article, we’ll explore the top 5 strategies for reaching business customers in virtual worlds. We will discuss creating immersive brand experiences, leveraging virtual influencers, and offering exclusive digital merchandise, among others. 
So let’s get started!
Creating Immersive Brand Experiences
Immersive brand experiences refer to marketing initiatives that fully engage and immerse customers in a virtual space, using cutting-edge technology such as virtual reality, augmented reality, and mixed reality. These experiences aim to provide customers with a sense of presence and make them feel like they are part of the brand story.
Here are some instances of successful immersive brand experiences to provide you with a better idea:
Fortnite’s in-game concerts with musicians like Travis Scott and Marshmello drew in millions of viewers and provided a new way for fans to experience live music.
The Gucci Garden Archetypes exhibit in Roblox, allowed players to explore a virtual art gallery and learn about the brand’s history and creative process.
Volkswagen’s AR experience on Snapchat allowed users to virtually customize and explore their latest model of the car.
Stay Ahead of the Game with MTC Podcast, Your Go-To Source for Cutting-Edge Martech Insights, the Latest Martech News, and Expert Updates from Top Business Leaders!
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fancyhints · 1 year
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PUBG Mobile continues push into music with new record label Image: Krafton PUBG Mobile’s latest major addition isn’t a new weapon, map, or crossover but an entire music label made just for the game. The new label is called “Beat Drop,” and while that’s an admittedly clever pun, we still don’t know much about what it will actually mean for artists or players. Big live service games are increasingly using in-game music to encourage players to hop in. PUBG Mobile hosted its first virtual concert this year with the K-pop girl group Blackpink. Roblox has hosted concerts with artists like Royal Blood and Lil Nas X. Fortnite is famous for its elaborate in-game shows featuring people as big as Marshmello and Ariana Grande, and the game even lets you listen to real-world music when you hop in a car and flip on the... Continue reading… https://fancyhints.com/pubg-mobile-continues-push-into-music-with-new-record-label-3/?utm_source=ReviveOldPost&utm_medium=social&utm_campaign=ReviveOldPost
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jaimegfx · 1 year
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I don't really do concert photography but I found a super old hard drive with tons of old photos of mine I never posted. These are from when I got invited to the First Fortnite PROAM Event of streamers vs celebs back in the streaming days. This is a shot of the suprise @marshmello concert. Canon 5D mkiii EF 50mm 1.8 #photographer #photography #photoshoot #concertphotography #concertphotographer #concertphoto #marshmello #liveevent #eventphotography (at LAFC HQ) https://www.instagram.com/p/CpFCaNXuGKq/?igshid=NGJjMDIxMWI=
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gerdfeed · 1 year
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That’s not pie-in-the-sky thinking, either. Artists like Marshmello have already held digital concerts in venues like Fortnite in front of 10 million fans who not only got to watch and dance (via avatars) but were also able to buy merch. BTS has a virtual concert that reached one million fans in 191 countries. Not all at once, mind you. But time and space are meaningless in the metaverse. Imagine how this could be scaled for a festival like Glastonbury or Coachella.
Alan Cross has seen the future of music and says it’s all about ‘Web3’ and the metaverse | Globalnews.ca
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hoppechilders · 2 years
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Eric d. Tidwell
"We continuously strive to move Dr. King from the history books and bring his legacy directly in the lives of younger generations," Eric D. Tidwell the general counsel and managing director of the King Estate, said in an announcement. "Presenting his most famous speech in such an interactive format helps me achieve that goal."
Silicon Valley is betting that this dystopian sci fi idea will be real.
Fortnite is attempting to be more than a video game. This is the latest example of Fortnite bringing experiences to its gameplay. It featured performances by Marshmello, Travis Scott, and three movies by Christopher Nolan last year.
The metaverse was initially thought of as the setting for dystopian science fiction books and virtual worlds provide an escape from crumbling societies, however the tech industry has painted a far rosier picture of the concept in recent months. The idea is to create a world similar to the internet that users can navigate around in and interact with each other through digital avatars.
Epic Games CEO Tim Sweeney took great pains to present Fortnite as an alternative universe and a "social experience" when he was a witness in his company's high-profile lawsuit against Apple earlier this year, involving the commissions the iPhone maker collects from app developers. Sweeney's arguments were meant to prove that Fortnite is more than a game. It also shattered Apple's claim that Fortnite is not a monopoly because Fortnite players can play the game on other devices other than iPhones or iPads.
Epic, on the contrary tried to position itself as one the millions of apps in Apple's App store that are subject to severe restrictions and commissions for in-app purchases. (A decision in this case is still waiting to be decided.
Fortnite isn't the only popular game to lean heavily on the metaverse concept.
Roblox is among the most prominent examples. It is a game-within-a-game that are created by players. In recent times, Roblox has expanded into TV shows and concerts. all about minecraft servers and minecraft in general Minecraft is owned by Microsoft (MSFT), has also been working on expanding its own metaverse, with the organization Reporters Without Borders recently creating a virtual library within the game featuring articles that have been censored all over the world.
Roblox is determined to rule the metaverse.
Big Tech is also more open to the metaverse. The term was mentioned more than two dozen times during Facebook's most recent earnings call. The social media company has been testing for years virtual reality services and features - including in the workplace - as it looks to move beyond the world of video calls that are two-dimensional.
For many reasons, a full-fledged metaverse is likely to take years before it becomes feasible. However the gaming industry is leading the charge.
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bennetsenqriberry · 2 years
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Noob Or Not
Image: Christian Petersen/Getty Images
About This Quiz Described by The New Yorker as a cross between Minecraft and "The Hunger Games", this video game is insanely popular among teens (and others). Since its September 2017 release, it has been downloaded over 350 million times. This quiz will show you what you know about Fortnite.
How much does Fortnite Battle Royale cost?
Nothing, it's free.
Fortnite Battle Royale's genius is its free download to any gaming system. V-Bucks are used to make purchases within the game. These V Bucks can then be used for skins and pickaxes as well as battle passes, gliders and contrails.
Ninja
Ali-A
Stampylongnose
Stampylongnose (not his real title, thank you) plays Fortnite. But his best-known work is his elaborate Minecraft worlds.
Whiplash
A whiplash is an item in Fortnite. There are many other vehicles, such as motorboats, taxis, and more. Epic Games often changes the vehicles each season.
It was struck by a powerful nuke to make way for Tilted Towers.
It was destroyed by a meteor.
Season 4 saw the epic destruction of Dusty Depot by a meteor, effectively turning it into Dusty Divot. letrastraducidas.com All locations in the game, including Slurpy Swamp and Craggy Cliffs, use alliteration in their names.
There, the Visitor crashed into a rocket.
Solid Gold
High Explosives
Battle Lab
Epic Games determines the time period for which LTM modes will be available. Battle Lab was replaced by Playground mode, but the concept remained the same. It allows up 6 friends to practice shooting and structure building skills. Battle Lab mode is a way for players to get killed. However, they respawn immediately unlike the regular game mode.
They're a food source.
They contain resources.
Known as "loot llamas," these pinatas spawn automatically within the game (only in three locations in Battle Royale, 100 in Battle Lab mode) and contain 300 materials of every resource, like wood, brick and metal. They also contain potions, explosives, and other useful items.
They can be deadly, so run away if you spot one!
It rates the player by ability level.
It shows how rare or common each weapon is.
Fortnite's weapons are coded according the difficulty of finding them in the game. They are listed below in order of rarest to most common: gray/common/uncommon/rare, green/uncommon/rare, blue/rare/epic as well as gold/legendary.
It tells the player how many opponents remain.
PUBG
Many adult gamers choose PUBG (PlayerUnknown’s Battlegrounds) over other games because it's more realistic, darker, and less random (no llama piatas to found anywhere in the PUBG).
"The Carlton" from the Fresh Prince of Bel Air
Napoleon Dynamite's election dance
The "Dirty Dancing” boogie
These are known as "dance emotives" in the game. Players can choose to boogie down anywhere in the lobby or battlefield. Apart from "Fresh", which is based in "The Carlton", gamers have the option to perform choreography like the "The Worm," the "Take the L", or "Disco Fever" moves, all of which are based off John Travolta’s legendary "Saturday Night Fever” moves.
Menace
Brutus
Midas
Like the legendary king of the same title, Midas' skin could transform any object he touched into gold. He led the ghost organization.
Travis Scott
Billie Eilish
Marshmello's Fortnite concert was attended by 10.7 Million players. Travis Scott held five events over three days which attracted 27.7M unique players. Which of these weird weapons has NOT appeared within the game?
Pumpkin launcher
Heartbreaker crossbow
Stinky sock bomb
Fortnite has a stink bomb, but not a stinky socks bomb. Soothe your sorrow over this disappointment by chucking a pumpkin at someone, instead. Where is this boss located, anyway?
Stealthy Stronghold
The Colossal Coliseum
The Mandalorian can be found at the southern end, in The Colossal Coliseum. He is surrounded by a few henchmen.
A series of earthquakes begin.
A pulse hits across the island.
The zero point is sealed by a strange "pulse", which moves across an island, effectively getting rid all advanced technology.
All volcanoes erupt. Which one is the most dangerous?
Dog
Dragon
dinosaur
The game's initial offering of pets was expanded upon. These pets now serve as Back Bling. Bonesy is a pooch that comes with three colors.
Ted Logan, from Bill & Ted
Neo, from "The Matrix".
John Wick, also known by the name "John Wick"
Fortnite released a John Wick skin after many players misunderstood the skin for The Reaper's iconic character with the John Wick skin.
The Seven
The storyline and Fortnite map are drastically altered when The Seven mysterious group shows up.
a machine gun
a butterfly
Jones, in butterfly shape, guides the player while he/she seals up the portals in the game.
55
118
He did not win that match-up, even though the record was broken.
A makeshift weapon
A welding tool
A makeshift weapon can be used to craft a weapon. The higher the level, the better. Primal weapons need the bones, FYI.
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timmurleyart · 2 years
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MarshmellooooOoo. 🎶🔊👻❤️🧡💜🖤🤍🤎💚💛💙🎵
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metaversedaily · 2 years
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Disguise Launches Metaverse Solutions Division
disguise, the visual storytelling platform for extended reality (xR) solutions has launched a Metaverse Solutions division to enable the next generation of extraordinary live, virtual production and audiovisual location-based experiences for the metaverse.
The recent rise of real-time 3D graphics rendering capabilities in gaming platforms means that today’s audiences are craving richer, more immersive experiences that are delivered via the metaverse. While the metaverse is already defined as a USD$8 trillion dollar opportunity by Goldman Sachs, companies are still finding it challenging to navigate the technical elements needed to start building metaverse experiences.
disguise Metaverse Solutions will build on already existing disguise solutions that empower live events, audiovisual, location-based experiences and virtual production content in order to allow businesses to start taking advantage of the unique opportunities the metaverse has to offer.
Launched within the past two years, disguise’s market-leading extended reality (xR) workflow has powered over 600 productions in over 50 countries. These include the delivery of live events in the metaverse, such as Kaskade’s in Fortnite and Rocket League as part of its Llama-Rama event series as well as supporting launches for major brands like Gucci and Ferrari.
disguise will further leverage their extended reality solution together with their partnerships with metaverse event enablers Surreal and advanced content creators Zoan while also combining their workflows and expertise with Epic Games’ suite of applications, such as architectural visualisation tool Twinmotion, web 3D viewer Sketchfab and 3D photogrammetry software Capturing Reality. With this, disguise will build capability to offer virtual production workflows custom-designed for the metaverse.
In the metaverse, live concerts hold more appeal than any other experience, with 45% of all adults eager to listen to live music in a virtual world. According to Rolling Stone, we are on the brink of a virtual artist revolution with Ariana Grande, J.Balvin and DJ Marshmello being the early adopters.
For over twenty years, disguise has powered spectacular experiences including music performances for the biggest artists in the world: Billie Eilish, Ed Sheeran, Camilla Cabello, Katy Perry, DJ Kaskade and J.Balvin, as well as for major shows like Coachella and Glastonbury to name a few. Their solution has been used by brands like Nike, Underarmour, Volvo, Siemens and Walmart as well as to power spectacular augmented reality and projection mapping experiences in the 2020 Expo Al Wasl Plaza dome, the BTS ‘Love Yourself, Speak Yourself’ Tour and rapper Dave’s Brit Awards performance.
disguise’s ability to enable infinitely scalable content has been used extensively in entertainment venues such as the newly-opened Nashville-based Nightscape venue and the Atlanta and Vegas-based Illuminariums which, through cinematic scenes generated in real-time at a 240-degree native field of view, allow visitors to experience being in another world, without using any VR devices.
This rich history will allow the new division to work with major and emerging Metaverse platforms, such as Fortnite, Roblox, Sandbox, Niantic and others, to deliver integrated solutions so brands and performers can create metaverse experiences that resonate with their audiences.
“Our mission is to help create experiences that challenge expectations. We believe in connecting the physical with the virtual worlds, to create Gateways to the Metaverse. Through this we will enable a world that fulfils essential human needs: to connect, to collaborate and to be included. The promise of the Metaverse is to unleash a new wave of opportunities for every kind of creator, including partners, brands, and performers alike. We have always focused on simplifying complex technology to unlock creativity that empowers our users to create the most amazing experiences. The creation of our Metaverse Solutions division and the launch of disguise Labs, are a key part of this strategy”, says disguise CEO Fernando Küfer.
Led by disguise Chief Experience Officer, Alex Wills, the Metaverse Solutions division will be fuelled by the creativity, technical consultancy and innovation from disguise’s newly-formed exploration unit named disguise Labs that is led by disguise’s Chief of Staff, Abi Bowman.
disguise Labs will be a global initiative, creating unique spaces for brands, creatives and technologists to test and experiment metaverse workflows. First established in New Zealand by Sam Folkard, Head of Labs New Zealand, Labs will now expand – bringing together local partners in key locations such as Los Angeles, New York, South Korea, London and Montreal. disguise’s Global Head of Labs, Lara Bowen will be leading Labs’ global expansion.
Built in partnership with experts in virtual production, live shows, broadcast and corporate communication, these Metaverse Experimentation Spaces will ignite innovation for future metaverse experiences. Brands or creatives wanting to explore the metaverse are invited to make use of the unique workflows, technology and expertise these spaces have to offer.
“There is a huge amount of interest and investment in this space right now and, what is most exciting about launching this new division is that we offer a tangible solution to help brands and creators develop the next generation of experiences. Our xR technology combines key metaverse building blocks including real-time 3D graphics, spatial technologies and advanced display interfaces – all to deliver a one-of-a-kind gateway to the metaverse,” says disguise CXO and Head of Metaverse Solutions Alex Wills.
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ear-worthy · 2 years
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Latest Episode Of “Spotify: For The Record,” Podcast: Gaming Giant Roblox
Spotify released the newest episode of its podcast series, “Spotify: For The Record,” - a series that takes listeners behind the scenes on breaking news, product launches and business updates at Spotify. In this episode, hosts Neil Curry and Lea Palmieri dive into Spotify’s recently announced partnership with Roblox. 
You can listen to the full episode here.
Earlier this month, Spotify shared the news that it would partner with gaming giant Roblox to create Spotify Island, which Spotift touts as, "a paradise of sound where fans and artists from all over the world can hang out and explore a wonderland of audio, quests and exclusive merch."
In this week’s episode, the hosts of “Spotify: For The Record” sit down with gaming journalist and creator of the Gaming Awards, Geoff Keighley; Spotify’s Vice President and Global Head of Marketing, Taj Alavi; Spotify’s Head of Music, Kossy Ng; and Gaming Youtuber, MeganPlays; to get a sneak peek inside Spotify Island, learn more about the partnership and explore the island’s first themed experience K-Park - an homage to all things K-Pop.
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 Key Moments in the episode by timecode:
03:38-03:50  - The organic relationship between music and gaming.
05:25-06:34 - Why Spotify is partnering with Roblox.
07:50-09:20 - The most exciting features on Spotify Island
19:32-20:16 - Why Spotify picked K-Pop as the first genre with a themed experience on the island.
21:10-22:09 - Spotify’s K-Park collaboration with Sunmi and STRAY Kids.
28:29-29:01 - How artist involvement enhances the user experience on Roblox.
30:52-31:28 - The future of virtual concert experiences with Roblox.
Please see below for interview highlights in the episode:
03:38-03:50 - Geoff Keighley on how music and gaming have come together recently. 
“Music's the place where it's probably been the most prolific. And we certainly know that there have been lots of concerts Fortnite, with Marshmello and Travis Scott, Ariana Grande, and the Lil Nas X concert. A couple of weeks ago, Lizzo did a performance inside of Roblox. It's very early days. It really is effectively just the song playing with kind of an animated avatar dancing around to it. But it's fun. I love, you know, the idea of just music coming to life in this world. And, you know, for a lot of kids, this is gonna be the first concert that they ever go to, right?”05:25-06:34 - Taj Alavi on why Spotify is partnering with Roblox for Spotify Island. “And that's exactly why wouldn't we be at ROBLOX? Because Roblox stands out as we're not only Gen Z but also Gen Alpha exist and their parents. So by focusing on a platform like Roblox, you're able to create not only an experience that takes Spotify off our platform and into a creative zone where someone can connect with artists and fans can connect with the things they love, but also present Spotify as a new value proposition, a whole new experience where I don't just go get music, but I can play music. I can create music with Soundtrap, I can get visual merchandise or verch to kind of get more and more connected to the music and the artists that I love. So Roblox the creativity, the opportunity to connect, and the opportunity to position Spotify in a whole new light with the next generation felt like a perfect fit.” 07:50-09:20 - Taj Alavi on the most exciting features on Spotify Island, 
 “One is the fact that you can go in the game, be where they are, which is a natural behavior, and the game has kind of the best of elements that are truly authentic to Roblox. So the authenticity of our experience being in line with what they love most about Roblox is one of my most favorite things…The second is this opportunity to connect with creators, which is something that this younger generation can't get enough of. They've grown up with YouTube and being able to subscribe to the YouTuber and have those intimate experiences. Another big piece that I as a parent get really excited about is SoundTrap and letting the users of Roblox go in there and really make their own music and have fun with that feature and in the process collect while they're going through the game, playing with the soundtrack, listening to creators, they get to collect merchandise, which is really taking kind of that merch muscle we have and applying it to the virtual world.” 19:32-20:16 - Kpssy Ng on how K-Pop entered the venture between Spotify and Roblox. 
"We've been working on K-Pop for a long time now since we launched Spotify in Asia about 9 years ago. So over the years, we've just seen an exponential growth of the genre. And I think as a company we've believed in our ability to field export and the desire to create borderless access to music. So today, we're seeing over 8 billion monthly streams of K-Pop worldwide and fans listening from all over the world. Some of the top markets are like in the U.S. We see Latin America and of course, Asia, so I guess that whole exponential growth and our dedication to really exporting this huge K-culture has then resulted in us creating an experience within Roblox, which is K-Park." 21:10-22:09 - Kossy Ng on K-Park’s collaboration with Sunmi and STRAY Kids. 
"So we're working very closely with Sunmi and STRAY Kids who are part of the K-Park experience. So Sunmi is actually a female solo artist. She was recently featured in our EQUAL Spotify Singles series and we're also excited to work with STRAY Kids, you know, we've been close to them since their debut and we've worked with them to create exclusive virtual merchandise that truly reflects who they are as artists. And those are on sale within Spotify Island. Since collectibles are such a big thing for K-Pop fans, these virtual merchandise are things that they can actually purchase. And, you know, I've tried out the game myself. I've actually got in my avatar the Gashina Dance from SUNMI, which is an iconic move from her hit single. So if you're a fan, you would know it and you're avatars dancing to it. It's pretty cool. There's also a chance to meet the artist avatars, and there will be experiences like meet and greets and moments where the fans will get opportunities to get these signs merchandise as well." 28:29-29:01- MeganPlays on how artist involvement will enhance the Spotify Island experience for users. 
“There are a ton of opportunities for stuff like that, so Roblox we don't call them games anymore, we call them experiences because Roblox has moved so far into the entertainment category…Having something like Spotify Island is really amazing to help get artists more introduced into the quote-unquote metaverse that is Roblox and reaching up for their audience that maybe or maybe they have not already had. Like there are so many amazing artists coming into the metaverse that I feel like maybe younger kids may not know about, but it just completely revitalizes the longevity of the music that's being put out there that makes sense.” 30:52-31:28 - Geoff Keighley on the future of virtual concert experiences with Roblox, 
“I think eventually going to get full-on concerts are going to be interactive. You're going to be able to pick what songs the artists play. You're going to get to interact with the artists, do interviews with them, and be a part of the experience. And I think these metaverse platforms of which Roblox is one, are really going to become the future of entertainment in general as a sort of gateway to a completely sort of virtual experience. It doesn't mean that you're never going to go to a physical concert again. I think there are other aspects of the physical concert experience that are very hard to replicate in a platform like robots, but as another way to sort of go and participate and be a part of something. I think there's almost unlimited potential for where these metaverse platforms go.”
 You can listen to the full episode here.
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triplethreatt · 5 years
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itsdjazzyjess · 5 years
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Relatable
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mxthmando · 5 years
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Did he assist to the concert? Yes, he did! 
“I loved it @fortnite-marshmello!”
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