LEGO and Epic Games Announce Partnership for Young Audiences in the Metaverse


Still don’t understand what the metaverse is? Rest assured, you are not alone. That hasn’t stopped a number of players in the entertainment industry from drawing plans on the comet with the aim of settling there and making a profit. Latest example: the association between LEGO and Epic Games for the creation of a ” family-friendly digital experience ” who ” will give children access to tools that will allow them to become confident creators and provide them with amazing play opportunities in a safe and positive space. The considerable success of the Roblox platform is undoubtedly not unrelated to this initiative and we guess that, behind their speech insisting on the safety of this future gaming space and the positive values ​​presiding over its design, LEGO and Epic Games see above all a pool of users to drain, occupy and monetize. A bit like the competitor in short.

But that, of course, the press release avoids talking about and prefers to evoke the seriousness with which the two companies are considering this collaboration: “ Just as we’ve protected children’s rights to safe physical play for generations, we’re committed to doing the same for digital play. says Niels B Christiansen, CEO of the LEGO Group. For its part, Epic Games emphasizes its long experience in creating blockbuster games and the company recalls that it recently acquired SuperAwesome ” a pioneering technology company designed to deliver safe digital engagement to children under 16. »

The press release concludes by listing the three founding principles on which this initiative would be based:

  • Protect children’s right to play by making safety and well-being a priority.
  • Protect children’s privacy by putting their best interests first.
  • Give kids and adults tools that put them in control of their digital experience.

In short, a particularly vague declaration of intent and which obviously reveals nothing of what the association of these two giants will do with the amount of data collected from this young audience and the way in which it will be used to monetize this ” safe and positive space “.



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