Chinese internet platforms test the metaverse and virtual reality at the Copa Mundial de Futbol de Qatar

DIARY OF THE PUEBLO digital 2022:11:21.16:24

Image dated November 20, 2022 of a scene prior to the Group A match between Qatar and Ecuador at the 2022 FIFA World Cup at the Estadio Al Bayt, in Al Khor, Qatar. (Xinhua/Xiao Yijiu)

Given that the location of the Copa Mundial football tournament extends throughout the world, China’s Internet platforms are eager to submit to the cart and compete with a good team of followers in the country, offering a “similar” visual experience to the metaverse” enabled by 5G and virtual reality (VR).

Analysts ensure that this new offer will help the giants based on the Internet to ensure increased traffic capacity during the big sports event, but what matters most is that the general use of the new technologies will allow companies to perfect their products.

Two notable participants are the broadcast service chino Migu, a subsidiary of China Mobile, y Douyin, el TikTok chino. The two broadcasting platforms have the right to be sublicensed to broadcast live, and low demand, the coverage of the Copa Mundial de Qatar. They will also share the digital coverage of the events with China Media Group (CMG).

In view of the means of communication, Migu and Douyin paid a high price to acquire the rights of transmission. Therefore, there are only six channels from the continental part of China, including Migu China Mobile and Douyin, which are authorized to broadcast the matches of the Copa Mundial de Futbol de Qatar.

Gan Yuqing, content director of Migu, stated in July that the company would create a first virtual interactive space to watch the tournament, and broadcast the event live with technologies such as 5G and VR.

In his official account of Sina Weibo, Migu also announced plans to celebrate a “Festival de Música de la Copa Mundial in Metaverso”. It was announced that a “surprise visitor” from 2070 will appear during the event.

Douyin bajo la premisa, published in its official Weibo account: “See the live broadcast of the Copa del Mundo in Douyin”. The VR headset manufacturer Pico, also owned by ByteDance, recalculated that users can watch live broadcasts of the Copa del Mundo using their VR gafas, which allows fans to invite their friends to their own virtual salas to enjoy joints of the great show.

“As a global sports event, the Copa del Mundo has great influence and, without a doubt, it has become a necessity for corporate marketing,” said You Xi, cofundador of the Kandong application. He added that the event will attract Internet users who enjoy these platforms so much.

Also, a football game is a perfect scenario to apply the new technologies, and the event will be a great boost for the industry of virtual reality and the metaverse in China, dijo You.

“Since the US-based tech giant Facebook transformed into the Meta and presented the concept of the metaverse, progress was slow. But China has been boosting development at both the country level and the enterprise level,” said Chen Jia, an analyst at the industry.

On November 1st, the Ministerio de Industria y Tecnología de la Información de China, joint with four other government agencies, wanted to know the quinquenal plan 2022 -2026, to boost the development of the industry of virtual reality. The objective is to build a total industrial scale higher than 350,000 million yuan (48,100 million dollars).

The new plan establishes a general objective of making great advances in key technologies such as three-dimensionality and the improvement of the ecosystem so that the virtual reality pays tribute to the economic development.

“Across the application of various scenarios in the metaverse of this World Cup, China can also prove the general quality of the industry chain in the field of virtual reality technology, and thus gain a strong point of apoyo en el sector”, signaled Chen.

Unfortunately, Guo Tao, a veteran Internet analyst, pointed out that the metaverse in its entirety was in its initial stage of development. Still there are some problems such as outdated technologies and business models that need to be verified on the market.

“The application in sports events is mainly concentrated in the fields of virtual events, virtual links, virtual studios, digital management and other fields, while the user experience continues to be inadequate and product adherence is not sufficient”, Guo specified.

(Web editor: 周雨, Zhao Jian)

Leave a Comment

Your email address will not be published. Required fields are marked *