The Roblox- a platform for virtual games- has invaded the lives of children all over the world especially since the pandemic of Covid-19 hit the world.
Roblox, a world of digital games that range from adventures, puzzles, among others, provided them with a virtual life to cope with, and even overcome the unprecedented challenges during the pandemic. The article on Qatar Foundation ( QF) website says that although Roblox was launched in 2006, it has witnessed a huge jump in its market value and global reach during the pandemic.
Ali Sikandar, manager of Digital Media at QF, said: “I can safely say that Roblox was created to prepare today's 9-12 year old's for the Metaverse just so that the adaption is smoother compared to us who are, to some extent late adapters, and still have too much loyalty with conventional media channels, i.e. website, social media, news platforms.”
“Roblox represents to kids under 12 years old what Instagram and TikTok combined represent to adults. It is an online platform and storefront where users play games made by other developers. In this world, anyone can make their own game and invite other players who have a Roblox account to play the game. And with the help of Roblox Studio, eight million contributors - mostly kids - have created games on the platform and built it like virtual Lego,” explained, Sikandar.
The Metaverse is a 3D version of the Internet and computing at large. In the Metaverse, content creators can design and produce 3D objects such as houses, avatars, robots, factories, museums, and then sell them using crypto currency to generate income in this virtual world.
Sikandar pointed out that even if we could, theoretically, spend large chunks of time in Roblox, socialising, buying things, and playing games, that doesn't necessarily mean that it encompasses the entire scope of the Metaverse.
Metaverse experiences are catered towards more sophisticated audiences. Therefore, bespoke Metaverse experiences are handled with greater delicacy compared to Roblox. However, the end result is the same – offering mixed and extended reality community experiences by also allowing users to make real money inside these parallel universes.
Sikandar highlighted what both virtual worlds offer their users. “Both platforms allow users to create their own new virtual selves. They can be whoever and whatever they like in the virtual world. It also offers users a truly immersive experience through gamification. Besides, creating virtual worlds and digital merchandise to earn a living, leading to future collaborations with international brands and emerging artists. And giving the user the ability chance to teleport anywhere instantly,” he described.
Samah Shaqfeh, a fifth-grade student at Qatar Academy Sidra (QAS), a school under Qatar Foundation’s Pre-University Education, says that the platform offers an unlimited variety of games which caters to each child’s interests.
“Players have the opportunity to communicate with an unlimited number of other children – whether their real friends or unknown online players. And children can also use the chat feature to talk and get to know each other through the platform, which gives the opportunity to make new friendships,” she said.
Players get to choose their own avatars to represent them during gameplay – they can choose how they want to look, what to wear and even what they to do. “I can express myself by designing my own avatar in the game. And I think one of the most impressive elements of the platform is the daily updates that constantly adds something new to explore,” added, Manal Ali Sikandar, another fifth-grade student at QAS.
 
 
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