If we accept the premise that on the Internet “if you’re not paying, you’re the product”, in the Metaverse you will become a walking — talking billboard.

The Metaverse, art by the author of this post under license by PicMonkey.

Amongst the changes that “lockdowns” and “new normality” have brought, there is a revalorization of digital interactions as valuable and meaningful. Ironically, what was once regarded as isolationist or a poor substitute for “real life” (an expression used as an interchangeable semantic proxy for “in-person”) experiences, has become the glue that holds the social fabric together.

Connecting in and through digital spaces has been a staple of 2020: from work or formal education moving to online alternatives, to recreational uses of video platforms. In these virtual spaces, human ingenuity has found new testing grounds to deal with the challenges presented…


(articulo publicado originariamente en Academia.edu en Agosto, 2016)

Con millones de descargas en Google Play y en IOS, Pokémon Go se convirtió en un fenómeno cultural masivo en un tiempo record, aumentando meteóricamente el valordelasaccionesdeNintendo, aunque no tanto así sus ganancias (la cantidad de descargas en tiempo real se puede ver aquí).

Qué es Pokémon GO?

Es una aplicación para dispositivos móviles que utiliza tecnología de realidad aumentada (RA) para superponer el mapa del juego a la ubicación física del usuario, permitiendoquesuavatar virtual o “entrenador” interactúe con los objetos que aparecen dentro del mismo.La aplicación utiliza la cámara, el giroscopio…

Micaela Mantegna

Abogamer. Video Game Policy, Generative AI, ethics and copyright researcher. @BKCHarvard Affiliate.

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