attendance

BetaBeacon
April 1, 2026
Decentraland's native MANA token trades at roughly [openai_gpt model="gpt-3.5-turbo-0125" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: Decentraland Expands Reach with Epic Games Store and Mobile Launch The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than 0 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables. Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly [cyberseo_openai model="gpt-3.5-turbo-0125" prompt="Rewrite a news story for a business publication, in a calm style with creativity and flair based on text below, making sure it reads like human-written text in a natural way. The article shall NOT include a title, introduction and conclusion. The article shall NOT start from a title. Response language English. Generate HTML-formatted content using tag for a sub-heading. You can use only , , , , and HTML tags if necessary. Text: The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than $400 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly $70 billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables.The 💜 of EU techThe latest rumblings from the EU tech scene, a story from our wise ol' founder Boris, and some questionable AI art. It's free, every week, in your inbox. Sign up now! Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly $0.08, down dramatically from its peak above $5 during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached $4.2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised $26 million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" ].08, down dramatically from its peak above during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].08, down from its peak above during the 2021 crypto bull run. The platform has around 847,000 monthly unique visitors to its web client, with daily unique visitors increasing by 23% since mid-2025. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31% quarter on quarter.
Tech Optimizer
February 13, 2026
The AI Conference & Expo will take place from March 16 to March 19, 2026, in San Jose, California. A keynote address will occur on March 16, and workshops will be held on March 15. The event will feature sessions on various topics, including connections with experts, an exhibit hall, speakers, startups and VCs, and training labs. Registration and pricing details will be available on the official website, along with information on group attendance, travel, and venue logistics. Additional resources provided by the organizers include a code of conduct and a FAQ section.
AppWizard
January 7, 2026
The U.K. box office generated £1.07 billion in 2025, marking its most successful year since the COVID-19 pandemic, though still 21 percent below pre-COVID levels. The top ten films of the year were all sequels, remakes, or adaptations, with "A Minecraft Movie" leading at £56.8 million. Other top films included "Bridget Jones: Mad About The Boy" (£46.3 million), "Wicked: For Good" (£45.8 million), "Lilo & Stitch" (£37.3 million), and "Jurassic World Rebirth" (£36.1 million). Notably, no superhero films made the top half of the chart for the first time since 2020. Gen Z audiences showed a 25 percent increase in cinema attendance in 2025.
AppWizard
January 2, 2026
A new approach to ranking the year's cinematic highlights has emerged, presenting a subjective "best of show" list that reflects diverse tastes. Titles like Together, Splitsville, and Die My Love were metaphorically tied for 11th place. Standout films include A Minecraft Movie and Five Nights at Freddy’s 2, which, despite mixed critical reception, have resonated with younger viewers. A Minecraft Movie has become a box office success, leading domestic earnings for 2025, while Five Nights at Freddy’s 2 has been particularly enjoyed in crowded theater settings. There has been a 25% increase in Generation Z attendance at movies compared to the previous year, highlighting the need for content that appeals to younger audiences. The industry is encouraged to focus on engaging the next generation with fresh franchises and innovative storytelling.
AppWizard
December 23, 2025
Universities in Russia are mandating the installation of the national messaging app, Max, for students, with reports of pressure and sanctions for those who refuse. At Northern (Arctic) Federal University, students must download Max to access essential educational functions, as the current system will be replaced. The government of Arkhangelsk region announced a transition to Max for all educational institutions by November 2025, citing digital sovereignty and safety concerns. By the end of November, at least 23 universities reported coercion to adopt Max. At Kuban State Technological University, students are monitored for connections to Max, and registration is required. St. Petersburg State University has restricted Wi-Fi access to users of Max. Kazan Federal University plans to limit access to facilities and resources through Max starting in 2026. At Baikal State University, students without Max cannot take exams or receive credits. Kursk Medical University students face threats regarding attendance and exam retakes without the app. Some students at Kuban State University have been warned about disciplinary measures for non-compliance. The Ministry of Digital Development stated that coercion to install Max is illegal, though no alternatives are provided. Max, developed by a VK subsidiary, was established as a national messenger and is promoted as a secure alternative to foreign apps. However, it lacks end-to-end encryption, raising concerns about user data surveillance. Recent legislation has also expanded Max's functions to include age verification for purchases and communication for housing management.
AppWizard
November 28, 2025
Hollow Knight: Silksong is highly anticipated but Team Cherry expresses uncertainty about winning the Game of the Year (GOTY) title at The Game Awards. Developer Ari Gibson noted that the game appeals to some players while frustrating others. Silksong competes with titles like Death Stranding 2 and Clair Obscur: Expedition 33. The game received a score of 90 from PC Gamer, but its challenging gameplay has led to mixed reactions. Unlike Expedition 33, which offers a more accessible experience, Silksong requires a higher skill level without an easy mode.
AppWizard
September 16, 2025
The Sims 4 is currently facing challenges, including a low 45% rating for its latest DLC, Enchanted By Nature, and a bug causing unexpected pregnancies among Sims. EA has moved the September update release date from September 23 to September 18 for PC players to address these issues. The company is encouraging community engagement to prioritize bug fixes, with a focus on problems dating back 11 months. EA plans to monitor the reception of the upcoming expansion pack, Adventure Awaits, set for release on November 4, which will include various fixes and new free content.
AppWizard
September 8, 2025
A recent survey by the National Research Group (NRG) found that 59% of Generation Alpha, individuals under 13, prefer watching movies in theaters over 48% of Gen Z. The survey included 6,100 moviegoers in the U.S. and indicated that Gen Alpha is drawn to films that encourage creativity and community. The top five franchises favored by Gen Alpha respondents are Roblox, Minecraft, Fortnite, Grand Theft Auto, and Pokémon, with only four superhero properties making the list. Superhero movie revenues have dropped over 60% since their peak in 2018 and 2019, while post-pandemic films like "Minecraft" and "The Super Mario Bros. Movie" have gained popularity. Netflix has produced several franchises popular with Gen Alpha, including "Squid Game," "Wednesday," and "Stranger Things." Hollywood is increasingly pursuing video game adaptations, with studios like Paramount acquiring rights to "Call of Duty" and planning a "Street Fighter" film, while Warner Bros. is working on a "Minecraft" adaptation. Amazon is producing a "Fallout" TV series, and Netflix is set to debut an "Assassin's Creed" series.
AppWizard
August 31, 2025
The Walt Disney Company expanded the release of its live-action remake of Lilo & Stitch to over 2,400 screens in North America for the Labor Day weekend. Despite this wide release, the film struggled at the box office, generating only 6,000 on August 29 and ranking number 15 domestically, with a per-theater average of just 4. Lilo & Stitch has earned 2 million domestically, while A Minecraft Movie leads with 3.9 million. Disney has a history of pressuring theater chains for favorable screen allocations during key periods, raising questions about its long-term strategy.
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