virtual space

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.
BetaBeacon
March 31, 2026
Decentraland is now available on the Epic Games Store for desktop users, offering an exclusive wearable for a limited time. The mobile app is currently available on Android with iOS coming soon, catering to the growing mobile gaming market. The mobile experience is designed for shorter, more frequent visits and seamless transition between desktop and mobile devices. Decentraland is a community-driven virtual space where users can engage in various activities and events.
AppWizard
March 17, 2026
The Uncensored Library is a digital space within Minecraft that promotes press freedom and houses over 300 pieces of censored work from around the world. The newly opened U.S. wing features a central Statue of Liberty, surrounded by lecterns displaying contentious texts, including a controversial Stephen Colbert interview and a report on sea-level rise that faced censorship. The library, launched in 2020, allows users from repressive regimes to access vital information without fear of reprisal, and even players in countries with restrictions can connect using virtual private networks. The library's creators, including Tobias Natterer and Reporters Without Borders, designed it as a Grecian temple, symbolizing free expression. The Press Freedom Index indicates a decline in the U.S. ranking due to covert tactics against media freedom. The library serves as a reminder of the importance of vigilance in safeguarding press freedoms.
Winsage
March 11, 2026
Microsoft's Hyper-V is a hardware virtualization platform integrated into Windows 11 Professional, Enterprise, and Education editions, allowing users to host multiple virtual machines (VMs) on a single computer. It operates using a type 1 hypervisor directly on hardware, enabling VMs to share resources like CPU, memory, and storage. Hyper-V includes features such as dynamic memory allocation, software-defined networking, and saved checkpoints. IT administrators may need to disable Hyper-V due to compatibility issues with third-party virtualization software, high-precision applications, or driver conflicts. Disabling Hyper-V can also affect security features reliant on it, such as virtualization-based security (VBS) and Device Guard. Methods to disable Hyper-V include: 1. Using the Windows Features dialog. 2. Executing a PowerShell command: Disable-WindowsOptionalFeature -Online -FeatureName Microsoft-Hyper-V-All, HypervisorPlatform, VirtualMachinePlatform. 3. Running a DISM command: dism /Online /Disable-Feature /FeatureName:Microsoft-Hyper-V-All /FeatureName:HypervisorPlatform /FeatureName:VirtualMachinePlatform. 4. Using the bcdedit command: bcdedit /set hypervisorlaunchtype off. 5. Modifying Group Policy to disable VBS. 6. Editing the Windows Registry to disable VBS or Credential Guard. For multiple managed computers, administrators can create and execute a PowerShell script or use Group Policy Objects to streamline the process. Testing in a controlled environment is recommended to ensure desired outcomes without compromising security or functionality.
AppWizard
February 25, 2026
Young cancer patients can now explore a virtual representation of the proton beam therapy centre at The Christie in Manchester through Minecraft, marking the first instance of a working NHS health facility recreated in the game. This initiative, developed by The Christie NHS Foundation Trust and Microsoft with input from clinical specialists, aims to familiarize children with the therapy environment to reduce anxiety before treatment. The virtual centre includes key areas such as reception, waiting areas, imaging rooms, and play preparation rooms, and features interactive elements like functioning MRI machines and hidden rooms. The Minecraft environment is scaled up to five times the actual centre for easier navigation. The project was primarily developed by Microsoft volunteers and has received positive feedback from young patients like 10-year-old Ramatulaye, who found it helpful in understanding the hospital layout.
AppWizard
February 18, 2026
Pokopia has introduced a multiplayer feature called Cloud Island, allowing players to visit a host's town or collaborate in creating their own town. Players can join and contribute to the shared environment regardless of the host's online status, with no limit to the number of participants. This feature promotes creativity and teamwork as players strategize together to build habitats for their Pokémon.
AppWizard
January 22, 2026
Minecraft is a widely used digital environment that has remained relevant for over a decade, characterized by freedom, creativity, and user-driven exploration. It began as a sandbox game with simple mechanics, allowing players to build, mine, and survive in a block-based world. Over time, it evolved into an open-ended platform where players can design cities, recreate landmarks, and invent new game modes through modifications and community creations. The game fosters creativity by allowing infinite variation in construction, encouraging players to engage in architectural design, engineering, art, and storytelling without rigid goals. It has become a powerful educational tool, enabling experiential learning across various subjects and promoting collaboration, spatial reasoning, and critical thinking among students. Minecraft also cultivates digital literacy and technical skills, teaching basic programming concepts and systems thinking. Its multiplayer environments facilitate global collaboration, forming online communities that develop social norms and creative cultures. The game serves as a canvas for cultural expression, allowing players to recreate real-world elements and fostering cross-cultural understanding. Additionally, Minecraft supports digital storytelling through various media forms, appealing to multiple generations and maintaining engagement through regular updates and community contributions. It nurtures a diverse ecosystem of creators and educators, generating economic activity through custom content and educational programs. Players experience psychological benefits such as stress reduction and a sense of agency, while social interactions foster friendship and empathy. However, Minecraft faces challenges related to moderation and safety, necessitating community oversight and guidance. Its emphasis on user agency and creativity provides insights into the future of virtual worlds, influencing education, design, and digital culture.
AppWizard
January 18, 2026
The Build The Earth project team is working to recreate New York City in a virtual environment at a 1:1 scale, covering approximately 700 square kilometers. A team of 50 to 80 Minecraft players collaborates on this project, focusing on accuracy and detail, with many areas undergoing multiple reconstructions. The project aims to evoke genuine emotional responses from users by creating a virtual space that resonates with authenticity.
AppWizard
December 3, 2025
Shawn "Clown" Crahan, the percussionist of Slipknot, has launched a Minecraft world called Vernearth, inviting fans to explore his creative environment. A preview of Vernearth was shared on Slipknot's TikTok. The band recently celebrated the 25th anniversary of their debut album with a reissue in September and announced a catalog deal with HarbourView Equity Partners in November.
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