30652 - COMPETING IN THE METAVERSE
Department of Management and Technology
LAURA RU YUN PAN
Mission & Content Summary
MISSION
CONTENT SUMMARY
1. Introduction to the Metaverse:, and metaverse platforms
- What is the Metaverse and its evolution
- Metaverse Platforms (e.g. Decentraland, Sandbox, Roblox etc.)
- How brands can leverage on Metaverse to compete
2. Gaming & Esports
- How games inspired the metaverse
- Decentralized Gaming – What is it and why it is changing the industry
- The future of immersive gaming
3. Spatial computing
- Overview
- What are the technologies involved in spatial computing
- Immersive experiences and how to utilize them
4. Tools of the trade in the metaverse/ Extended Reality (XR):
- Augmented Reality (AR)
- Virtual Reality (VR)
- Differences between AR/VR and benefits of AR/VR
- Mixed Reality (MR)
- Artificial Intelligence (AI)
5. Non-fungible Tokens (NFTs)
- Digital wearables
- Digital twins
- Community Building
6. Building Blocks of the Metaverse
- Avatar builders
- 3D designs and more
- Metaverse Real Estate
Intended Learning Outcomes (ILO)
KNOWLEDGE AND UNDERSTANDING
- Possess a good grasp of the ideas and utility of metaverse and related technologies.
- An understanding of the concepts and methodologies of how to create a strong and robust metaverse strategy.
- Have a better knowledge of what the metaverse holds, its limitations and the different ways the metaverse can be used.
APPLYING KNOWLEDGE AND UNDERSTANDING
- Leverage on and utilise the practical examples learned through a business project / hackathon, of the tools and programs used by large organization.
- Establish a strategy and execution plan on metaverse and/or immersive experiences that can align with a brand’s values.
- Demonstrate their understanding of Metaverse and Web3 in the work environment.
Teaching methods
- Lectures
- Guest speaker's talks (in class or in distance)
- Collaborative Works / Assignments
- Interaction/Gamification
- Competitions/Hackathons
DETAILS
Students are advised that there are minimum hardware (laptops) requirements for a fully immersive experience in the course:
RAM Memory: 4 GB (8 GB recommended)
Graphics card: NVIDIA GT 730 or better, AMD equivalent of better
GPU Memory 1 GB minimum (4 GB recommended)
The course will be held in three different formats:
(1) traditional lecture sessions;
(2) experimentation and exercise (laboratory); and
(3) classes held in the metaverse.
The course will be composed of basic theory on the various new technologies, such as blockchain, cryptocurrencies, Web3 & decentralization, and metaverse economics, as well as practical activities such as 3D rendering in Augmented and Virtual Realities and avatar building.
Assessment methods
Continuous assessment | Partial exams | General exam | |
---|---|---|---|
|
x | ||
|
x | ||
|
x |
ATTENDING STUDENTS
Evaluation consist of a written exam at the end of the course aimed at assessing the learning path along the overall program (50% of the total grade), and Hackathon with a partner company, (50%of the total grade) completed during the course.
Extraordinary in class contribution (in particular in discussing cases and participating in debates) is awarded with a maximum of +1 extra point at the end of the grading process.
NOT ATTENDING STUDENTS
Evaluation consists of a written exam at the end of the course aimed at assessing the learning path along the overall program (100% of the total grade). Students are expected to study all the material included in the syllabus (i.e.textbook, articles, cases, videos).
Teaching materials
ATTENDING STUDENTS
Prescribed Textbooks:
- Ball, M. (2022) The metaverse: And how it will revolutionize everything. New York, NY: WW Norton et Co.
- Hackl, C. et al. (2022) Navigating the metaverse a guide to limitless possibilities in a web 3.0 world. Hoboken, NJ: Wiley.
Case Studies:
- Balis, J. (2022). How Can Brands Enter The Metaverse. Harvard Business School, H06RJ8-PDF-ENG.
- Pan, L. (2023). Skodaverse: How Skoda Auto entered the world of Web3. SDA Bocconi School of Management.
- Purdy, M. (2023). Building a Great Customer Experience in the Metaverse. Harvard Business School , H07JVX-PDF-ENG.
- Stackpole, T. (2022). Exploring the Metaverse. Harvard Business School, R2204N-PDF-ENG.
- Wu, A., Yoffie, D. B., & Higgins, M. (2023). Metaverse Wars. Harvard Business School, 723431-PDF-ENG.
- Goodman P. Sawhney M., Nike: Tiptoeing into the metaverse, Kellogg, 2022, KE 1213.
NOT ATTENDING STUDENTS
Prescribed Textbooks:
- Ball, M. (2022) The metaverse: And how it will revolutionize everything. New York, NY: WW Norton et Co.
- Hackl, C. et al. (2022) Navigating the metaverse a guide to limitless possibilities in a web 3.0 world. Hoboken, NJ: Wiley.
Case Studies:
- Balis, J. (2022). How Can Brands Enter The Metaverse. Harvard Business School, H06RJ8-PDF-ENG.
- Pan, L. (2023). Skodaverse: How Skoda Auto entered the world of Web3. SDA Bocconi School of Management.
- Purdy, M. (2023). Building a Great Customer Experience in the Metaverse. Harvard Business School , H07JVX-PDF-ENG.
- Stackpole, T. (2022). Exploring the Metaverse. Harvard Business School, R2204N-PDF-ENG.
- Wu, A., Yoffie, D. B., & Higgins, M. (2023). Metaverse Wars. Harvard Business School, 723431-PDF-ENG.
- Goodman P. Sawhney M., Nike: Tiptoeing into the metaverse, Kellogg, 2022, KE 1213.