With two metaverse points in three months, France TV explores the web 3

After a world first immersed in February around Stadium 2, France Télévisions is testing a second experience at Roland Garros. Comments on a topic that everyone talks about, but few realize.

Three months after their first life-size experience at Metaverse, France Télévisions and Stade 2 are back with a new Social Space Exam (ESI), placed in the heart of Roland-Garros, in partnership with the French Tennis Federation. The space can be accessed free of charge for the duration of the tournament via social virtual reality platform VRChat. You go there in the form of an avatar directly via your computer or with a virtual reality headset (PC VR headsets, Meta Quest 1 and 2). “In this world, we have reproduced all the emblematic venues of Roland-Garros as well as the virtual studio in Stade 2,” explains Vincent Nalbas, Director of Innovation at France Télévision.

During the visit, we walk around different places in the tournament village, designed to be almost identical to reality: the legendary Philippe Chatrier stadium, the France TV studio, the tournament museum … a chair with a view of a giant screen visible everywhere and a broadcast of real TV programs hosted by Maxence Regnault, sports journalist For the canal, go up to the balcony to help yourself to the bar, visit the museum, play tennis…” Several types of interactions are suggested: everything is designed so that the visitor does what he wants. He can play tennis against a ball cannon or against another avatar, or visit places , the museum, attend the daily live broadcast or even interact with Maxence if they are in the same instance (The virtual platform is organized in such a way that the world consists of an unlimited number of states, each with 40 avatars that can interact with each other, editor’s note.), describes Vincent Nalbas. “Our journalists can change attitudes. We can also imagine setting aside an example for a special event, press conference, etc.”

It’s all about visiting the building with the guests of France 2

Offering different opportunities for interaction is the first goal targeted in this second experiment, after the February experimental setup, still around the Phase 2 program, but in a winter environment. “The goal of our first experience was mainly technical. Despite everything, 1,200 people came to visit us. There weren’t really any opportunities to interact. That’s why we wanted to create a new space here at Roland-Garros and create content using the sports department “explains the Director of Innovation In France Télévisions.

While it is impossible to watch tournament matches in the metaverse at this time, as the broadcast rights on FTV are clearly not universal, it is all about visiting places with guests of France 2. The animation is done over water and according to the available opportunities. “There is no exact or specific format yet, nothing is consistent in this experience. The idea is to allow Maxence and his guests to roam the world and have visitors discover it, as was the case the day before yesterday with Nelson Monfort who visited the museum with us and commented on the posters.” The pellets, for barely half an hour or a few minutes, are re-broadcast on the metaverse. Some will be paid on social networks to promote the experience.

The cameras available in the virtual space make it possible to photograph what is happening there. “It’s a lab for us to imagine and test how we interact with these different cameras to design other looks, mini-shows, and observe how the audience reacts, whether they are receptive or not,” Vincent Nalbas says. “We need to anticipate tomorrow’s uses, even if we don’t yet know if it will capture our audience. We need to understand what it means to work on the Web3 and the metaverse. This includes concretely identifying what skills we have will need and how this will affect our content production” , defines our denial MarquisAnd the Digital Director of France Télévisions.

“These are all monetization opportunities for our management.”

The second lesson from the first experience in February that is put to good use these days is really about technical skills. If the first fully immersive space was designed and produced by VRrOOm (the same startup that transported Jean-Michel Jarre via the virtual concerts he gave at the 2020 Music Festival and in Notre Dame de Paris on December 31 of the same year, in the midst of a health crisis), for this world Second, FTV has already been able to rely in part on its teams. “We are maximizing our skills: not only are we learning to develop these different assets, which require technical know-how from gaming, 3D, IT, and hosting, but we are also better positioned for the amount of internal teams and external resources that will be devoted to these projects in the future,” explains Vincent Nalbas. .

Each place lends itself perfectly to placing advertising messages, as in real life, around the courts, in the bar, around the open spaces for viewing, etc. “These are all monetization opportunities for our management that we can use to fund these worlds in the future,” he adds.

The future, in particular, is at the heart of the matter: these tests today are more than a mandatory passage of the public channel, which must establish itself and be ready for use, admittedly still very uncertain, but it is not. Longer it can be ignored. Gen Z already spends 26% of its time in Web3 platform games (Fortnite, Roblox, Minecraft…, editor’s note) : For these generations, gaming is the new television, with its interactions and communities. At the same time, these audiences are very sensitive to environmental issues: would they agree to adopt a model that has a significant environmental impact? As public media, we have a duty to ask ourselves this question. All this will have repercussions for the way in which the public wants to participate in building this future with us”, according to the analysis of Encarna Marquez. But it is not only: “We are also studying the short-term opportunities of Web3 and above all the way in which it should be regulate this market. It concludes that it is imperative that French and European players and regulators put themselves out there so that the promise of Web 3.0 can be preserved – a decentralized Internet controlled by users and no longer dominated by a few platforms.”.

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