Page 59 - Citiverse Use Case Taxonomy Overview - Use Case Identification Track
P. 59

Economic Development, Education and Tourism
                                                                                                                                                                       Horizon
                                                                                                                                                                            2
      Educational Gaming




      Description                                                Example                                           Impacts                                      SDG Alignment
      To be able to achieve a better balance                     The Scubaverse project uses cutting
      between economic growth, environmental                     edge Web3 and immersive gaming                       Environmental           Youth
      sustainability and social equity for new                   technologies to create interactive                    Awareness           Engagement
      generations, we need to approach existing                  platforms to deliver engaging educational
      challenges in different and more effective                 experiences for users in the area of
      ways by providing tools and reformulating                  marine conservation. This use case can                  Marine                                  Target 4.4      Target 13.3
      education from a sustainability angle. Web3                be particularly relevant for coastal cities.         Conservation         Biodiversity
      and immersive gaming technologies can fuse                 The combination of environmental
      purpose with digital play in an interactive                advocacy and gamified education
      educational experience to foster awareness                 empowers Scubaverse players to explore
                                                                 virtual ocean environments, building
                                                                                                                                             Gamified
      and knowledge, enforcing rules to adequately               awareness of marine ecosystems, climate             Climate Action         Education
      address issues and provide options for  better             action and the importance of biodiversity.                                                            Target 14.1, 14.2
      management of  resources aiming at                         The initiative aims to engage, educate
      creating a balance between economic growth                 and inspire a new generation of
      and  preservation of resources from early age              advocates while supporting global efforts        Risk Level
      in a dynamic, interactive and more effective               to preserve aquatic life through
      way of learning.                                           accessible digital experiences.                      Public safety                Low        Medium       High

                                                                                                                      Stakeholder acceptance       Low        Medium       High
      Key Technologies
                                                                                                                      Data privacy and security    Low        Medium       High
         Digital    Metaverse        AR           VR           MR           GAI          AI           IoT
                                                                                          AI
          Twin                                                                                                        Financial/operational        Low        Medium       High



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