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
itu.int/metaverse/virtual-worlds/