Educating people on cyber security through gamification

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Skills gap in cyber

"Gamification can increase engagement by as much as 60% as it makes monotonous or dense training both more enjoyable and memorable. Elements like competition and time-sensitivity further increase a sense of realism and immersion, leading to up to 20% increase in focus and 40% increase in information retention.”


James Biggs, Co-founder of Zubr

To allow the cyber-security sector to grow at the rate it has the potential to, we need to find innovative ways of introducing it to a wider audience. Essentially, to the people who may not have considered their skillset applicable, when in fact they have exactly what cyber needs to broaden its horizons and diversify knowledge.

Learn more about how we have work towards this objective at TechSpark magazine.

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Does authenticity matter in digital avatars and virtual characters?

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Who would you become in a virtual world?

Digital avatars are the medium through which we will interact in the Metaverse, and might be the only representation others will see of us in the virtual world.


This opens up questions around representation, resources, and realism. Where do you draw the line between authenticity and creativity? Which will people value in the virtual world of the Metaverse? And what tools exist to help you achieve your ultimate form?

Find out more over this topic from our Art Director Chris Price at Techspark, where he covers all the present ways to represent ourselves digitally. He will weigh up the pros and cons of each technique and explain how they could be used in the development of the Metaverse.

It doesn’t take long before you start to think about the ethics of representation.

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Building multi-user applications to drive the future of the metaverse

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Atom & the Metaverse

Many experiences in virtual reality (VR) are currently in single-user capacity. However, Zubr Atom knows that bringing multiple people together into a shared experience increases engagement, entertainment value, and brings natural social behaviour into what is often an otherwise isolating and artificial virtual world.

To explain the benefits of multi-user metaverse applications, its best to simply illustrate it through examples of when it has been successfully implemented in VR and AR. Zubr Atom has built some powerful networked multi-user solutions in recent years, but how will they be driving the future of metaverse interactions?

Find out more over at Techspark:

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