Microsoft’s Activision Deal may bring Metaverse to Enterprise Tech

Microsoft has concluded a deal to buy Activision Blizzard, one of the world’s largest game creators and publishers. Microsoft will get ownership of significant franchises such as Call of Duty, Candy Crush, World of Warcraft, and Diablo as part of the $68.7 billion all-cash purchase. The business also stated that this acquisition would give metaverse building bricks.

It also represents the American multinational’s wager on the metaverse, or virtual online worlds where people may work, play, and socialise, as many of its greatest competitors have done.

Today, gaming is the most dynamic and engaging category in entertainment across all platforms, Microsoft CEO Satya Nadella said. Gaming will play a vital role in the development of the metaverse. Despite the fact that the business hasn’t revealed any metaverse-related measures affecting its game division or the Xbox environment, Nadella hinted at more to come.

However, in the shape of Mesh, the corporation is developing its own version of its metaverse for the workplace. Mesh will allow Microsoft Teams users to hold meetings and interact with online avatars instead of video conferences, creating a more immersive and participatory experience.

After Facebook, now known as Meta, changed its name to reflect its bet on a virtually centred future, corporate metaverse interest appears to have soared. But, long before Mark Zuckerberg, Microsoft and Nadella were publicly discussing the idea’s potential — and acquiring companies with enormous gaming communities to give them a leg start. Microsoft paid $7.5 billion buying ZeniMax Media, the parent company of Bethesda Game Studios.

In 2014, the tech behemoth also spent $2.5 billion for the maker of Minecraft, Mojang.

The metaverse is emerging as a first-class platform as the virtual and real worlds collide,” Nadella remarked during a quarterly results call in April 2021. As games mature into metaverse economies, Microsoft’s gaming communities, such as Minecraft with its then-140 million monthly users, could expand into massive commercial marketplaces.

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