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Predicting the next emerging industries and the leaders to take us there

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Kody Boye
Contributor

When one wants to talk about, explain, or try to understand the metaverse, Cathy Hackl is a great person to turn to. And for good reason. She is one of the best predictors of future tech and tech habits in the world.  

As technology shifts to spatial computing and a flood of new AI wearables enter the market, she brings a wealth of experience from her time as a strategist at MagicLeap, HTC VIVE, and AWS. Hacklā€™s experience spans advising Louis Vuitton and Nike on emerging technologies, producing a virtual concert in Roblox for Walmart and building the global retailerā€™s first incursion into the gaming platform, speaking on the worldā€™s largest stages, to consulting with Fortune 1000 companies on their spatial computing and AI wearable strategy and roadmaps.  

Gartner recently released their 2024 Emerging Tech Impact Radar, which highlights the technologies and trends with the greatest potential to disrupt a broad cross-section of markets. Spatial computing was deemed of very high importance and 6-8 years out, but as Hackl stated in a recent interview with Gartner Futures Lab Podcast, the impact that spatial computing, AI, XR wearables and large vision models will have on the future of business is as significant as the shift to mobile was for the world and might be closer than we think.  

When Yahoo Finance interviewed her earlier this year to discuss Apple Vision Pro, spatial computing and more she was quick to be realistic. That itā€™s not for everyone yet and ā€œthereā€™s absolutely $3,500 worth of tech in it right now but not maybe $3,500 in value for the consumer yet.ā€ These things take time. But she is very careful to point out that spatial computing is different. Itā€™s not the metaverse. Itā€™s not mixed reality. It is its own thing.  

Hackl recently launched Spatial Dynamics, a spatial computing and AI solutions company that is already helping brands, organizations and governments.  

The $52 billion opportunity beyond traditional education 

According to the Stanford Longevity Report, 100-year lives will be common for those born today. Many of our social institutions, such as schools, were created during a time when people expected to live only half as long. This will lead to increased up-skilling and reskilling for adult learners, further offsetting the enrollment decline.   

Instructure, which is a member of the Stanford Longevity Project, is looking into the lifecycle of lifelong learning more, especially if we are going to live to 100. With the rapid growth of their learning management system Canvas and the acquisition of Parchment to enhance academic credential management they are addressing all the market segments along the life cycle of education and employment so they can be used by students, job seekers and more from 5 to 85.  

Education models are evolving. There are 1M+ credential programs. Life-long learning will become a bigger part of education going forward. Instructure is scaling Canvas to be the most used LMS platform in the world, expanding the ecosystem on the platform and then turning learning into opportunities with Parchment. They are potentially unlocking an industry beyond learning management that encompasses an entire career. 

The emergence of the lifelong learner means recent acquisitions of Parchment (and previously Concentric Sky, makers of Badgr) open enormous opportunities to Instructure as it helps serve the new traditional learner. Credentials have become critically important as these learners take personalized learning journeys and need the ability to demonstrate skill mastery.  

Changing the perception of a typical video game player 

According to a recent study for 2023 more than 212 million Americans play video games at least one hour a week, making it one of Americaā€™s most beloved pastimes. The players who grew up with Pong and Pac-Man continue to play, as do their kids and now their grandkids. Sixty-two percent of adults play games regularly, and the average age of a gamer is 32 years old. And despite persistent stereotypes that video games are played predominantly by young men, nearly an equal number of women play as men (46% identify as female compared to 53% of men). 

The American Psychological Association (APA) found that ā€œAttributing violence to violent video gaming is not scientifically sound and draws attention away from other factors.ā€ Meanwhile, the University of Stanfordā€™s Brainstorm Lab agreed with this conclusion after examining all the research on the claimed relationship. 

In fact, studies show a near opposite effect from video games on players. A study from Oxford University found that video games can improve mental health in young people, reducing psychological distress, and a study published in Nature Human Behavior found that video games can improve cognitive skills and ā€œstrengthen the ability to learn how to learn.ā€  

According to the Entertainment Software Association (ESA), there is a growing body of research proving the wide range of cognitive, motivational, emotional, and social development benefits that people of all ages are exposed to through games. Along with helping to improve childrenā€™s vision and learning ability, video games can provide stress relief and mental stimulation that promotes problem-solving skills, teamwork, conflict resolution, and greater adaptability. 

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