2022
DOI: 10.3390/su142214747
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Empirical Research on the Metaverse User Experience of Digital Natives

Abstract: The metaverse has been settled as a platform that is widely beloved by digital natives that are familiar with mobile devices and immersive contents. Thanks to the protocol enabling hedonic interaction, the user experience provides significant value from its communication, enabling learning experiences anytime and anywhere. However, the research topics are focused on the promotions of technology development, marketing effects, and relevant investment consensus. Surprisingly, the biggest problem was the lack of … Show more

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Cited by 44 publications
(18 citation statements)
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References 35 publications
(124 reference statements)
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“…Subsequently, 3 researchers reviewed MEN according to heuristic criteria to identify any potential difficulties. 16,17 When no errors were found, the researchers proceeded to the next step.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Subsequently, 3 researchers reviewed MEN according to heuristic criteria to identify any potential difficulties. 16,17 When no errors were found, the researchers proceeded to the next step.…”
Section: Resultsmentioning
confidence: 99%
“…In the review phase, before implementing MEN with students, researchers performed tasks from the students' perspective, based on the written scenario. Subsequently, 3 researchers reviewed MEN according to heuristic criteria to identify any potential difficulties 16,17. When no errors were found, the researchers proceeded to the next step.…”
Section: Resultsmentioning
confidence: 99%
“…Location based sensors allow students in physical locations to interact with students in equivalent locations in the corresponding virtual world. Such worlds require significant usability testing to be effective (Lee and Gu 2022).…”
Section: Immersive Educational Environments In the Metaversementioning
confidence: 99%
“…The process was implemented in three phases: creating a shared experience, extending realism, and incorporating gamification, each abiding by principles of humancomputer interaction. (Lee and Gu 2022;Terblanche 2014).…”
Section: Designing An Immersive Metaverse Learning Spacementioning
confidence: 99%
“…(4) In the metaverse, people are likely to spend a significant amount of time in virtual spaces, and their overall enjoyment of these spaces will depend on the quality of the UX. (5,6) This is true whether they are using the metaverse for entertainment, socializing, or working. (7) Good UX design in the metaverse involves considering factors such as navigation, usability, and accessibility.…”
Section: Developmentmentioning
confidence: 99%