2022
DOI: 10.3390/su14031361
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Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse

Abstract: The metaverse is expected to turn imagination into reality through the convergence of various technologies and should be considered as a medium for sustainable education, free from the constraints of time and space. The purpose of this study was to identify world types in the metaverse to deliver a gameful experience to users. The relationship between gameful experience and learning motivation was examined by analyzing previous studies. Furthermore, the metaverse platforms were confirmed as virtual worlds usin… Show more

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Cited by 167 publications
(82 citation statements)
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“…It can be seen that the four metaverse platforms described in Figure 1 have a large number of users globally. In addition to their reputation, many brands that use the metaverse to promote their products or services take their place on these platforms [17]. It is thought that consumers spend $178 billion on paid video games on these platforms in 2020, and therefore players are ready to spend their money online.…”
Section: Fig 1 Screenshot Of Basic Platforms In Metaversementioning
confidence: 99%
“…It can be seen that the four metaverse platforms described in Figure 1 have a large number of users globally. In addition to their reputation, many brands that use the metaverse to promote their products or services take their place on these platforms [17]. It is thought that consumers spend $178 billion on paid video games on these platforms in 2020, and therefore players are ready to spend their money online.…”
Section: Fig 1 Screenshot Of Basic Platforms In Metaversementioning
confidence: 99%
“…Smart et al [1] viewed the metaverse as an immersive virtual world that links the hardware technology providing the virtual world, the interactive actors, and the associated real world, and connects the actors in the real and the virtual worlds. In other words, the metaverse refers to technology that supports users in having an interactive experience in a specific virtual reality [18].…”
Section: Metaverse and The Intention Of Continuous Use By Employeesmentioning
confidence: 99%
“…A partir de lo anterior, los tipos de juegos aplicados a favor de la comunicación organizacional se tipifican como: juegos serios digitales para PC (Muehlhaus, 2022) o aplicaciones móviles (Rialti et al, 2022), caracterizados por el uso de mecánicas como niveles, puntos e insignias (Palmquist & Jedel, 2022). El uso de metaversos, específicamente, mundos virtuales gamificados con retos de supervivencia, laberintos, carreras y salas de escape (Park & Kim, 2022;Aghdaie et al, 2022;Chen et al, 2020;Ulmer et al, 2020), así como de realidad aumentada gamificada (Md Khambari et al, 2021;Wang et al, 2021). La implementación de juegos análogos, mediante el diseño de juegos de mesa (Wehrle et al, 2022;Bareicheva et al, 2019) o juegos de construcción como el Lego Serious Play (Cerezo-Narváez et al, 2019) y los videojuegos, como ocurre con Living Lab Planeta Debug, para abordar temas de sostenibilidad (Picó et al, 2021).…”
Section: Gamificación Como Medio De Comunicaciónunclassified