“…MUVEs are afforded by different forms of VR, such as web-based applications (e.g., Mozilla Hubs), desktop 3D virtual environment (e.g., SecondLife), and VR with HMDs (e.g., ENGAGE). One of the salient places for MUVE research and practices is at the education sector, in which learning content can be simulated, real-life contexts can be created and repeated, physical and social interactions can be achieved, and details can be deliberately included (Garris et al 2002 ; Teoh 2012 ). In the educational settings, 3D desktop MUVEs such as SecondLife and OpenSimulator are used to teach content knowledge (e.g., Chen 2016 ; Halvorson et al 2011 ; Wang and Braman 2009 ; Zhang 2013 ), train pre-service teachers or student instructors (e.g., Gregory and Masters 2012 ; Ke and Xu 2020 ; Muir et al 2013 ), help students with special needs (e.g., Ke et al 2015 ; Wang et al 2018 ; Moon et al 2020 ), and so on.…”