Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/29196 |
Resumo: | Few studies analyze what are the common representations of the Metaverse. Regarding what has been said about this concept, our research aims to verify how adults percept and represent the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults all considered habitual gamers (or users of digital games). The objectives for this study were seven: verify how the Metaverse is being represented and characterized; identify which technologies stimulate the immersion experience; identify the main dimensions that influence the acceptance of the Metaverse concept; understand the perceptions of Metaverse and virtual reality regarding socialization and well-being; verify the perceptions of a gamer’s daily lives regarding the Metaverse, virtual reality, and gaming concepts; understand the impact of social representations on the gaming concept; to understand the perceived role of animation regarding the Metaverse, virtual reality, and gaming concepts. Our results reveal a common understanding of the Metaverse, despite some confusion about this concept. We also verified the high importance of well-being and social dimensions in the Metaverse immersive experiences provided by technology or gaming characteristics. This exploratory study gave us essential findings about the perceptions of the Metaverse and a deep understanding of the relations between Metaverse, virtual reality, animation, and gaming. |
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Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverseMetaverseVirtual realityAnimationDigital gamesGamingQualitative researchFew studies analyze what are the common representations of the Metaverse. Regarding what has been said about this concept, our research aims to verify how adults percept and represent the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults all considered habitual gamers (or users of digital games). The objectives for this study were seven: verify how the Metaverse is being represented and characterized; identify which technologies stimulate the immersion experience; identify the main dimensions that influence the acceptance of the Metaverse concept; understand the perceptions of Metaverse and virtual reality regarding socialization and well-being; verify the perceptions of a gamer’s daily lives regarding the Metaverse, virtual reality, and gaming concepts; understand the impact of social representations on the gaming concept; to understand the perceived role of animation regarding the Metaverse, virtual reality, and gaming concepts. Our results reveal a common understanding of the Metaverse, despite some confusion about this concept. We also verified the high importance of well-being and social dimensions in the Metaverse immersive experiences provided by technology or gaming characteristics. This exploratory study gave us essential findings about the perceptions of the Metaverse and a deep understanding of the relations between Metaverse, virtual reality, animation, and gaming.MDPI2023-08-29T14:43:12Z2023-01-01T00:00:00Z20232023-08-29T15:44:07Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/29196eng2076-341710.3390/app13158573Oliveira, A.Cruz, M.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T18:00:17Zoai:repositorio.iscte-iul.pt:10071/29196Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:31:55.826503Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse |
title |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse |
spellingShingle |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse Oliveira, A. Metaverse Virtual reality Animation Digital games Gaming Qualitative research |
title_short |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse |
title_full |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse |
title_fullStr |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse |
title_full_unstemmed |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse |
title_sort |
Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse |
author |
Oliveira, A. |
author_facet |
Oliveira, A. Cruz, M. |
author_role |
author |
author2 |
Cruz, M. |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Oliveira, A. Cruz, M. |
dc.subject.por.fl_str_mv |
Metaverse Virtual reality Animation Digital games Gaming Qualitative research |
topic |
Metaverse Virtual reality Animation Digital games Gaming Qualitative research |
description |
Few studies analyze what are the common representations of the Metaverse. Regarding what has been said about this concept, our research aims to verify how adults percept and represent the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults all considered habitual gamers (or users of digital games). The objectives for this study were seven: verify how the Metaverse is being represented and characterized; identify which technologies stimulate the immersion experience; identify the main dimensions that influence the acceptance of the Metaverse concept; understand the perceptions of Metaverse and virtual reality regarding socialization and well-being; verify the perceptions of a gamer’s daily lives regarding the Metaverse, virtual reality, and gaming concepts; understand the impact of social representations on the gaming concept; to understand the perceived role of animation regarding the Metaverse, virtual reality, and gaming concepts. Our results reveal a common understanding of the Metaverse, despite some confusion about this concept. We also verified the high importance of well-being and social dimensions in the Metaverse immersive experiences provided by technology or gaming characteristics. This exploratory study gave us essential findings about the perceptions of the Metaverse and a deep understanding of the relations between Metaverse, virtual reality, animation, and gaming. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-08-29T14:43:12Z 2023-01-01T00:00:00Z 2023 2023-08-29T15:44:07Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/29196 |
url |
http://hdl.handle.net/10071/29196 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
2076-3417 10.3390/app13158573 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
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application/pdf |
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MDPI |
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MDPI |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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