Virtually connected in a multiverse of madness? - Perceptions of gaming, animation, and metaverse

Detalhes bibliográficos
Autor(a) principal: Oliveira, A.
Data de Publicação: 2023
Outros Autores: Cruz, M.
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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spelling 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
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10.3390/app13158573
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