The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work
Open accessAbstract
The Metaverse: "a computer-generated universe that his computer is drawing" (Stephenson, 1992: p23) "an embodied internet where you're in the experience, not just looking at it" (Zuckerberg, 2021) "a networked collection of inexpensive, self-configuring, immersive environments" (Jaynes et al, 2003: p115) 2021 may well turn out to be the inflection point when the use of virtual reality became widely recognised as the gateway to the metaverse.The rebranding of the world's largest online social network from Facebook to Meta is indicative of a shift that is well underway among the generation who are at schools and university now and is accelerating in those that will engage in learning in the future.It is a turn to the virtual that is likely to play an important role in what we consider to be interactive learning environments.Why is this turn to the virtual worth thinking about?The uptake of virtual reality presents new and highly flexible opportunities for learning environments and learning experiences which mirror changes to how we socialise and work.Virtual reality may also create risks of disconnection from the authentic; a loss of reality from education, work and society, a loss which Baudrillard described as simulacra (1981).
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Cites
Giles, P. (2019) · Journal of Cultural Economy · doi:10.1080/17530350.2019.1639068 · Cited by 805
Virtual reality in language learning: a systematic review and implications for research and practice
Parmaxi, A. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2020.1765392 · Cited by 468
Learning in immersed collaborative virtual environments: design and implementation
de Back, T. T., Tinga, A. M., & Louwerse, M. M. (2021) · Interactive Learning Environments · doi:10.1080/10494820.2021.2006238 · Cited by 129
Jaynes, C. O., Seales, W. B., Calvert, K. L., Fei, Z., & Griffioen, J. N. (2003) · Eurographics Workshop on Virtual Environments (EGVE) · doi:10.1145/769953.769967 · Cited by 102
Sancar-Tokmak, H., & Dogusoy, B. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2020.1799025 · Cited by 17
Cited by
Hwang, G.-J., & Chien, S.-Y. (2022) · Computers and Education: Artificial Intelligence · doi:10.1016/j.caeai.2022.100082 · Cited by 759
Eagle, T., Baltaxe-Admony, L. B., & Ringland, K. E. (2024) · ACM Transactions on Accessible Computing · doi:10.1145/3689648 · Cited by 34
“Other technologies for remote collaboration have been developed, such as telepresence robots [33, 64] and virtual reality and avatars [81, 83]; however, these have yet to be adopted at scale.”
Dahlstrom-Hakki, I., Alstad, Z., Asbell-Clarke, J., & Edwards, T. (2024) · Virtual Reality · doi:10.1007/s10055-023-00933-6 · Cited by 21
“While the consumer market is largely focused on the gaming industry, several companies and researchers have shown interest in exploring the use of VR in education (Checa and Bustillo 2020; Concannon et al. 2019; Hamilton et al. 2021; Jensen and Konradsen 2018; Rospigliosi 2022).”
Metadata
- Authors
- Rospigliosi, P. ‘.
- Venue
- Interactive Learning Environments
- Publisher
- Informa UK Limited
- Published
- 2022-01-02
- Volume
- 30
- Issue
- 1
- Pages
- 1-3
- ISSN
- 1049-4820 (ISSN-L)
- 1744-5191
- OpenAlex
- W4205734160
- Cited by
- 253
- References
- 5
- FWCI
- 28.19
- Type
- journal article
- Language
- en
- Open access
- green
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- Rospigliosi, P. ‘. (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments. https://doi.org/10.1080/10494820.2022.2022899
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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