Metaverse
Open accessAbstract
The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces.
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Entertainment and immersive gaming is perceived to be the most popular application of Metaverse technology.
“When it comes Metaverse technology, entertainment and immersive gaming (e.g., Fortnite, Roblox, Sandbox) is perceived to be the most popular application of this technology (L.-H. Lee et al., 2021; Mystakidis, 2022; Shalender, 2023).”
From People's Intentions to Use Metaverse Technology: Investigating the Role of Gratifications and Perceptions (2024) · cites this paper as Mystakidis, 2022
The Introduction (p. 1) identifies entertainment as a potential Metaverse application, and Metaverse Implementations (p. 7) links immersive platforms with multiplayer games. Neither passage says entertainment and immersive gaming are perceived as the most popular application, and the cited paper does not identify Fortnite, Roblox, or Sandbox as examples. (LLM, conf=0.84)
Experimental — accuracy not yet measuredOne of the main assets of Metaverse technologies revolves around creating an immersive and engaging 3D-experience using VR & AR techniques.
“First, given that (one of) the main asset of Metaverse technologies revolves around creating an immersive and engaging 3D-experience using VR & AR techniques (e.g., VR-headsets, augmented reality software, etc.)(Jeon et al., 2021; Mystakidis, 2022), immersion is likely pivotal in determining individuals' propensity to embrace these technologies.”
From People's Intentions to Use Metaverse Technology: Investigating the Role of Gratifications and Perceptions (2024) · cites this paper as Mystakidis, 2022
For individuals that choose to interact with the metaverse in the future, the seamless nature of the transition between physical and virtual and the multimodal enhancement of our experiences and interactions opens an endless scope of possibilities, many of which perhaps beyond our current comprehension.
“For individuals that choose to interact with the metaverse in the future, the seamless nature of the transition between physical and virtual and the multimodal enhancement of our experiences and interactions, opens an endless scope of possibilities, many of which perhaps beyond our current comprehension (Dick, 2021;Mystakidis, 2022).”
From Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy (2022) · cites this paper as Mystakidis, 2022
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What are the learning affordances of 3‐D virtual environments?
Dalgarno, B., & Lee, M. J. W. (2010) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2009.01038.x · Cited by 1,840 · see citing works
Augmented reality for STEM learning: A systematic review
Ibáñez, M.-B., & Delgado-Kloos, C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.002 · Cited by 1,036 · see citing works
The Ethics of Realism in Virtual and Augmented Reality
Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., Watson, Z., Breen, G., Schwarz, R., Steptoe, W., et al. (2020) · Frontiers in Virtual Reality · doi:10.3389/frvir.2020.00001 · Cited by 410 · see citing works
Pellas, N., Mystakidis, S., & Kazanidis, I. (2021) · Virtual Reality · doi:10.1007/s10055-020-00489-9 · Cited by 380 · see citing works
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- Authors
- Mystakidis, S.
- Affiliations
- University of Patras (GR)
- Corresponding author
- Mystakidis, Stylianos
- Venue
- Encyclopedia
- Publisher
- MDPI AG
- Published
- 2022-02-10
- Volume
- 2
- Issue
- 1
- Pages
- 486-497
- ISSN
- 2673-8392 (ISSN-L)
- OpenAlex
- W4211092666
- Cited by
- 1,977
- References
- 4
- Citations by year
- 2026: 243 · 2025: 411 · 2024: 550 · 2023: 548 · 2022: 225
- Type
- reference entry
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Encyclopedia (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Νημερτής (submittedVersion, cc-by-sa)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Communication › Cultural Studies and Postmodernism
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Keywords
- metaverse, virtual worlds, virtual reality, augmented reality, immersive environments, avatars, embodied communication, multisensory interaction, virtual objects, massively multiplayer online games
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