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

Detalhes bibliográficos
Autor(a) principal: Oliveira, A.
Data de Publicação: 2024
Outros Autores: Cruz, M.
Idioma: eng
Título da fonte: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Texto Completo: http://hdl.handle.net/10071/32914
Resumo: Few studies analyze what are the common representations of the Metaverse. Regarding 8 what has been said about this concept, our research aims to verify how adults’ percept and represent 9 the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults 10 all considered habitual gamers (or users of digital games). The objectives for this study were seven: 11 verify how the Metaverse is being represented and characterized; identify which technologies that 12 stimulate the immersion experience; identify the main dimensions that influence the acceptance of 13 the Metaverse concept; understand the perceptions of Metaverse and virtual reality regarding 14 socialization and well-being; verify the perceptions of a gamer’s daily lives regarding the Metaverse, 15 virtual reality, and gaming concepts; understand the impact of social representations on the 16 gaming concept; to understand the perceived role of animation regarding the Metaverse, virtual 17 reality, and gaming concepts. Our results reveal a common understanding of the Metaverse, despite 18 some confusion about this concept. We also verified the high importance of well-being and social 19 dimensions in the Metaverse immersive experiences provided by technology or gaming 20 characteristics. This exploratory study gave us essential findings about the perceptions of the 21 Metaverse and a deep understanding of the relations between Metaverse, virtual reality, animation, 22 and gaming.
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spelling Virtually connected in a multiverse of madness?: Perceptions of gaming, animation, and metaverseMetaverso -- MetaverseRealidade virtual -- Virtual realityAnimação -- AnimationDigital gamesGamingInvestigação qualitativa -- Qualitative researchFew studies analyze what are the common representations of the Metaverse. Regarding 8 what has been said about this concept, our research aims to verify how adults’ percept and represent 9 the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults 10 all considered habitual gamers (or users of digital games). The objectives for this study were seven: 11 verify how the Metaverse is being represented and characterized; identify which technologies that 12 stimulate the immersion experience; identify the main dimensions that influence the acceptance of 13 the Metaverse concept; understand the perceptions of Metaverse and virtual reality regarding 14 socialization and well-being; verify the perceptions of a gamer’s daily lives regarding the Metaverse, 15 virtual reality, and gaming concepts; understand the impact of social representations on the 16 gaming concept; to understand the perceived role of animation regarding the Metaverse, virtual 17 reality, and gaming concepts. Our results reveal a common understanding of the Metaverse, despite 18 some confusion about this concept. We also verified the high importance of well-being and social 19 dimensions in the Metaverse immersive experiences provided by technology or gaming 20 characteristics. This exploratory study gave us essential findings about the perceptions of the 21 Metaverse and a deep understanding of the relations between Metaverse, virtual reality, animation, 22 and gaming.MDPI2025-01-07T11:28:04Z2024-03-01T00:00:00Z2024-03-012025-01-07T11:26:34Zbook partinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10071/32914eng978-3-0365-9779-92076-341710.3390/books978-3-0365-9779-9Oliveira, A.Cruz, M.info:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-01-12T01:17:44Zoai:repositorio.iscte-iul.pt:10071/32914Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T19:38:57.761812Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
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.
Metaverso -- Metaverse
Realidade virtual -- Virtual reality
Animação -- Animation
Digital games
Gaming
Investigação qualitativa -- 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 Metaverso -- Metaverse
Realidade virtual -- Virtual reality
Animação -- Animation
Digital games
Gaming
Investigação qualitativa -- Qualitative research
topic Metaverso -- Metaverse
Realidade virtual -- Virtual reality
Animação -- Animation
Digital games
Gaming
Investigação qualitativa -- Qualitative research
description Few studies analyze what are the common representations of the Metaverse. Regarding 8 what has been said about this concept, our research aims to verify how adults’ percept and represent 9 the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults 10 all considered habitual gamers (or users of digital games). The objectives for this study were seven: 11 verify how the Metaverse is being represented and characterized; identify which technologies that 12 stimulate the immersion experience; identify the main dimensions that influence the acceptance of 13 the Metaverse concept; understand the perceptions of Metaverse and virtual reality regarding 14 socialization and well-being; verify the perceptions of a gamer’s daily lives regarding the Metaverse, 15 virtual reality, and gaming concepts; understand the impact of social representations on the 16 gaming concept; to understand the perceived role of animation regarding the Metaverse, virtual 17 reality, and gaming concepts. Our results reveal a common understanding of the Metaverse, despite 18 some confusion about this concept. We also verified the high importance of well-being and social 19 dimensions in the Metaverse immersive experiences provided by technology or gaming 20 characteristics. This exploratory study gave us essential findings about the perceptions of the 21 Metaverse and a deep understanding of the relations between Metaverse, virtual reality, animation, 22 and gaming.
publishDate 2024
dc.date.none.fl_str_mv 2024-03-01T00:00:00Z
2024-03-01
2025-01-07T11:28:04Z
2025-01-07T11:26:34Z
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dc.language.iso.fl_str_mv eng
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2076-3417
10.3390/books978-3-0365-9779-9
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