Understanding the social construction of the metaverse with Q methodology DOI Creative Commons
Qiqi Zhou,

Bei Wang,

Igor Mayer

и другие.

Technological Forecasting and Social Change, Год журнала: 2024, Номер 208, С. 123716 - 123716

Опубликована: Авг. 31, 2024

Following social constructivism, the Metaverse can be seen as a "boundary object," allowing "interpretative flexibility" across communities while maintaining "common identity" to facilitate interactions and consensus. Understanding construction of requires acknowledging diverse perspectives that shape discourse surrounding it. This research employed an internet-based Q methodology study examine such "boundaries" within discourse. The involved 46 participants from 14 countries sectors global industry, who engaged in online card ranking exercises using statements covering five essential aspects Metaverse: Terminology, Cultural Values, Societal Impact, Economics, Regulation. factor analysis revealed four prominent frames perspective: 1) Debating Liberal Globalism; 2) Critiques Threat Humanity; 3) Neoliberalization; 4) New Prometheans: Techno-Optimism Digital Revolution. These underscore polarized perceptions related political-economic development, particularly concerning affordability, infrastructure limitation, digital literacy, all crucial for preventing divisions. findings contribute policy dialogues focused on impact technology innovation. Additionally, this provides hands-on experience designing implementing digitalized methodology, resulting more systematic transparent exercise procedures. • examined through lens constructivism theory. spans terminology, culture, societal impact, economics, regulation. Internet-based improves processes transparency qualitative-quantitative research. Global experts countries. Four expose views Metaverse's aspects.

Язык: Английский

The evaluation of innovation efficiency and analysis of government subsidies influence—Evidence from China's metaverse listed companies DOI
Limei Chen,

Siyun Tao,

Xiaohan Xie

и другие.

Technological Forecasting and Social Change, Год журнала: 2024, Номер 201, С. 123213 - 123213

Опубликована: Фев. 9, 2024

Язык: Английский

Процитировано

21

Luxury fashion brands at the gates of the Web 3.0: An analysis of early experimentations with NFTs and the metaverse DOI
Gabriele Murtas, Giuseppe Pedeliento, Federico Mangiò

и другие.

Journal of Global Fashion Marketing, Год журнала: 2023, Номер 15(1), С. 90 - 114

Опубликована: Авг. 29, 2023

ABSTRACTLuxury fashion brands have been pioneers in experimenting with NFTs and the metaverse. Though, analysis of success these forerunning initiatives to date still pertains anecdotal literature. Drawing upon a mixed-method convergent multiple-case-study design involving four cases, this study investigates how pivotal marketplace actors – namely, journalists consumers perceived early experimentations extent which new technologies can support luxury further conveying their traditional values. Findings suggest that should exploit reinforce perception scarcity, accelerate "artification" process, innovatively convey ancestral heritage. Nevertheless, when leveraging Web 3.0 technologies, must be particularly cautious about risks distinctive aesthetics ineffectively offering experiences do not align highly experiential nature luxury.KEYWORDS: Luxury fashionluxury brandingWeb 3.0metaverseNFTs Disclosure statementNo potential conflict interest was reported by author(s).

Язык: Английский

Процитировано

34

From metaverse experience to physical travel: the role of the digital twin in metaverse design DOI
Baolin Deng, IpKin Anthony Wong, Qi Lilith Lian

и другие.

Tourism Review, Год журнала: 2024, Номер 79(5), С. 1076 - 1087

Опубликована: Апрель 2, 2024

Purpose Designing an effective metaverse experience through a tourism digital-twin platform is crucial to the success of tourism. How such should appeal target users, however, lacks exploration. The study aims advance conceptual contribution by successfully creating well-designed platform. It also show how design science approach in can enrich our understanding elements introduced design. Design/methodology/approach Guided tourism, this research conceptualizes role and proposes one-factor between-subject experimental examine effect. Findings This eight unique configurations design, which are embellished two or three dimensions, shape tourists’ physical travel intention. Practical implications results offer operators clear strategic guidance on designing Originality/value not only identifies impact but clarifies affect customers’ experiences.

Язык: Английский

Процитировано

16

Employees' training experience in a metaverse environment? Feedback analysis using structural topic modeling DOI

Abubakr Saeed,

Ashiq Ali,

Saira Ashfaq

и другие.

Technological Forecasting and Social Change, Год журнала: 2024, Номер 208, С. 123636 - 123636

Опубликована: Авг. 15, 2024

Язык: Английский

Процитировано

14

Exploring tourist’s metaverse experience using destination spatial presence quality & perceived augmentation: metaverse exploration, physical expedition (MEPE) DOI
Thamaraiselvan Natarajan, P. Pragha, Krantiraditya Dhalmahapatra

и другие.

Current Issues in Tourism, Год журнала: 2024, Номер unknown, С. 1 - 23

Опубликована: Июль 9, 2024

Язык: Английский

Процитировано

10

Exploring the impact of hedonic and utilitarian drivers of gamified learning in metaversity: A multi-group analysis DOI

H. Li,

Younghwan Pan

Education and Information Technologies, Год журнала: 2025, Номер unknown

Опубликована: Янв. 8, 2025

Язык: Английский

Процитировано

1

How online reviews of sports tourism affect tourists’ value co-creation behavior: Findings from PLS-SEM, NCA, and fsQCA DOI
Yu Liu,

Qiao Meng

Journal of Hospitality and Tourism Management, Год журнала: 2024, Номер 60, С. 360 - 372

Опубликована: Авг. 27, 2024

Язык: Английский

Процитировано

7

Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems DOI Creative Commons
Dah John, Norhayati Hussin, Muhamad Khairulnizam Zaini

и другие.

International Journal of Serious Games, Год журнала: 2023, Номер 10(3), С. 83 - 116

Опубликована: Сен. 4, 2023

In this study we developed a concept for balancing extrinsic rewards and intrinsic motivation in gamified learning systems through the laws of levers. Although empirical findings around gamification studies remain largely inconclusive, it is still go-to place many who seek to improve engagement. The phenomenon uses game design elements principles create better user experience on system or activity. With widespread across beyond IS, field education one that has embraced solemnly. Nevertheless, there little no consensus amongst researchers as how effectively apply it, benefit from it. As such, yet entrenched; although popular. Hence, along development, set out review setbacks recent times, primarily focusing current inconsistencies outcomes these challenges can be mitigated. We discovered overreliance developers narrow models culprit failed gamification. Shallow which centres so-called “BPL gamification” source failure, become copy-and-paste cliché, rather than deliberate contextual design. Inordinate selection, application system/activity toppling too. This was found also imbalances both thereby leading what known “Overjustification effect”, big killer today.

Язык: Английский

Процитировано

14

Generation Z’s intention to use digital fashion items in the Metaverse DOI
Matilde Milanesi, Giulia Monteverde, Andrea Runfola

и другие.

Journal of Consumer Marketing, Год журнала: 2024, Номер 41(6), С. 674 - 689

Опубликована: Авг. 26, 2024

Purpose Fashion companies have been among the first to ride new trend and develop projects for Metaverse, considering Generation Z (Gen Z) as a relevant target. The paper aims investigate Gen consumers’ intention use digital fashion items in Metaverse. Design/methodology/approach study relies on technology acceptance model (TAM). authors include specific aspects of Metaverse: user-avatar identification development an alternative identity; innovativeness is discussed moderator variable. tested consumers, with 329 survey responses collected 2022 analyzed using structural equation modeling (SEM). Findings shows that two external explanatory variables added, i.e. identity, positively directly impact individual attitude Moreover, according proposed research model, moderating effect concerning has positive negative consequences. Originality/value Using TAM, explored perceptions (perceived usefulness ease use), attitudes intentions regarding context (digital Metaverse). This enriched TAM consumer marketing constructs (user-avatar identity) their relationships also contributed by exploring relevance effects novel contributes academic debate focusing personal sphere moving Metaverse environment. marketing-focused develops consumers provide insights possible opportunities marketers

Язык: Английский

Процитировано

6

Environmental sustainability gamification: Conceptualization and scale development DOI
Chia‐Lin Hsu

Technological Forecasting and Social Change, Год журнала: 2025, Номер 212, С. 123978 - 123978

Опубликована: Янв. 6, 2025

Язык: Английский

Процитировано

0