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.
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).
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.
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.
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