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

Book Review: Methods for facilitating adult learning: Strategies for enhancing instruction and instructor effectiveness by Joellen E. Coryell, Lisa M. Baumgartner, and Jeremy W. Bohonos DOI
Oliver S. Crocco

New Horizons in Adult Education and Human Resource Development, Год журнала: 2025, Номер unknown

Опубликована: Янв. 7, 2025

Язык: Английский

Процитировано

0

Determinants of switching intention towards metaverse shopping: a PPM approach DOI
P. Pragha, Krantiraditya Dhalmahapatra, Thamaraiselvan Natarajan

и другие.

The Journal of Marketing Theory and Practice, Год журнала: 2025, Номер unknown, С. 1 - 18

Опубликована: Янв. 8, 2025

Individuals are motivated to switch alternatives when their existing retailers do not meet expectations. The study intends examine the factors affecting decision of consumers walking out physical stores and opting for metaverse shopping through PPM (Push, Pull, Mooring) framework. data is gathered using a structured online questionnaire Google Forms SMART-PLS software used evaluate results. revealed that expectation disconfirmation alternative attractiveness both significantly impacted switching intention. Buyers' intention was positively influenced by social influence, content creation, tranquility. Remarkably, costs had no impact on customer's This paper contributes research as it first its kind explore from offline results provide valuable insights help retail brand owners, understand identify key attractions consumers.

Язык: Английский

Процитировано

0

Onboarding for a new playful narrative adventure in game metaverses DOI

Eloïse Yang,

Damien Renard,

Antoine Chollet

и другие.

Technological Forecasting and Social Change, Год журнала: 2025, Номер 213, С. 123999 - 123999

Опубликована: Янв. 29, 2025

Язык: Английский

Процитировано

0

Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe DOI
Lara La Tessa, Mauro Coccoli, Stefano Schiaparelli

и другие.

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Flow Experience in Gameful Approaches: A Systematic Literature Review, Scientometric Analysis, and Research Agenda DOI Creative Commons
Wilk Oliveira dos Santos, Juho Hamari

International Journal of Human-Computer Interaction, Год журнала: 2025, Номер unknown, С. 1 - 27

Опубликована: Март 27, 2025

Язык: Английский

Процитировано

0

Unveiling Psychosocial Factors Influencing Metaverse-Associated App Adoption: Acumens from fsQCA Approach DOI
Jingbo Yuan, Sayed Kifayat Shah, Kayhan Tajeddini

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2025, Номер unknown, С. 1 - 15

Опубликована: Апрель 3, 2025

Язык: Английский

Процитировано

0

Disinformation tackling in the metaverse and the Digital Services Act DOI Creative Commons
Tanel Kerikmäe, Ondrej Hamuľák, Matúš Mesarčík

и другие.

Cogent Social Sciences, Год журнала: 2025, Номер 11(1)

Опубликована: Апрель 3, 2025

Язык: Английский

Процитировано

0

Exploring outdoor servicescapes in the sharing economy: a thematic analysis of motorcycle ride-hailing and early adults’ experiences DOI
Arga Hananto, Rhenald Kasali, Sri Rahayu Hijrah Hati

и другие.

Young Consumers Insight and Ideas for Responsible Marketers, Год журнала: 2025, Номер unknown

Опубликована: Апрель 9, 2025

Purpose This study aims to explore the dimensions of outdoor servicescape motorcycle ride-hailing transportation, focusing on experiences early adults as defined by Levinson’s adult development theory. Design/methodology/approach Using a qualitative thematic analysis, this investigates servicescapes, centering adults’ (aged 23–40) perspectives. demographic’s transitional life stage, coupled with their reliance digital platforms and shared resources, positions them key stakeholders in sharing economy. Findings The identifies dimensions: spatial layout functionality (motorcycle type/size, seat comfort, vehicle readiness, engine condition, safety equipment passenger helmets); signs symbols (license plates drivers’ attributes); interaction behavior (communication, route proficiency, driving conduct general etiquette); online [in-app communication, map features, payment methods user interface (UI) or experience (UX)]. These findings highlight interplay between physical motorcycle, social driver application, all within resource-sharing dynamics that define an environment. Research limitations/implications focuses exclusively adults, limiting generalizability other age groups, such teenagers older who may also be frequent users services. Practical implications Theoretically, extends research outdoor, utilitarian contexts economy, addressing gaps literature focused static, indoor hedonic environments. Practically, offer actionable for enhancing service quality regions like Southeast Asia Africa, where services are prevalent. Companies should implement strict maintenance, provide comprehensive training optimize app design features seamless UI/UX, accurate maps, options transparent pricing improve satisfaction trust. Originality/value To best authors’ knowledge, is among first examine servicescapes context offering novel insights into relevance adults.

Язык: Английский

Процитировано

0

Let's Play and Learn: A State‐of‐the‐Art Review on Gamification‐Based Learning With a Bibliometric Analysis in the Higher Education Institutions DOI
Muhammad Ashraf Fauzi, Zuria Akmal Saad,

Muhammad Ariff Aripin

и другие.

Journal of Computer Assisted Learning, Год журнала: 2025, Номер 41(3)

Опубликована: Май 5, 2025

ABSTRACT Background Study Gamification is an effective and interactive approach to engaging students in teaching learning. As digital technology develops, higher education institutions (HEIs) must embrace keep pace with gamification for learning approaches. Objective The purpose of this study review HEIs based on a science mapping technique using bibliometric analysis. Method A total 1251 journal publications were retrieved from the Web Science (WoS) analysed Two analyses applied: bibliographic coupling co‐word analysis discover knowledge structure subject within current research streams future trends. Results themes discovered relate student engagement motivation predictors toward gamification. Implications practice pedagogical discussed student‐instructor implementation. Conclusions include design development strategies during pre‐game, game post‐game stages achieve best experience. Furthermore, should be viewed developed by policymakers stakeholders create atmosphere that can cater educational curriculum development.

Язык: Английский

Процитировано

0

Emerging technologies for basic human needs: A TCCM approach to systematically reviewing metaverse intervened wellness DOI

Pawandeep Kaur,

Gyan Prakash, Reeti Agarwal

и другие.

Technological Forecasting and Social Change, Год журнала: 2025, Номер 217, С. 124190 - 124190

Опубликована: Май 9, 2025

Язык: Английский

Процитировано

0