The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
Introduction Gamification in the Emerging Metaverse
Abstract
This chapter deals with the discussion of the research topic, in particular, the application of gamification in relation to the metaverse that is still in the process of formation. The study focuses on emerging issues and prospects of using the gamification approach across multiple metaverse environments. Thus, the combination of the case-study approach and surveys to capture subjective experiences of users was used. Primary conclusions point at the fact that well-implemented gamification increases user engagement and loyalty whenever a sense of community is applied in virtual environments. Nevertheless, the issues of ethical nature such as addiction and data privacy were also emerged. The evaluation suggests that while it presents a realistic opportunity for creating highly engaging and productive metavirtual environment experiences, it is crucial to weigh the consequences of using gamification. In conclusion, this chapter highlights the value proposition of gamification in the metaverse while also providing a basic guidance for game developers and business entities.
Related Content
|
K. Muthamil Sudar.
© 2027.
26 pages.
|
|
Indranil Saha, Anuva Aggarwal, Taher Aurangabadi, Zeesha Mishra.
© 2027.
36 pages.
|
|
Qais Al-Na'amneh.
© 2027.
24 pages.
|
|
Zeesha Mishra, Dhruvika Bansal, Garvit Bajaj.
© 2027.
42 pages.
|
|
Amrutha Kolhar, Sridevi.
© 2027.
32 pages.
|
|
Jorge A. Ruiz-Vanoye, Ocotlán Díaz-Parra, Jaime Aguilar-Ortiz, Francisco R. Trejo-Macotela, Eric Simancas-Acevedo.
© 2027.
38 pages.
|
|
Semila Fernandes, Anshul Dhunna.
© 2027.
40 pages.
|
|
|