A metaverse is an environment where humans interact socially and economically as avatars in cyberspace, which acts as a metaphor for the real world but without its physical or economic limitations. Many people use this new technology to connect with others, exchange content or discover new hobbies. Unlike other virtual worlds, the metaverse offers an online world that can be shaped. For the ports of the Spanish port system, it is intended to determine the new virtual port ecosystem that could be developed in the short term through an affinity diagram, which is a diagram that is used for the organization of ideas provided by a group on a complex problem that is held in a specific area, in this case reaching meta ports in the port system. The main conclusion is that to advance on this concept the new operating models and customers and services, are the blocks where the greatest efforts will have to be made.
Given the growing significance of the metaverse in research, it is crucial to understand its scope, relevance in the tourism industry, and the human-computer interaction it involves. The emerging field of metaverse tourism has a noticeable research gap, limiting a comprehensive understanding of the concept. This article addresses this gap by conducting a hybrid systematic review, including a variable-oriented literature review, to assess the extent and scope of metaverse tourism. A scrutiny on Scopus identified a reduced number of relevant documents. The analysis exposes theoretical and empirical gaps, along with promising opportunities in the metaverse and tourism intersection. These insights contribute to shaping a contemporary research agenda, emphasizing metaverse tourism. While this study offers an overview of current research in metaverse tourism, it is essential to recognize that this field is still in its early stages, marked by the convergence of technology and transformations in tourism. This exploration underscores the challenges and opportunities arising from the evolving narrative of metaverse tourism.
Metaverse technology has various uses in communication, education, entertainment, and other aspects of life. Consequently, it necessitates using some interactive mobile applications to enter the virtual world and gain real-time, face-to-face experiences, particularly among students. This research focused on the factors accelerating metaverse technology acceptance particularly, Metaverse Experience Browser application acceptance among the students under the factors proposed by the unified theory of acceptance and use of technology (UTAUT) model. Notably, lack of studies in metaverse browsers and their prevalence during the post pandemic era, indicates a strong literature gap. The researchers gathered data from n = 384 higher education students from the two cities in the United Arab Emirates and applied Structural Equation modelling (SEM) for data analysis. Results revealed that Performance Expectancy (p < 0.003) and Social Influence (p = 0.000) were significant factors affecting the Behavioral Intention of the students to consider Metaverse Experience Browser as an interactive mobile application. On the other hand, behavioural Intention significantly affects (p = 0.000) Effort Expectancy, which shows how fewer efforts and greater accessibility are associated with one’s behavioural Intention. Besides, the effect of Behavioral Intention (p = 0.000) on Metaverse Experience Browser acceptance also remained validated. Finally, Effort Expectancy (p = 0.000) also indicated its significant effect on the Metaverse Experience Browser. These results indicated that the factors proposed by UTAUT have greater applicability on the Metaverse Experience Browser as they showed their relevance to its acceptance. The present study concludes that the acceptance of Metaverse Experience Browser as an interactive mobile application is a level ahead in improving students’ experiences. Thus, the Metaverse Experience Browser is considered a modified way of creating, sharing, participating, and enjoying the virtual world, indicating its greater usage among students for different purposes, including education and learning.
This study investigates the impact of the metaverse on English language teaching, focusing on the perspectives of students from the University of Boyacá. The use of the metaverse was compared with the Moodle platform in a virtual educational environment. A mixed-method approach combining quantitative and qualitative methods was employed. The sample consisted of 30 university students enrolled in English courses, randomly assigned to two groups: one using the metaverse and the other using Moodle. Students’ grades on different activities and assessments throughout the course were collected, and semi-structured interviews were conducted to explore students’ perceptions of the educational platforms. Results revealed that while students recognize the potential of the metaverse to enhance interactivity and learning experience, they also identified technical and accessibility challenges. Although no significant differences in grades were found between the groups, less variability in grades was observed in the metaverse group. The mixed design allowed for a more comprehensive understanding of the impact of the metaverse on English language teaching, while providing a variety of student perspectives on their experience with educational technology. This research contributes to understanding the role of the metaverse in English language teaching and highlights key areas for future research and developments in the field of virtual education.
Virtual environments like the Metaverse have been gaining popularity in recent years. Live streaming has gained popularity as a favorite way to entertain among social network users, thanks to its real-time authenticity. This study will utilize the Extended Unified Theory of Acceptability and Use of Technology (UTAUT2) to examine the factors influencing the adoption of live streaming in the Metaverse, a new platform with greater immersion, among citizens in Vietnam. The research used a quantitative approach, collected data from a sample of participants through a structured questionnaire including Performance Expectancy (PEE), Effort Expectancy (EEF), Social Influence (SCI), Hedonic Motivation (HEM), and Experience (EXP). Additionally, technological Self-Efficacy (TSE) as an extended alternative is thought to influence that relationship as well. Results from the PLS-SEM technique was used to examine perception, acceptance, and adoption differences among demographic groups. Remarkably, the results show experience has a remarkable impact on the relationship between behavioral intention and the adoption use Metaverse for livestreaming. This study contributes theoretical value for investors and researchers on the entertainment and technology sectors due to the abilities of the live-streaming industry and the advanced features of metaverse in this digital world.
In recent years, the rapid development of technologies such as virtual reality, augmented reality, and mixed reality, along with the significant increase in publications related to the Metaverse, demonstrates a sustained growth in interest in this field. Some scholars have already performed bibliometric analyses of this emerging field. However, previous analyses have not been comprehensive due to limitations such as the volume of literature, particularly lacking in co-citation analysis, which is crucial for understanding the interconnectedness and impact of research works. In this study, we used the Web of Science as a database to search for topics related to the Metaverse from 1995 to 2023. Subsequently, we employed CiteSpace for co-citation network analysis to supplement previous research. Through our analysis at the journal, author, and literature levels, we identified core journals and key authors in the Metaverse field. We discovered that Extended Reality (XR), education, user privacy, and terminologies related to the Metaverse are significant research themes within the field. This study provides clear and actionable research directions for future papers in the Metaverse field.
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