Metaverse Unveiled: From the Lens of Science to Common People Perspective
<p>PRISMA 2020: the flow diagram for systematic reviews.</p> "> Figure 2
<p>Comparison Graphic—3 most mentioned concepts/categories.</p> "> Figure 3
<p>Comparison graphic—social concept/category.</p> "> Figure 4
<p>Comparison graphic—immersive concept/category.</p> "> Figure 5
<p>Comparison graphic—virtual concept/category.</p> "> Figure 6
<p>Comparison graphic—virtual reality concept/category.</p> "> Figure 7
<p>Comparison graphic—future/past concepts/categories.</p> "> Figure 8
<p>Voyant comparison word cloud.</p> "> Figure 9
<p>Voyant tendencies graphic.</p> ">
Abstract
:1. Introduction
2. Background
2.1. Metaverse
2.2. Virtual Reality
2.3. Gaming
3. Previous Studies: Brief Description
- (1)
- Documental Study: https://www.mdpi.com/2227-9709/10/2/47 (accessed on 31 July 2023)
- (2)
- Focus Group: https://www.mdpi.com/2076-3417/13/15/8573 (accessed on 31 July 2023)
3.1. Documental Study (1)
3.1.1. General Description
3.1.2. Leximancer Software
3.1.3. Main Results Description
3.1.4. Main Study Findings
3.2. Focus Group Study (2)
3.2.1. General Description
3.2.2. Focus Group: A Qualitative Method
3.2.3. Main Results Description
3.2.4. Main Study Findings
4. Methods
4.1. Data Gathering
4.2. Data Analysis and Results
5. Discussion
6. Research Limitations and Future Research
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Concepts | Frequency | % Relevance |
---|---|---|
Research | 38 | 17 |
Social | 37 | 16 |
Immersive | 36 | 16 |
Future | 30 | 13 |
Users | 25 | 11 |
Paper | 25 | 11 |
Online | 24 | 10 |
Platforms | 22 | 10 |
Worlds | 21 | 9 |
People | 21 | 9 |
Physical | 19 | 8 |
Data | 19 | 8 |
Experiences | 17 | 7 |
Healthcare | 17 | 7 |
Current | 17 | 7 |
Real | 16 | 7 |
Analysis | 16 | 7 |
Environments | 15 | 7 |
Life | 15 | 7 |
Use | 14 | 6 |
Impact | 13 | 6 |
Using | 12 | 5 |
Provide | 12 | 5 |
Applications | 12 | 5 |
Review | 12 | 5 |
Software | 11 | 5 |
Information | 11 | 5 |
Framework | 10 | 4 |
Important | 10 | 4 |
Process | 9 | 4 |
Concepts | Count | % Relevance |
---|---|---|
Metaverse | 698 | 100 |
Virtual | 311 | 45 |
Virtual Reality (V.R.) | 150 | 21 |
Users | 113 | 16 |
Digital | 108 | 15 |
Reality | 107 | 15 |
Social | 93 | 13 |
Physical | 88 | 13 |
Research | 85 | 12 |
Immersive | 65 | 9 |
People | 61 | 9 |
Future | 59 | 8 |
Development | 53 | 8 |
3D | 49 | 7 |
Augmented Reality (AR) | 46 | 7 |
Data | 47 | 7 |
study | 47 | 7 |
Avatars | 46 | 7 |
Real | 46 | 7 |
Online | 46 | 7 |
Platforms | 45 | 6 |
Information | 43 | 6 |
Work | 42 | 6 |
Concept | 42 | 6 |
Applications | 39 | 6 |
Content | 38 | 5 |
Literature | 37 | 5 |
Paper | 37 | 5 |
Media | 36 | 5 |
Platform | 34 | 5 |
Human | 32 | 5 |
Potential | 32 | 5 |
Companies | 32 | 5 |
Meta | 27 | 4 |
Interaction | 31 | 4 |
Current | 30 | 4 |
Market | 29 | 4 |
Example | 25 | 4 |
Including | 24 | 3 |
Services | 23 | 3 |
Intelligence | 22 | 3 |
Concepts | Frequency | % Relevance |
---|---|---|
Metaverse | 553 | 100 |
Virtual | 130 | 24 |
Social | 112 | 20 |
Virtual Reality | 88 | 16 |
Reality | 81 | 15 |
Users | 81 | 15 |
Future | 74 | 13 |
Support | 67 | 12 |
People | 62 | 11 |
Research | 58 | 10 |
Use | 53 | 10 |
Digital | 50 | 9 |
Human | 49 | 9 |
Physical | 46 | 8 |
Platforms | 42 | 8 |
Different | 42 | 8 |
Online | 41 | 7 |
Real | 41 | 7 |
Development | 41 | 7 |
Activities | 39 | 7 |
Life | 39 | 7 |
Data | 38 | 7 |
Time | 37 | 7 |
Companies | 37 | 7 |
Business | 36 | 7 |
Analysis | 33 | 6 |
Applications | 32 | 6 |
Example | 32 | 6 |
Impact | 31 | 6 |
25 | 5 | |
Results | 28 | 5 |
Important | 28 | 5 |
Further | 25 | 5 |
Field | 25 | 5 |
Information | 24 | 4 |
Interaction | 23 | 4 |
value | 23 | 4 |
Current | 22 | 4 |
Concept | 22 | 4 |
Work | 21 | 4 |
Categories | Total | % |
---|---|---|
Past | 13 | 100 |
Socialization | 9 | 69.2 |
Evolution | 9 | 69.2 |
Virtual | 7 | 53.8 |
Creation | 6 | 46.2 |
Immersion | 3 | 23.1 |
Build | 3 | 23.1 |
Monitorization | 2 | 15.4 |
Threat | 1 | 7.7 |
Risk | 1 | 7.7 |
Innovation | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Old concept | 13 | 100 |
Promotes Socialization | 9 | 69.2 |
Technological evolution | 9 | 69.2 |
Virtual reality | 7 | 53.8 |
Creates characters | 4 | 30.8 |
Allows immersion | 3 | 23.1 |
Allows people to make things virtually | 3 | 23.1 |
Monitorization of the virtual world | 2 | 15.4 |
Creates a new reality | 2 | 15.4 |
Creates new worlds | 1 | 7.7 |
Concepts | Frequency | % Relevance |
---|---|---|
Research | 38 | 17 |
Social | 37 | 16 |
Immersive | 36 | 16 |
Future | 30 | 13 |
Users | 25 | 11 |
Paper | 25 | 11 |
Online | 24 | 10 |
Platforms | 22 | 10 |
Concepts | Frequency | % Relevance |
---|---|---|
Metaverse | 698 | 100 |
Virtual | 311 | 45 |
Virtual Reality (V.R.) | 150 | 21 |
Users | 113 | 16 |
Digital | 108 | 15 |
Reality | 107 | 15 |
Social | 93 | 13 |
Physical | 88 | 13 |
Research | 85 | 12 |
Concepts | Frequency | % Relevance |
---|---|---|
Metaverse | 553 | 100 |
Virtual | 130 | 24 |
Social | 112 | 20 |
Virtual Reality | 88 | 16 |
Reality | 81 | 15 |
Users | 81 | 15 |
Future | 74 | 13 |
Support | 67 | 12 |
People | 62 | 11 |
Research | 58 | 10 |
Use | 53 | 10 |
Categories | Total | % |
---|---|---|
Past | 13 | 100 |
Socialization | 9 | 69.2 |
Evolution | 9 | 69.2 |
Virtual | 7 | 53.8 |
Creation | 6 | 46.2 |
Immersion | 3 | 23.1 |
Build | 3 | 23.1 |
Monitorization | 2 | 15.4 |
Categories | Total | % |
---|---|---|
Old concept | 13 | 100 |
Promotes Socialization | 9 | 69.2 |
Technological evolution | 9 | 69.2 |
Virtual reality | 7 | 53.8 |
Creates characters | 4 | 30.8 |
Allows immersion | 3 | 23.1 |
From | Concept/Categories | Total | % Relevance |
---|---|---|---|
Abstracts | Social | 37 | 16 |
Introductions | Social | 96 | 13 |
Conclusions | Social | 112 | 20 |
Question 1 | Socialization | 9 | 69.2 |
Question 2 | Promotes Socialization | 9 | 69.2 |
From | Concept/Categories | Total | % Relevance |
---|---|---|---|
Abstracts | Immersive | 36 | 16 |
Introductions | 0 | 0 | |
Conclusions | 0 | 0 | |
Question 1 | Immersion | 3 | 23.1 |
Question 2 | Allows immersion | 3 | 23.1 |
From | Concept/Categories | Total | % Relevance |
---|---|---|---|
Abstracts | 0 | 0 | |
Introductions | Virtual | 311 | 45 |
Conclusions | Virtual | 130 | 24 |
Question 1 | Virtual | 7 | 53.8 |
Question 2 | 0 | 0 |
From | Concept/Categories | Total | % Relevance |
---|---|---|---|
Abstracts | 0 | 0 | |
Introductions | Virtual Reality | 150 | 21 |
Conclusions | Virtual Reality | 88 | 16 |
Question 1 | 0 | 0 | |
Question 2 | Virtual Reality | 7 | 53.8 |
From | Concept/Categories | Total | % Relevance |
---|---|---|---|
Abstracts | Future | 30 | 13 |
Introductions | 0 | 0 | |
Conclusions | Future | 74 | 13 |
Question 1 | Past | 13 | 100 |
Question 2 | Old concept | 13 | 100 |
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Cruz, M.; Oliveira, A.; Pinheiro, A. Metaverse Unveiled: From the Lens of Science to Common People Perspective. Computers 2024, 13, 193. https://doi.org/10.3390/computers13080193
Cruz M, Oliveira A, Pinheiro A. Metaverse Unveiled: From the Lens of Science to Common People Perspective. Computers. 2024; 13(8):193. https://doi.org/10.3390/computers13080193
Chicago/Turabian StyleCruz, Mónica, Abílio Oliveira, and Alessandro Pinheiro. 2024. "Metaverse Unveiled: From the Lens of Science to Common People Perspective" Computers 13, no. 8: 193. https://doi.org/10.3390/computers13080193
APA StyleCruz, M., Oliveira, A., & Pinheiro, A. (2024). Metaverse Unveiled: From the Lens of Science to Common People Perspective. Computers, 13(8), 193. https://doi.org/10.3390/computers13080193