Nothing Special   »   [go: up one dir, main page]

skip to main content
article

Building the Metaverse: : Design Considerations, Socio-Technical Elements, and Future Research Directions of Metaverse

Published: 21 April 2023 Publication History

Abstract

Virtual worlds are progressing toward a holistic abstraction of the metaverse. While there is abundant literature and synthesis on virtual worlds and related constructs, the linkages between above scholarly work and the “metaverse” are scarce. This research study addresses this gap by focusing on three specific research pursuits: a comprehensive definition of the metaverse that subsumes virtual world literature and looks at the metaverse as a sociotechnical stack, exploring the design elements of the metaverse, and a synthesis of future research direction associated with metaverse. For achieving the above goals, a hybrid research methodology comprising bibliometric analysis and a rigorous qualitative analysis of case studies across four major metaverse players with varied end goals was employed. The interpretive qualitative analysis was further distilled by mapping the emergent themes to the theoretical lens of affordances. This work presents a novel framework of metaverse design, establishing theoretical linkages between the sociotechnical fabric and applications of the metaverse.

References

[1]
Adams, R. J., & Hannaford, B. (1999). Stable haptic interaction with virtual environments. IEEE Transactions on Robotics and Automation, 15(3), 465–474.
[2]
Al-Qerem, A., Alauthman, M., Almomani, A., & Gupta, B. B. (2020). IoT transaction processing through cooperative concurrency control on fog–cloud computing environment. Soft Computing, 24(8), 5695–5711.
[3]
Alduailij, M., Alhalabi, W., Alduaili, M., Al-Rashee, A., Alabdulkareem, E., & Alharb, S. S. (2022). Analyzing the Sociodemographic Factors Impacting the Use of Virtual Reality for Controlling Obesity. [IJSWIS]. International Journal on Semantic Web and Information Systems, 18(1), 1–38.
[4]
Alfaisal, R., Hashim, H., & Azizan, U. H. (2022). Metaverse system adoption in education: a systematic literature review. Journal of Computers in Education, 1-45.
[5]
AlRyalat, S. A. S., Malkawi, L. W., & Momani, S. M. (2019). Comparing bibliometric analysis using, Scopus, and Web of Science databases. Journal of Visualized Experiments, 152. 31710021.
[6]
Alsharif, H., Alhalabi, W., Alkhateeb, A. F., Shihata, S., Bajunaid, K., AlMansouri, S. A., Pasovic, M., Satava, R., & Sabbagh, A. J. (2022). Virtual Reality Simulator Enhances Ergonomics Skills for Neurosurgeons. [IJSWIS]. International Journal on Semantic Web and Information Systems, 18(1), 1–20.
[7]
Animesh, A., Pinsonneault, A., Yang, S. B., & Oh, W. (2011). An odyssey into virtual worlds: Exploring the impacts of technological and spatial environments on intention to purchase virtual products. Management Information Systems Quarterly, 35(3), 789–810.
[8]
Barry, D. M., Kanematsu, H., Fukumura, Y., Ogawa, N., Okuda, A., Taguchi, R., & Nagai, H. (2009). International comparison for problem based learning in metaverse. The ICEE and ICEER, 6066.
[9]
Bartle, R. (2003). A self of sense. Google Scholar.
[10]
Bartle, R. (2010). A” Digital culture, play and identity: A world of warcraft reader” reader. Game Studies, 10(1), 17.
[11]
Basdogan, C., Ho, C. H., Srinivasan, M. A., & Slater, M. (2000). An experimental study on the role of touch in shared virtual environments. [TOCHI]. ACM Transactions on Computer-Human Interaction, 7(4), 443–460.
[12]
Bhatia, R., Garg, R., Chhikara, R., Kataria, A., & Talwar, V. (2021). Sensory Marketing–A Review And Research Agenda. Academy of Marketing Studies Journal, 25(4), 1–30.
[13]
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103–109.
[14]
Block, J., Fisch, C., & Rehan, F. (2020). Religion and entrepreneurship: A map of the field and a bibliometric analysis. Management Review Quarterly, 70(4), 591–627.
[15]
Bloomberg. (2022). A Sci-Fi Novel’s Eerily Accurate Predictions About Today’s Tech Neal Stephenson’s 30-year-old Snow Crash imagined the metaverse, digital currencies, and AI-powered assistants. Bloomberg. https://www.bloomberg.com/news/articles/2022-06-24/-snow-crash-book-s-metaverse-prediction-came-true
[16]
Bourlakis, M., Papagiannidis, S., & Li, F. (2009). Retail spatial evolution: Paving the way from traditional to metaverse retailing. Electronic Commerce Research, 9(1-2), 135–148.
[17]
Brdesee, H. S., Alsaggaf, W., Aljohani, N., & Hassan, S. U. (2022). Predictive Model Using a Machine Learning Approach for Enhancing the Retention Rate of Students At-Risk. [IJSWIS]. International Journal on Semantic Web and Information Systems, 18(1), 1–21.
[18]
Brooks, F. P. (1999). What’s real about virtual reality? IEEE Computer Graphics and Applications, 19(6), 16–27.
[19]
Bulu, S. T. (2012). Place presence, social presence, co-presence, and satisfaction in virtual worlds. Computers & Education, 58(1), 154–161.
[20]
Casler, K., & Kelemen, D. (2005). Young children’s rapid learning about artifacts. Developmental Science, 8(6), 472–480. 16246238.
[21]
Celik, Z., Dülek, B., Aydin, İ., & Saydan, R. (2022). Metaverse: Bibliometric Analysis, A Conceptual Model Proposal, And A Marketing-Oriented Approach. Bingöl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (24), 383–394.
[22]
ChenD.ZhangR. (2022). Exploring Research Trends of Emerging Technologies in Health Metaverse: A Bibliometric Analysis. Available at SSRN 3998068. 10.2139/ssrn.3998068
[23]
Cheng, R., Wu, N., Chen, S., & Han, B. (2022). Will metaverse be nextg internet? vision, hype, and reality. arXiv preprint arXiv:2201.12894.
[24]
Collins, C. (2008). Looking to the future: Higher education in the Metaverse. EDUCAUSE Review, 43(5), 50–52.
[25]
Companies, M. (2022) Metaverse Companies Building The Future; An Overview. Metamandrill. https://metamandrill.com/metaverse-companies/
[26]
Dabić, M., Maley, J., Dana, L. P., Novak, I., Pellegrini, M. M., & Caputo, A. (2020). Pathways of SME internationalization: A bibliometric and systematic review. Small Business Economics, 55(3), 705–725.
[27]
Damar, M. (2021). Metaverse Shape of Your Life for Future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1–8.
[28]
Davern, M., Shaft, T., & Te’eni, D. (2012). Cognition matters: Enduring questions in cognitive IS research. Journal of the Association for Information Systems, 13(4), 1.
[29]
Davis, A., Murphy, J., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2), 1.
[30]
Dickey, M. D. (2005). Three‐dimensional virtual worlds and distance learning: Two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439–451.
[31]
Dolata, M., & Schwabe, G. (2023). What is the Metaverse and Who Seeks to Define it? Mapping the Site of Social Construction . Journal of Information Technology.
[32]
Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296.
[33]
Donthu, N., Kumar, S., Pattnaik, D., & Lim, W. M. (2021). A bibliometric retrospection of marketing from the lens of psychology: Insights from Psychology & Marketing. Psychology and Marketing, 38(5), 834–865.
[34]
Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M. K., Conboy, K., Doyle, R., Dubey, R., Dutot, V., Felix, R., Goyal, D. P., Gustafsson, A., Hinsch, C., Jebabli, I., & Wamba, S. F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66, 102542.
[35]
Faraj, S., & Azad, B. (2012). The materiality of technology: An affordance perspective. Materiality and organizing: Social interaction in a technological world, 237, 258.
[36]
FarjamiS.TaguchiR.NakahiraK. T.Nunez RattiaR.FukumuraY.KanematsuH. (2011, September). Multilingual problem based learning in metaverse. In International Conference on Knowledge-Based and Intelligent Information and Engineering Systems (pp. 499-509). Springer, Berlin, Heidelberg.
[37]
Fayard, A. L., & Weeks, J. (2014). Affordances for practice. Information and Organization, 24(4), 236–249.
[38]
Feiner, S., MacIntyre, B., & Seligmann, D. (1993). Knowledge-based augmented reality. Communications of the ACM, 36(7), 53–62.
[39]
Flavián, C., Ibáñez-Sánchez, S., & Orús, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research, 100, 547–560.
[40]
Forbes. (2022). What is the business impact of the metaverse? Forbes. https://www.forbes.com/sites/bernardmarr/2022/10/12/what-is-the-business-impact-of-the-metaverse/?sh=1aea4b5f26d3
[41]
Fox, J., Bailenson, J. N., & Tricase, L. (2013). The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior, 29(3), 930–938.
[42]
Gartner. (2022). How to capture opportunity in the metaverse. Gartner. https://www.gartner.com/en/articles/how-to-capture-opportunity-in-the-metaverse
[43]
Gibson, J. J. (1986). The Ecological Approach to Visual Perception. Lawrence Erlbaum Associates.
[44]
Gilal, F. G., Zhang, J., Paul, J., & Gilal, N. G. (2019). The role of self-determination theory in marketing science: An integrative review and agenda for research. European Management Journal, 37(1), 29–44.
[45]
Girvan, C., & Savage, T. (2013). Guidelines for conducting text based interviews in virtual worlds. In Understanding learning in virtual worlds (pp. 21–39). Springer.
[46]
Greeno, J. G. (1994). Gibson's affordances. APA.
[47]
Guo, Y., & Barnes, S. (2011). Purchase behavior in virtual worlds: An empirical investigation in Second Life. Information & Management, 48(7), 303–312.
[48]
Gupta, B. B., Li, K. C., Leung, V. C., Psannis, K. E., & Yamaguchi, S. (2021). Blockchain-assisted secure fine-grained searchable encryption for a cloud-based healthcare cyber-physical system. IEEE/CAA Journal of Automatica Sinica, 8(12), 1877-1890
[49]
Gursoy, D., Malodia, S., & Dhir, A. (2022). The metaverse in the hospitality and tourism industry: An overview of current trends and future research directions. Journal of Hospitality Marketing & Management, 31(5), 527–534.
[50]
Hartson, R. (2003). Cognitive, physical, sensory, and functional affordances in interaction design. Behaviour & Information Technology, 22(5), 315–338.
[51]
HBR. (2022). How the metaverse could change work. HBR. https://hbr.org/2022/04/how-the-metaverse-could-change-work
[52]
Hindmarsh, J., Fraser, M., Heath, C., Benford, S., & Greenhalgh, C. (2000). Object-focused interaction in collaborative virtual environments. [TOCHI]. ACM Transactions on Computer-Human Interaction, 7(4), 477–509.
[53]
Humphreys, S. (2008). Ruling the virtual world: Governance in massively multiplayer online games. European Journal of Cultural Studies, 11(2), 149–171.
[54]
Hutchby, I. (2001). Technologies, texts and affordances. Sociology, 35(2), 441–456.
[55]
Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009). Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169–182.
[56]
Jeon, S., & Choi, S. (2009). Haptic augmented reality: Taxonomy and an example of stiffness modulation. Presence (Cambridge, Mass.), 18(5), 387–408.
[57]
Jung, Y., & Kang, H. (2010). User goals in social virtual worlds: A means-end chain approach. Computers in Human Behavior, 26(2), 218–225.
[58]
Kalish, C. (1998). Reasons and causes: Children’s understanding of conformity to social rules and physical laws. Child Development, 69(3), 706–720.
[59]
Kanade, T., Rander, P., & Narayanan, P. J. (1997). Virtualized reality: Constructing virtual worlds from real scenes. IEEE MultiMedia, 4(1), 34–47.
[60]
Kelemen, D., & Carey, S. (2007). The essence of artifacts: Developing the design stance. Creations of the mind: Theories of artifacts and their representation, 212-230.
[61]
Khanra, S., Dhir, A., & Mäntymäki, M. (2020). Big data analytics and enterprises: A bibliometric synthesis of the literature. Enterprise Information Systems, 14(6), 737–768.
[62]
Knoll, J., & Matthes, J. (2017). The effectiveness of celebrity endorsements: A meta-analysis. Journal of the Academy of Marketing Science, 45(1), 55–75.
[63]
Krancher, O., & Luther, P. (2015). Software development in the cloud: exploring the affordances of platform-as-a-service. CORE.
[64]
Kruggel, A., Tiberius, V., & Fabro, M. (2020). Corporate citizenship: Structuring the research field. Sustainability, 12(13), 5289.
[65]
Kumar, A., & Sivakumar, P. (2022). Cat-squirrel optimization algorithm for VM migration in a cloud computing platform. [IJSWIS]. International Journal on Semantic Web and Information Systems, 18(1), 1–23.
[66]
Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
[67]
Leonardi, P. M. (2013). When does technology use enable network change in organizations? A comparative study of feature use and shared affordances. Management Information Systems Quarterly, 37(3), 749–775.
[68]
Lin, H. F. (2022). Influence of Virtual Experience Immersion, Product Control, and Stimulation on Advertising Effects. Journal of Global Information Management, 30(9), 1–19.
[69]
López-Belmonte, J., Pozo-Sánchez, S., Moreno-Guerrero, A. J., & Lampropoulos, G. (2023). Metaverse in Education: A systematic review. RED. Revista de Educación a Distancia, 23(2), 73.
[70]
Maggon, M. (2022). A bibliometric analysis of the first 20 years of the Journal of Corporate Real Estate. Journal of Corporate Real Estate.
[71]
MaierJ. R.FadelG. M. (2003, January). Affordance-based methods for design. In International Design Engineering Technical Conferences and Computers and Information in Engineering Conference (Vol. 37017, pp. 785-794).
[72]
Maier, J. R., & Fadel, G. M. (2009). Affordance based design: A relational theory for design. Research in Engineering Design, 20(1), 13–27.
[73]
Mann, S. (2002). Mediated reality with implementations for everyday life. Presence Connect, 1, 2002.
[74]
Markus, M. L., & Silver, M. S. (2008). A foundation for the study of IT effects: A new look at DeSanctis and Poole’s concepts of structural features and spirit. Journal of the Association for Information Systems, 9(10), 5.
[75]
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29–40.
[76]
Meta. (2021). Meta Founder’s Letter. Meta. https://about.fb.com/news/2021/10/founders-letter/
[77]
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321–1329.
[78]
Mishra, A., Gupta, N., & Gupta, B. B. (2021). Defense mechanisms against DDoS attack based on entropy in SDN-cloud using POX controller. Telecommunication Systems, 77(1), 47–62.
[79]
Mohler, B. J., Creem-Regehr, S. H., Thompson, W. B., & Bülthoff, H. H. (2010). The effect of viewing a self-avatar on distance judgments in an HMD-based virtual environment. Presence (Cambridge, Mass.), 19(3), 230–242.
[80]
Mueller, J., Hutter, K., Fueller, J., & Matzler, K. (2011). Virtual worlds as knowledge management platform–a practice‐perspective. Information Systems Journal, 21(6), 479–501.
[81]
Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497.
[82]
Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1), e1752.
[83]
Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic books.
[84]
Papagiannidis, S., Bourlakis, M., & Li, F. (2008). Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), 610–622.
[85]
Paul, J. (2019). Marketing in emerging markets: A review, theoretical synthesis and extension. International Journal of Emerging Markets, 15(3), 446–468.
[86]
Paul, J., & Benito, G. R. (2018). A review of research on outward foreign direct investment from emerging countries, including China: What do we know, how do we know and where should we be heading? Asia Pacific Business Review, 24(1), 90–115.
[87]
Pellas, N. (2014). The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life. Computers in Human Behavior, 35, 157–170.
[88]
Potkonjak, V., Gardner, M., Callaghan, V., Mattila, P., Guetl, C., Petrović, V. M., & Jovanović, K. (2016). Virtual laboratories for education in science, technology, and engineering: A review. Computers & Education, 95, 309–327.
[89]
Pritchard, A. (1969). Statistical Bibliography; An Interim Bibliography. Scientific Research Publishing.
[90]
Randhawa, K., Wilden, R., & Hohberger, J. (2016). A bibliometric review of open innovation: Setting a research agenda. Journal of Product Innovation Management, 33(6), 750–772.
[91]
Rathi, R., Garg, R., Kataria, A., & Chhikara, R. (2022). Evolution of luxury marketing landscape: A bibliometric analysis and future directions. Journal of Brand Management, 29(3), 241–257.
[92]
Rickel, J. & Johnson, W. (1999). Animated agents for procedural training in virtual reality: Perception, cognition, and motor control. Applied artificial intelligence, 343-382.
[93]
Roig-Tierno, N., Gonzalez-Cruz, T. F., & Llopis-Martinez, J. (2017). An overview of qualitative comparative analysis: A bibliometric analysis. Journal of Innovation & Knowledge, 2(1), 15–23.
[94]
Rosado-Serrano, A., Paul, J., & Dikova, D. (2018). International franchising: A literature review and research agenda. Journal of Business Research, 85, 238–257.
[95]
Roussos, M., Johnson, A., Moher, T., Leigh, J., Vasilakis, C., & Barnes, C. (1999). Learning and building together in an immersive virtual world. Presence (Cambridge, Mass.), 8(3), 247–263.
[96]
Rymaszewski, M., Au, W. J., Wallace, M., Winters, C., Ondrejka, C., & Batstone-Cunningham, B. (2007). Second life: The official guide. John Wiley & Sons.
[97]
RyskeldievB.OchiaiY.CohenM.HerderJ. (2018, February). Distributed metaverse: creating decentralized blockchain-based model for peer-to-peer sharing of virtual spaces for mixed reality applications. In Proceedings of the 9th augmented human international conference (pp. 1-3). 10.1145/3174910.3174952
[98]
Sarker, S., Chatterjee, S., Xiao, X., & Elbanna, A. (2019). The sociotechnical axis of cohesion for the IS discipline: Its historical legacy and its continued relevance. Management Information Systems Quarterly, 43(3), 695–720.
[99]
Schneider, N., De Filippi, P., Frey, S., Tan, J. Z., & Zhang, A. X. (2021). Modular politics: Toward a governance layer for online communities. Proceedings of the ACM on Human-Computer Interaction, 5(CSCW1), (pp. 1-26). ACM. 10.1145/3449090
[100]
Seidel, S., Berente, N., Nickerson, J., & Yepes, G. (2022, January). Designing the Metaverse. In HICSS (pp. 1-10).
[101]
Seidel, S., Chandra Kruse, L., Székely, N., Gau, M., & Stieger, D. (2018). Design principles for sensemaking support systems in environmental sustainability transformations. European Journal of Information Systems, 27(2), 221–247.
[102]
Shen, B., Tan, W., Guo, J., Zhao, L., & Qin, P. (2021). How to promote user purchase in metaverse? A systematic literature review on consumer behavior research and virtual commerce application design. Applied Sciences (Basel, Switzerland), 11(23), 11087.
[103]
Singla, A., Gupta, N., Aeron, P., Jain, A., Sharma, D., & Bharadwaj, S. S. (2022). Decentralized Identity Management Using Blockchain: Cube Framework for Secure Usage of IS Resources. Journal of Global Information Management, 31(2), 1–24.
[104]
Stanney, K. M., Mourant, R. R., & Kennedy, R. S. (1998). Human factors issues in virtual environments: A review of the literature. Presence (Cambridge, Mass.), 7(4), 327–351.
[105]
Steinicke, F., Bruder, G., Jerald, J., Frenz, H., & Lappe, M. (2009). Estimation of detection thresholds for redirected walking techniques. IEEE Transactions on Visualization and Computer Graphics, 16(1), 17–27. 19910658.
[106]
Stephenson, N. (1992). Snow Crash. Bantam Spectra Books.
[107]
Stergiou, C. L., Psannis, K. E., & Gupta, B. B. (2021). InFeMo: Flexible big data management through a federated cloud system. ACM Transactions on Internet Technology, 22(2), 1–22.
[108]
Suzuki, S. N., Kanematsu, H., Barry, D. M., Ogawa, N., Yajima, K., Nakahira, K. T., Shirai, T., Kawaguchi, M., Kobayashi, T., & Yoshitake, M. (2020). Virtual Experiments in Metaverse and their Applications to Collaborative Projects: The framework and its significance. Procedia Computer Science, 176, 2125–2132.
[109]
Tas, N., & Bolat, Y. İ. (2022). Bibliometric mapping of metaverse in education. International Journal of Technology in Education, 5(3), 440–458.
[110]
Taubin, G., Horn, W. P., Lazarus, F., & Rossignac, J. (1998). Geometry coding and VRML. Proceedings of the IEEE, 86(6), 1228–1243.
[111]
TFL. (2011). A digital-only Gucci bag sold for $4,115 on Roblox, as brands continue to look to gaming to reach Gen-Z. The Fashion Law. https://www.thefashionlaw.com/a-digital-only-gucci-bag-sold-for-4115-on-roblox-as-brands-continue-to-look-to-gaming-as-reach-gen-z
[112]
Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., Wang, H., Denden, M., Bozkurt, A., Lee, L.-H., Beyoglu, D., Altinay, F., Sharma, R. C., Altinay, Z., Li, Z., Liu, J., Ahmad, F., Hu, Y., Salha, S, & Burgos, D. (2022). Is Metaverse in education a blessing or a curse: A combined content and bibliometric analysis. Smart Learning Environments, 9(1), 1–31.
[113]
Tomasello, M. (1999). The human adaptation for culture. Annual Review of Anthropology, 28.
[114]
Treem, J. W., & Leonardi, P. M. (2013). Social media use in organizations: Exploring the affordances of visibility, editability, persistence, and association. Annals of the International Communication Association, 36(1), 143–189.
[115]
Trunfio, M., & Rossi, S. (2022). Advances in Metaverse Investigation: Streams of Research and Future Agenda. Virtual Worlds., 1(2), 103–129.
[116]
Turel, O., & Qahri‐Saremi, H. (2022). Responses to ambivalence toward social networking sites: A typological perspective. Information Systems Journal, 33(2), 385–416.
[117]
Wallin, J. A. (2005). Bibliometric methods: Pitfalls and possibilities. Basic & Clinical Pharmacology & Toxicology, 97(5), 261–275. 16236137.
[118]
Weinberg, B. H. (1974). Bibliographic coupling: A review. Information Storage and Retrieval, 10(5-6), 189–196.
[119]
Web3 Developer. (2019). What is Web 3.0? Web3 Developer. https://web3developer.io/what-is-web-3-0/
[120]
Zhang, L., & Jung, E. H. (2022). Time counts? A two-wave panel study investigating the effects of WeChat affordances on social capital and well-being. Journal of Computer-Mediated Communication, 28(1), 1–13.
[121]
Zupic, I., & Čater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18(3), 429–472.

Cited By

View all
  • (2024)Risk identification for business blockchain-based technology adoption via an advanced fuzzy MRDM architectureJournal of Intelligent & Fuzzy Systems: Applications in Engineering and Technology10.3233/JIFS-22338146:1(2955-2969)Online publication date: 1-Jan-2024
  • (2023)A Decision Framework for Assessing and Improving the Barriers of Blockchain Technology AdoptionJournal of Global Information Management10.4018/JGIM.33013431:7(1-34)Online publication date: 15-Sep-2023

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image Journal of Global Information Management
Journal of Global Information Management  Volume 31, Issue 2
Apr 2023
138 pages

Publisher

IGI Global

United States

Publication History

Published: 21 April 2023

Author Tags

  1. Affordances
  2. Bibliometric analysis
  3. Gaming World
  4. Literature Review
  5. Metaverse
  6. Virtual world

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 29 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Risk identification for business blockchain-based technology adoption via an advanced fuzzy MRDM architectureJournal of Intelligent & Fuzzy Systems: Applications in Engineering and Technology10.3233/JIFS-22338146:1(2955-2969)Online publication date: 1-Jan-2024
  • (2023)A Decision Framework for Assessing and Improving the Barriers of Blockchain Technology AdoptionJournal of Global Information Management10.4018/JGIM.33013431:7(1-34)Online publication date: 15-Sep-2023

View Options

View options

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media