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A Content Analysis of the Metaverse Articles

Year 2021, Volume: 1 Issue: 1, 17 - 24, 31.12.2021

Abstract

Metaverse, which was first defined as fictional about 20 years ago, refers to a virtual universe where people feel entirely mentally with engaged augmented virtual reality devices today. The first applications of metaverse were computer games consisting of virtual worlds. Gaming companies were racing to offer more unique experiences to their users. With social media giants and big technology companies announcing the metaverse as the future of the internet, it started to attract the attention of the wider masses. The concept of metaverse has been the subject of academic studies in many different fields, from literature to art, from music to education over the years. In this review article, a total of 40 journal articles containing the "metaverse" keyword in all fields in the Web of Science database were examined in terms of content and method. The outputs of this study provide a piece of brief information about the research area to both researchers and technology developers.

References

  • Benedikt, M. L. (2008). Cityspace, cyberspace, and the spatiology of information. Journal For Virtual Worlds Research, 1(1).
  • Schroeder, R., Huxor, A., & Smith, A. (2001). Activeworlds: geography and social interaction in virtual reality. Futures, 33(7), 569-587, Access date: 14/12/2021, http://metaverse.sourceforge.net/
  • Chayka, K. (2021). Facebook Wants Us to Live in the Metaverse. What does that even mean? Access date: 10/12/2021, https://www.newyorker.com/culture/infinite-scroll/facebook-wants-us-to-live-in-the-metaverse
  • Google Trend, Access date: 13/12/2021, https://trends.google.com.tr/trends/?geo=TR
  • Web of Science Search, Access date: 13/12/2021, https://www.webofscience.com/wos/woscc/basic-search
  • Jaynes, C., Steele, R. M., & Webb, S. (2005). Rapidly deployable multiprojector immersive displays. Presence, 14(5), 501-510.
  • 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.
  • Kumar, S., Chhugani, J., Kim, C., Kim, D., Nguyen, A., Dubey, P., ... & Kim, Y. (2008). Second life and the new generation of virtual worlds. Computer, 41(9), 46-53.
  • Davis, A., Murphy, J. D., 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), 90.
  • Bourlakis, M., Papagiannidis, S., & Li, F. (2009). Retail spatial evolution: paving the way from traditional to metaverse retailing. Electronic Commerce Research, 9(1), 135-148.
  • Tasa, U. B., & Görgülü, T. (2010). Meta-art: art of the 3-D user-created virtual worlds. Digital Creativity, 21(2), 100-111.
  • Brennen, B., & Dela Cerna, E. (2010). Journalism in second life. Journalism studies, 11(4), 546-554.
  • Ayiter, E. (2010). alpha. tribe. Journal of Consciousness Studies, 17(7-8), 119-138.
  • Han, J., Yun, J., Jang, J., & Park, K. R. (2010). User-friendly home automation based on 3D virtual world. IEEE Transactions on consumer electronics, 56(3), 1843-1847.
  • Owens, D., Mitchell, A., Khazanchi, D., & Zigurs, I. (2011). An empirical investigation of virtual world projects and metaverse technology capabilities. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 42(1), 74-101.
  • Lee, S. G., Trimi, S., Byun, W. K., & Kang, M. (2011). Innovation and imitation effects in Metaverse service adoption. Service Business, 5(2), 155-172.
  • Leone, M. (2011). The semiotics of religious space in Second Life®. Social Semiotics, 21(3), 337-357.
  • Arroyo, A., Serradilla, F., & Calvo, O. (2011). Adaptive fuzzy knowledge‐based systems for control metabots' mobility on virtual environments. Expert Systems, 28(4), 339-352.
  • Cameron, A. (2012). Splendid isolation:‘Philosopher’s islands’ and the reimagination of space. Geoforum, 43(4), 741-749.
  • Dionisio, J. D. N., III, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38.
  • Crespo, R. G., Escobar, R. F., Aguilar, L. J., Velazco, S., & Sanz, A. G. C. (2013). Use of ARIMA mathematical analysis to model the implementation of expert system courses by means of free software OpenSim and Sloodle platforms in virtual university campuses. Expert systems with applications, 40(18), 7381-7390.
  • Hassouneh, D., & Brengman, M. (2015). Retailing in social virtual worlds: developing a typology of virtual store atmospherics.
  • Villalba, E. R. (2016). Cultural simulation through virtual worlds. The case of Second Life: an approach to the representation, narrative and rhetorical potential in the new media cultures.
  • Romero, GP., Viana, M. &Angel, M. (2016). New artistic behaviors in "Second Life". Tercio Creciente, 9, 33-50.
  • Vaca Barahona, B., Cela Ranilla, J., & Gallardo Echenique, E. E. (2016). The communication in simulated learning environments.
  • Martín, G. F. (2018). Social and psychological impact of musical collective creative processes in virtual environments; Te Avatar Orchestra Metaverse in Second Life. Musica/Tecnologia Music/Technology, 75.
  • Pinchuk, O. P., Lytvynova, S. G., & Burov, O. Y. (2017). Synthetic educational environment-a footpace to new education. Information Technologies and Learning Tools, 60(4), 28-45.
  • Choi, H. S., & Kim, S. H. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519-1527.
  • Ayiter, E.E. (2017). Building a (virtual) aleph: the visual transformation of a tiny cosmogony. Technoetic arts, 15, 3-13.
  • Augusto Jaramillo-Mujica, J., Felipe Morales-Avella, L., & Marcela Coy-Mondragon, D. (2017). An experience using metaverses for teaching mechanical physics to engineering students. Revista Educacion en Ingenieria, 12(24), 20-30.
  • 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.
  • Zhou, M., Leenders, M. A., & Cong, L. M. (2018). Ownership in the virtual world and the implications for long-term user innovation success. Technovation, 78, 56-65.
  • Ayiter, E. (2019). Spatial poetics, place, non-place and storyworlds: Intimate spaces for metaverse avatars. Technoetic Arts, 17(1-2), 155-169.
  • Díaz, J. (2020). Virtual world as a complement to hybrid and mobile learning. International Journal of Emerging Technologies in Learning (iJET), 15(22), 267-274.
  • Díaz, J., Saldaña, C., & Avila, C. (2020). Virtual World as a Resource for Hybrid Education. International Journal of Emerging Technologies in Learning (iJET), 15(15), 94-109.
  • Murray, J. H. (2020). Virtual/reality: how to tell the difference. Journal of Visual Culture, 19(1), 11-27.
  • George Reyes, C. E. (2020). Perception of high school students about using Metaverse in augmented reality learning experiences in mathematics. Pixel-Bit: Media and Education Magazine, 58, 143-159.
  • Estudante, A., & Dietrich, N. (2020). Using augmented reality to stimulate students and diffuse escape game activities to larger audiences. Journal of Chemical Education, 97(5), 1368-1374.
  • Jun, G. (2020). Virtual reality church as a new mission frontier in the metaverse: Exploring theological controversies and missional potential of virtual reality church. Transformation, 37(4), 297-305.
  • Siyaev, A., & Jo, G. S. (2021). Neuro-Symbolic Speech Understanding in Aircraft Maintenance Metaverse. IEEE Access.
  • Siyaev, A., & Jo, G. S. (2021). Towards Aircraft Maintenance Metaverse Using Speech Interactions with Virtual Objects in Mixed Reality. Sensors, 21(6), 2066.
  • Park, S., Min, K., & Kim, S. (2021). Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences. Sustainability, 13(16), 9121.
  • Bolger, R. K. (2021). Finding Wholes in the Metaverse: Posthuman Mystics as Agents of Evolutionary Contextualization. Religions, 12(9), 768.
  • Park, S., Kim, S. P., & Whang, M. (2021). Individual’s Social Perception of Virtual Avatars Embodied with Their Habitual Facial Expressions and Facial Appearance. Sensors, 21(17), 5986.
  • Heo, M. H., & Kim, D. (2021). Effect of Augmented Reality Affordance on Motor Performance: In the Sport Climbing. Human-Centric Computing And Information Sciences, 11.
Year 2021, Volume: 1 Issue: 1, 17 - 24, 31.12.2021

Abstract

References

  • Benedikt, M. L. (2008). Cityspace, cyberspace, and the spatiology of information. Journal For Virtual Worlds Research, 1(1).
  • Schroeder, R., Huxor, A., & Smith, A. (2001). Activeworlds: geography and social interaction in virtual reality. Futures, 33(7), 569-587, Access date: 14/12/2021, http://metaverse.sourceforge.net/
  • Chayka, K. (2021). Facebook Wants Us to Live in the Metaverse. What does that even mean? Access date: 10/12/2021, https://www.newyorker.com/culture/infinite-scroll/facebook-wants-us-to-live-in-the-metaverse
  • Google Trend, Access date: 13/12/2021, https://trends.google.com.tr/trends/?geo=TR
  • Web of Science Search, Access date: 13/12/2021, https://www.webofscience.com/wos/woscc/basic-search
  • Jaynes, C., Steele, R. M., & Webb, S. (2005). Rapidly deployable multiprojector immersive displays. Presence, 14(5), 501-510.
  • 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.
  • Kumar, S., Chhugani, J., Kim, C., Kim, D., Nguyen, A., Dubey, P., ... & Kim, Y. (2008). Second life and the new generation of virtual worlds. Computer, 41(9), 46-53.
  • Davis, A., Murphy, J. D., 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), 90.
  • Bourlakis, M., Papagiannidis, S., & Li, F. (2009). Retail spatial evolution: paving the way from traditional to metaverse retailing. Electronic Commerce Research, 9(1), 135-148.
  • Tasa, U. B., & Görgülü, T. (2010). Meta-art: art of the 3-D user-created virtual worlds. Digital Creativity, 21(2), 100-111.
  • Brennen, B., & Dela Cerna, E. (2010). Journalism in second life. Journalism studies, 11(4), 546-554.
  • Ayiter, E. (2010). alpha. tribe. Journal of Consciousness Studies, 17(7-8), 119-138.
  • Han, J., Yun, J., Jang, J., & Park, K. R. (2010). User-friendly home automation based on 3D virtual world. IEEE Transactions on consumer electronics, 56(3), 1843-1847.
  • Owens, D., Mitchell, A., Khazanchi, D., & Zigurs, I. (2011). An empirical investigation of virtual world projects and metaverse technology capabilities. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 42(1), 74-101.
  • Lee, S. G., Trimi, S., Byun, W. K., & Kang, M. (2011). Innovation and imitation effects in Metaverse service adoption. Service Business, 5(2), 155-172.
  • Leone, M. (2011). The semiotics of religious space in Second Life®. Social Semiotics, 21(3), 337-357.
  • Arroyo, A., Serradilla, F., & Calvo, O. (2011). Adaptive fuzzy knowledge‐based systems for control metabots' mobility on virtual environments. Expert Systems, 28(4), 339-352.
  • Cameron, A. (2012). Splendid isolation:‘Philosopher’s islands’ and the reimagination of space. Geoforum, 43(4), 741-749.
  • Dionisio, J. D. N., III, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38.
  • Crespo, R. G., Escobar, R. F., Aguilar, L. J., Velazco, S., & Sanz, A. G. C. (2013). Use of ARIMA mathematical analysis to model the implementation of expert system courses by means of free software OpenSim and Sloodle platforms in virtual university campuses. Expert systems with applications, 40(18), 7381-7390.
  • Hassouneh, D., & Brengman, M. (2015). Retailing in social virtual worlds: developing a typology of virtual store atmospherics.
  • Villalba, E. R. (2016). Cultural simulation through virtual worlds. The case of Second Life: an approach to the representation, narrative and rhetorical potential in the new media cultures.
  • Romero, GP., Viana, M. &Angel, M. (2016). New artistic behaviors in "Second Life". Tercio Creciente, 9, 33-50.
  • Vaca Barahona, B., Cela Ranilla, J., & Gallardo Echenique, E. E. (2016). The communication in simulated learning environments.
  • Martín, G. F. (2018). Social and psychological impact of musical collective creative processes in virtual environments; Te Avatar Orchestra Metaverse in Second Life. Musica/Tecnologia Music/Technology, 75.
  • Pinchuk, O. P., Lytvynova, S. G., & Burov, O. Y. (2017). Synthetic educational environment-a footpace to new education. Information Technologies and Learning Tools, 60(4), 28-45.
  • Choi, H. S., & Kim, S. H. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519-1527.
  • Ayiter, E.E. (2017). Building a (virtual) aleph: the visual transformation of a tiny cosmogony. Technoetic arts, 15, 3-13.
  • Augusto Jaramillo-Mujica, J., Felipe Morales-Avella, L., & Marcela Coy-Mondragon, D. (2017). An experience using metaverses for teaching mechanical physics to engineering students. Revista Educacion en Ingenieria, 12(24), 20-30.
  • 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.
  • Zhou, M., Leenders, M. A., & Cong, L. M. (2018). Ownership in the virtual world and the implications for long-term user innovation success. Technovation, 78, 56-65.
  • Ayiter, E. (2019). Spatial poetics, place, non-place and storyworlds: Intimate spaces for metaverse avatars. Technoetic Arts, 17(1-2), 155-169.
  • Díaz, J. (2020). Virtual world as a complement to hybrid and mobile learning. International Journal of Emerging Technologies in Learning (iJET), 15(22), 267-274.
  • Díaz, J., Saldaña, C., & Avila, C. (2020). Virtual World as a Resource for Hybrid Education. International Journal of Emerging Technologies in Learning (iJET), 15(15), 94-109.
  • Murray, J. H. (2020). Virtual/reality: how to tell the difference. Journal of Visual Culture, 19(1), 11-27.
  • George Reyes, C. E. (2020). Perception of high school students about using Metaverse in augmented reality learning experiences in mathematics. Pixel-Bit: Media and Education Magazine, 58, 143-159.
  • Estudante, A., & Dietrich, N. (2020). Using augmented reality to stimulate students and diffuse escape game activities to larger audiences. Journal of Chemical Education, 97(5), 1368-1374.
  • Jun, G. (2020). Virtual reality church as a new mission frontier in the metaverse: Exploring theological controversies and missional potential of virtual reality church. Transformation, 37(4), 297-305.
  • Siyaev, A., & Jo, G. S. (2021). Neuro-Symbolic Speech Understanding in Aircraft Maintenance Metaverse. IEEE Access.
  • Siyaev, A., & Jo, G. S. (2021). Towards Aircraft Maintenance Metaverse Using Speech Interactions with Virtual Objects in Mixed Reality. Sensors, 21(6), 2066.
  • Park, S., Min, K., & Kim, S. (2021). Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences. Sustainability, 13(16), 9121.
  • Bolger, R. K. (2021). Finding Wholes in the Metaverse: Posthuman Mystics as Agents of Evolutionary Contextualization. Religions, 12(9), 768.
  • Park, S., Kim, S. P., & Whang, M. (2021). Individual’s Social Perception of Virtual Avatars Embodied with Their Habitual Facial Expressions and Facial Appearance. Sensors, 21(17), 5986.
  • Heo, M. H., & Kim, D. (2021). Effect of Augmented Reality Affordance on Motor Performance: In the Sport Climbing. Human-Centric Computing And Information Sciences, 11.
There are 45 citations in total.

Details

Primary Language English
Journal Section Research Articles
Authors

Nida Gökçe Narin 0000-0002-4840-5408

Publication Date December 31, 2021
Submission Date November 22, 2021
Published in Issue Year 2021 Volume: 1 Issue: 1

Cite

APA Gökçe Narin, N. (2021). A Content Analysis of the Metaverse Articles. Journal of Metaverse, 1(1), 17-24.

Journal of Metaverse
is indexed and abstracted by
Scopus and DOAJ

Publisher
Izmir Academy Association
www.izmirakademi.org