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From Fiction to Reality: Harnessing the Power of Imaginative Narratives to Shape the Future of the Metaverse

Year 2023, Volume: 3 Issue: 2, 108 - 120, 31.12.2023
https://doi.org/10.57019/jmv.1277525

Abstract

This scholarly paper presents an innovative conceptual framework that draws upon insights from fictional narratives to inform the evolution of the metaverse, a burgeoning digital ecosystem with transformative potential. The study examines key elements of fictional works, including world-building techniques, social interaction dynamics, narrative structures, and ethical considerations, to illuminate the complexities of designing immersive virtual environments. Our primary findings indicate that consistency and coherence in world-building significantly enhance user immersion and engagement in virtual environments. Furthermore, the integration of diverse cultural and historical elements in the metaverse can foster inclusivity and enrich user experiences. Additionally, ethical considerations, such as privacy, digital identity, and accessibility, are paramount to the development of a responsible and inclusive metaverse. These findings underscore the importance of fiction as a source of inspiration, foresight, and caution for metaverse development. The proposed framework aims to amalgamate the imaginative realms of fiction with the practical applications of virtual environments, thereby facilitating the creation of a metaverse that is engaging, inclusive, and ethically responsible.

References

  • Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press.
  • Aaker, J., & Fournier, S. (1995). A brand as a character, a partner and a person: Three perspectives on the question of brand personality. ACR North American Advances.
  • Anshari, M., Syafrudin, M., Fitriyani, N. L., & Razzaq, A. (2022). Ethical Responsibility and Sustainability (ERS) Development in a Metaverse Business Model. Sustainability, 14(23), 15805.
  • Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W.W. Norton & Company.
  • Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317(5837), 472-476.
  • Bartle, R. A. (2004). Designing Virtual Worlds. New Riders.
  • Boellstorff, T. (2008). An anthropologist explores the virtually human: Coming of age in Second Life. Princeton University Press.
  • Bostrom, N., & Yudkowsky, E. (Eds.). (2014). The Ethics of Artificial Intelligence. In Cambridge Handbook of Artificial Intelligence (pp. 316-334). Cambridge University Press.
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101.
  • Birzer, B. J. (2014). JRR Tolkien's Sanctifying Myth: Understanding Middle-earth. Open Road Media.
  • Brey, P. (2014). From moral agents to moral factors: The structural ethics approach. In P. Kroes & P. P. Verbeek (Eds.), The Moral Status of Technical Artefacts (pp. 115-131). Springer Netherlands.
  • Benjamins, R., Rubio Viñuela, Y., & Alonso, C. (2023). Social and ethical challenges of the metaverse: Opening the debate. AI and Ethics, 1-9.
  • Benedikt, M. (Ed.). (1991). Cyberspace: first steps. Mit Press.
  • Bayram, A. (2022). Metaleisure: Leisure time habits to be changed with metaverse. Journal of Metaverse, 2 (1), 1-7.
  • Castronova, E. (2019). Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press.
  • Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press.
  • Cline, E. (2011). Ready Player One. Ballantine Books.
  • Csicsery-Ronay Jr., I. (2008). The Seven Beauties of Science Fiction. Wesleyan University Press.
  • Dede, C. (2009). Immersive Interfaces for Engagement and Learning. Science, 323(5910), 66-69.
  • Díaz, J., Harari, I., Amadeo, A. P., Schiavoni, A., Gómez, S., & Osorio, A. (2021, October). Higher education and virtuality from an inclusion approach. In Argentine Congress of Computer Science (pp. 78-91). Cham: Springer International Publishing.
  • Denzin, N. K. (1970). Sociological Methods: A Sourcebook. McGraw-Hill.
  • Doctorow, C. (2008). Little Brother. Tor Books.
  • Doležel, L. (1998). Heterocosmica: Fiction and Possible Worlds. Johns Hopkins University Press.
  • Dourish, P. (2006). Implications for design. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 541-550). ACM.
  • Duncan, S. (2011). Minecraft, beyond construction and survival. Well Played Journal, 1(1), 1-22.
  • Dick, P. K. (2002). The minority report: And other classic stories (Vol. 30). Citadel Press.
  • Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., ... & 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.
  • Daşdemir, Y. (2022). Cognitive investigation on the effect of augmented reality-based reading on emotion classification performance: A new dataset. Biomedical Signal Processing and Control, 78, 103942.
  • Entertainment, B. (2004). World of Warcraft [computer game]. Irvine, CA: Author.
  • Eaglestone, R. (2017). Doing English: A guide for literature students. Routledge.
  • Eggers, D. (2015). The circle. Art People.
  • Floridi, L. (2018). Soft ethics, the governance of the digital and the General Data Protection Regulation. Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, 376(2133), 20180081.
  • Floridi, L., & Taddeo, M. (2016). What is data ethics? Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, 374(2083), 20160360.
  • Filimonau, V., Ashton, M., & Stankov, U. (2022). Virtual spaces as the future of consumption in tourism, hospitality and events. Journal of Tourism Futures, (ahead-of-print).
  • Gibson, W. (1984). Neuromancer. Ace Books.
  • Gunkel, D. J. (2012). The Machine Question: Critical Perspectives on AI, Robots, and Ethics. MIT Press.
  • Games, J., & Games, W. E. (2019). Curtis D. Carbonell. The Routledge Companion to Cyberpunk Culture.
  • Gillespie, T. (2018). Custodians of the Internet: Platforms, content moderation, and the hidden decisions that shape social media. Yale University Press.
  • Heidegger, M. (1977). The Question Concerning Technology, and Other Essays. Harper & Row.
  • Hillis, K. (1999). Digital Sensations: Space, Identity, and Embodiment in Virtual Reality. University of Minnesota Press.
  • Huxley, A. (1932). Brave New World. Chatto & Windus.
  • Ihde, D. (1990). Technology and the Lifeworld: From Garden to Earth. Indiana University Press.
  • Hilbert, M. (2016). The bad news is that the digital access divide is here to stay: Domestically installed bandwidths among 172 countries for 1986–2014. Telecommunications Policy, 40(6), 567-581.
  • Hayles, N. K. (2012). How we think: Transforming power and digital technologies. Understanding digital humanities, 42-66.
  • Hamidi, F., Scheuerman, M. K., & Branham, S. M. (2018, April). Gender recognition or gender reductionism? The social implications of embedded gender recognition systems. In Proceedings of the 2018 chi conference on human factors in computing systems (pp. 1-13).
  • Jameson, F. (2007). Archaeologies of the Future: The Desire Called Utopia and Other Science Fictions. Verso Books.
  • Jameson, F. (1975). Magical narratives: romance as genre. New Literary History, 7(1), 135-163.
  • Jenkins, H. (2004). Game Design as Narrative Architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First Person: New Media as Story, Performance, and Game (pp. 118-130). MIT Press.
  • Junco, R., & Cole‐Avent, G. A. (2008). An introduction to technologies commonly used by college students. New Directions for Student Services, 2008(124), 3-17.
  • Isaac, A. (1951). Foundation. Gnome Press.
  • Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press.
  • Johnson J. 2022. Metaverse—statistics & facts. Statista, Physical and Mental Health
  • Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
  • Kelle, U. (2005). "Emergence" vs. "Forcing" of Empirical Data? A Crucial Problem of "Grounded Theory" Reconsidered. Forum Qualitative Sozialforschung / Forum: Qualitative Social Research, 6(2), Art. 27.
  • Kozlov, M. D., & Johansen, M. K. (2010). Real behavior in virtual environments: Psychology experiments in a simple virtual-reality paradigm using video games. Cyberpsychology, behavior, and social networking, 13(6), 711-714.
  • Kockelman, P. (2007). Agency: The Relation between Meaning, Power, and Knowledge. Current Anthropology, 48(3), 375-401.
  • Kneale, J. (2013). The virtual realities of technology and fiction: reading William Gibson’s cyberspace. In Virtual geographies (pp. 212-228). Routledge.
  • Kaddoura, S., & Al Husseiny, F. (2023). The rising trend of Metaverse in education: challenges, opportunities, and ethical considerations. PeerJ Computer Science, 9, e1252.
  • Kaddoura, S., & Al Husseiny, F. (2023). The rising trend of Metaverse in education: challenges, opportunities, and ethical considerations. PeerJ Computer Science, 9, e1252.
  • Lanier, J. (2010). You Are Not a Gadget: A Manifesto. Alfred A. Knopf.
  • Latour, B. (1999). Pandora's Hope: Essays on the Reality of Science Studies. Harvard University Press.
  • Le Guin, U. K. (1974). European SF: Rottensteiner's Anthology, the Strugatskys, and Lem. Science Fiction Studies, 181-185.
  • Levy, S. (1984). Hackers: Heroes of the Computer Revolution. Doubleday.
  • López García, C., Sánchez Gómez, M. C., & García-Valcárcel Muñoz-Repiso, A. (2020, October). Scales for measuring Internet Addiction in Covid-19 times: Is the time variable still a key factor in measuring this addiction?. In Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 600-604).
  • Mojang Synergies, A. B. (2009). Minecraft. Mojang Synergies AB.
  • Mäyrä, F. (2008). An Introduction to Game Studies: Games in Culture. SAGE Publications.
  • Meadows, M. S. (2007). I, Avatar: The Culture and Consequences of Having a Second Life. New Riders.
  • McVeigh-Schultz, J., Kolesnichenko, A., & Isbister, K. (2019, May). Shaping pro-social interaction in VR: an emerging design framework. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-12).
  • Murray, J. H. (1998). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press.
  • Mitchell, D. (2008). Cloud Atlas: a novel. Random House.
  • Morse, J. M. (1995). The significance of saturation. Qualitative health research, 5(2), 147-149.
  • Maratou, V., Chatzidaki, E., & Xenos, M. (2016). Enhance learning on software project management through a role-play game in a virtual world. Interactive Learning Environments, 24(4), 897-915.
  • Mallett, R., & Slater, R. (2012). Growth and livelihoods in fragile and conflict-affected situations (Vol. 9). Working Paper.
  • Moretti, E. (2011). Social learning and peer effects in consumption: Evidence from movie sales. The Review of Economic Studies, 78(1), 356-393.
  • Nardi, B. (2010). My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. University of Michigan Press.
  • Noë, A. (2015). Strange Tools: Art and Human Nature. Hill and Wang.
  • Nakamura, K. (2019, October). My algorithms have determined you're not human: AI-ML, reverse turing-tests, and the disability experience. In Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (pp. 1-2).
  • Orwell, G. (1949). Nineteen Eighty-Four. Secker & Warburg.
  • Pearce, C. (2009). Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. MIT Press.
  • Pine, B. J., & Gilmore, J. H. (1999). The Experience Economy: Work is Theatre & Every Business a Stage. Harvard Business School Press.
  • Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill.
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From Fiction to Reality: Harnessing the Power of Imaginative Narratives to Shape the Future of the Metaverse

Year 2023, Volume: 3 Issue: 2, 108 - 120, 31.12.2023
https://doi.org/10.57019/jmv.1277525

Abstract

This scholarly paper presents an innovative conceptual framework that draws upon insights from fictional narratives to inform the evolution of the metaverse, a burgeoning digital ecosystem with transformative potential. The study examines key elements of fictional works, including world-building techniques, social interaction dynamics, narrative structures, and ethical considerations, to illuminate the complexities of designing immersive virtual environments. Our primary findings indicate that consistency and coherence in world-building significantly enhance user immersion and engagement in virtual environments. Furthermore, the integration of diverse cultural and historical elements in the metaverse can foster inclusivity and enrich user experiences. Additionally, ethical considerations, such as privacy, digital identity, and accessibility, are paramount to the development of a responsible and inclusive metaverse. These findings underscore the importance of fiction as a source of inspiration, foresight, and caution for metaverse development. The proposed framework aims to amalgamate the imaginative realms of fiction with the practical applications of virtual environments, thereby facilitating the creation of a metaverse that is engaging, inclusive, and ethically responsible.

References

  • Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press.
  • Aaker, J., & Fournier, S. (1995). A brand as a character, a partner and a person: Three perspectives on the question of brand personality. ACR North American Advances.
  • Anshari, M., Syafrudin, M., Fitriyani, N. L., & Razzaq, A. (2022). Ethical Responsibility and Sustainability (ERS) Development in a Metaverse Business Model. Sustainability, 14(23), 15805.
  • Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W.W. Norton & Company.
  • Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317(5837), 472-476.
  • Bartle, R. A. (2004). Designing Virtual Worlds. New Riders.
  • Boellstorff, T. (2008). An anthropologist explores the virtually human: Coming of age in Second Life. Princeton University Press.
  • Bostrom, N., & Yudkowsky, E. (Eds.). (2014). The Ethics of Artificial Intelligence. In Cambridge Handbook of Artificial Intelligence (pp. 316-334). Cambridge University Press.
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101.
  • Birzer, B. J. (2014). JRR Tolkien's Sanctifying Myth: Understanding Middle-earth. Open Road Media.
  • Brey, P. (2014). From moral agents to moral factors: The structural ethics approach. In P. Kroes & P. P. Verbeek (Eds.), The Moral Status of Technical Artefacts (pp. 115-131). Springer Netherlands.
  • Benjamins, R., Rubio Viñuela, Y., & Alonso, C. (2023). Social and ethical challenges of the metaverse: Opening the debate. AI and Ethics, 1-9.
  • Benedikt, M. (Ed.). (1991). Cyberspace: first steps. Mit Press.
  • Bayram, A. (2022). Metaleisure: Leisure time habits to be changed with metaverse. Journal of Metaverse, 2 (1), 1-7.
  • Castronova, E. (2019). Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press.
  • Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press.
  • Cline, E. (2011). Ready Player One. Ballantine Books.
  • Csicsery-Ronay Jr., I. (2008). The Seven Beauties of Science Fiction. Wesleyan University Press.
  • Dede, C. (2009). Immersive Interfaces for Engagement and Learning. Science, 323(5910), 66-69.
  • Díaz, J., Harari, I., Amadeo, A. P., Schiavoni, A., Gómez, S., & Osorio, A. (2021, October). Higher education and virtuality from an inclusion approach. In Argentine Congress of Computer Science (pp. 78-91). Cham: Springer International Publishing.
  • Denzin, N. K. (1970). Sociological Methods: A Sourcebook. McGraw-Hill.
  • Doctorow, C. (2008). Little Brother. Tor Books.
  • Doležel, L. (1998). Heterocosmica: Fiction and Possible Worlds. Johns Hopkins University Press.
  • Dourish, P. (2006). Implications for design. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 541-550). ACM.
  • Duncan, S. (2011). Minecraft, beyond construction and survival. Well Played Journal, 1(1), 1-22.
  • Dick, P. K. (2002). The minority report: And other classic stories (Vol. 30). Citadel Press.
  • Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., ... & 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.
  • Daşdemir, Y. (2022). Cognitive investigation on the effect of augmented reality-based reading on emotion classification performance: A new dataset. Biomedical Signal Processing and Control, 78, 103942.
  • Entertainment, B. (2004). World of Warcraft [computer game]. Irvine, CA: Author.
  • Eaglestone, R. (2017). Doing English: A guide for literature students. Routledge.
  • Eggers, D. (2015). The circle. Art People.
  • Floridi, L. (2018). Soft ethics, the governance of the digital and the General Data Protection Regulation. Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, 376(2133), 20180081.
  • Floridi, L., & Taddeo, M. (2016). What is data ethics? Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, 374(2083), 20160360.
  • Filimonau, V., Ashton, M., & Stankov, U. (2022). Virtual spaces as the future of consumption in tourism, hospitality and events. Journal of Tourism Futures, (ahead-of-print).
  • Gibson, W. (1984). Neuromancer. Ace Books.
  • Gunkel, D. J. (2012). The Machine Question: Critical Perspectives on AI, Robots, and Ethics. MIT Press.
  • Games, J., & Games, W. E. (2019). Curtis D. Carbonell. The Routledge Companion to Cyberpunk Culture.
  • Gillespie, T. (2018). Custodians of the Internet: Platforms, content moderation, and the hidden decisions that shape social media. Yale University Press.
  • Heidegger, M. (1977). The Question Concerning Technology, and Other Essays. Harper & Row.
  • Hillis, K. (1999). Digital Sensations: Space, Identity, and Embodiment in Virtual Reality. University of Minnesota Press.
  • Huxley, A. (1932). Brave New World. Chatto & Windus.
  • Ihde, D. (1990). Technology and the Lifeworld: From Garden to Earth. Indiana University Press.
  • Hilbert, M. (2016). The bad news is that the digital access divide is here to stay: Domestically installed bandwidths among 172 countries for 1986–2014. Telecommunications Policy, 40(6), 567-581.
  • Hayles, N. K. (2012). How we think: Transforming power and digital technologies. Understanding digital humanities, 42-66.
  • Hamidi, F., Scheuerman, M. K., & Branham, S. M. (2018, April). Gender recognition or gender reductionism? The social implications of embedded gender recognition systems. In Proceedings of the 2018 chi conference on human factors in computing systems (pp. 1-13).
  • Jameson, F. (2007). Archaeologies of the Future: The Desire Called Utopia and Other Science Fictions. Verso Books.
  • Jameson, F. (1975). Magical narratives: romance as genre. New Literary History, 7(1), 135-163.
  • Jenkins, H. (2004). Game Design as Narrative Architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First Person: New Media as Story, Performance, and Game (pp. 118-130). MIT Press.
  • Junco, R., & Cole‐Avent, G. A. (2008). An introduction to technologies commonly used by college students. New Directions for Student Services, 2008(124), 3-17.
  • Isaac, A. (1951). Foundation. Gnome Press.
  • Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press.
  • Johnson J. 2022. Metaverse—statistics & facts. Statista, Physical and Mental Health
  • Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
  • Kelle, U. (2005). "Emergence" vs. "Forcing" of Empirical Data? A Crucial Problem of "Grounded Theory" Reconsidered. Forum Qualitative Sozialforschung / Forum: Qualitative Social Research, 6(2), Art. 27.
  • Kozlov, M. D., & Johansen, M. K. (2010). Real behavior in virtual environments: Psychology experiments in a simple virtual-reality paradigm using video games. Cyberpsychology, behavior, and social networking, 13(6), 711-714.
  • Kockelman, P. (2007). Agency: The Relation between Meaning, Power, and Knowledge. Current Anthropology, 48(3), 375-401.
  • Kneale, J. (2013). The virtual realities of technology and fiction: reading William Gibson’s cyberspace. In Virtual geographies (pp. 212-228). Routledge.
  • Kaddoura, S., & Al Husseiny, F. (2023). The rising trend of Metaverse in education: challenges, opportunities, and ethical considerations. PeerJ Computer Science, 9, e1252.
  • Kaddoura, S., & Al Husseiny, F. (2023). The rising trend of Metaverse in education: challenges, opportunities, and ethical considerations. PeerJ Computer Science, 9, e1252.
  • Lanier, J. (2010). You Are Not a Gadget: A Manifesto. Alfred A. Knopf.
  • Latour, B. (1999). Pandora's Hope: Essays on the Reality of Science Studies. Harvard University Press.
  • Le Guin, U. K. (1974). European SF: Rottensteiner's Anthology, the Strugatskys, and Lem. Science Fiction Studies, 181-185.
  • Levy, S. (1984). Hackers: Heroes of the Computer Revolution. Doubleday.
  • López García, C., Sánchez Gómez, M. C., & García-Valcárcel Muñoz-Repiso, A. (2020, October). Scales for measuring Internet Addiction in Covid-19 times: Is the time variable still a key factor in measuring this addiction?. In Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 600-604).
  • Mojang Synergies, A. B. (2009). Minecraft. Mojang Synergies AB.
  • Mäyrä, F. (2008). An Introduction to Game Studies: Games in Culture. SAGE Publications.
  • Meadows, M. S. (2007). I, Avatar: The Culture and Consequences of Having a Second Life. New Riders.
  • McVeigh-Schultz, J., Kolesnichenko, A., & Isbister, K. (2019, May). Shaping pro-social interaction in VR: an emerging design framework. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-12).
  • Murray, J. H. (1998). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press.
  • Mitchell, D. (2008). Cloud Atlas: a novel. Random House.
  • Morse, J. M. (1995). The significance of saturation. Qualitative health research, 5(2), 147-149.
  • Maratou, V., Chatzidaki, E., & Xenos, M. (2016). Enhance learning on software project management through a role-play game in a virtual world. Interactive Learning Environments, 24(4), 897-915.
  • Mallett, R., & Slater, R. (2012). Growth and livelihoods in fragile and conflict-affected situations (Vol. 9). Working Paper.
  • Moretti, E. (2011). Social learning and peer effects in consumption: Evidence from movie sales. The Review of Economic Studies, 78(1), 356-393.
  • Nardi, B. (2010). My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. University of Michigan Press.
  • Noë, A. (2015). Strange Tools: Art and Human Nature. Hill and Wang.
  • Nakamura, K. (2019, October). My algorithms have determined you're not human: AI-ML, reverse turing-tests, and the disability experience. In Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (pp. 1-2).
  • Orwell, G. (1949). Nineteen Eighty-Four. Secker & Warburg.
  • Pearce, C. (2009). Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. MIT Press.
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Details

Primary Language English
Subjects Artificial Intelligence (Other)
Journal Section Reviews
Authors

Cheng XU 0000-0002-2484-6751

Rui ZHONG This is me 0009-0008-2046-6410

Chenxi Lİ This is me 0009-0003-5720-7803

Xuyou YAN 0009-0005-0549-004X

Early Pub Date October 19, 2023
Publication Date December 31, 2023
Submission Date April 5, 2023
Published in Issue Year 2023 Volume: 3 Issue: 2

Cite

APA XU, C., ZHONG, R., Lİ, C., YAN, X. (2023). From Fiction to Reality: Harnessing the Power of Imaginative Narratives to Shape the Future of the Metaverse. Journal of Metaverse, 3(2), 108-120. https://doi.org/10.57019/jmv.1277525

Journal of Metaverse
is indexed and abstracted by
Scopus and DOAJ

Publisher
Izmir Academy Association
www.izmirakademi.org