1. Introduction
The COVID-19 pandemic has dramatically impacted the way society operates, with a shift towards digital technologies and online platforms [
1,
2]. This has led to increased interest in the potential of virtual worlds, also known as the metaverse, as a platform for education and communication. The metaverse is an online social application with multiple innovative technologies, which vows to provide immersive experiences [
3,
4]. It is not a new concept [
5,
6]. The readiness of people, social media, and technologies is pushing our society towards the metaverse era. The key metaverse features are interactive, embodied, persistent, realistic, ubiquitous, interoperable, scalable, immersive, accessible, synthesised, multi-layered, and collaborative [
4,
6,
7,
8,
9]. A description of each feature is summarised in
Table 1. Nonetheless, one of the most important features of the virtual world, providing a sense of individual personality, is an avatar, which is a personalised representation of the user in the virtual environment [
10,
11].
Major tech companies have invested a substantial amount of resources and efforts into metaverses in reference to the economy [
12,
13]. It is estimated that 2% of consumers will spend at least one hour in the metaverse engaging in various activities, such as work, shopping, socialising, and entertainment [
14]. However, the European Parliament Research Service (EPRS) has highlighted both the potential opportunities and risks that need to be addressed [
15]. For instance, transactions in the metaverse are expected to be conducted using cryptocurrencies and non-fungible tokens (NFTs), which raises concerns about data protection and cybersecurity. If left unchecked, some vulnerable individuals who require special protection may experience serious negative consequences in the immersive digital world [
16].
Metaverses are expected to be utilised in a variety of fields, such as education, medicine, sports, social, and entertainment. The education sector holds a lot of potential for the use of metaverses [
5], particularly for academic purposes such as virtual learning environments [
17,
18], virtual sandboxes for digital creation [
19,
20,
21], information helpdesks, collaborative learning environments [
22], and socialisation [
23,
24]. However, a wider understanding of metaverses is crucial; otherwise, the platform may go unused [
25]. To overcome this challenge, a hybrid solution has been proposed where traditional classrooms and metaverses are used together. The traditional classroom would serve as the main platform, while the metaverse would be an optional system for social gathering, assignment submissions, and self-paced learning. Wang et al. suggest a blend of virtual and physical solutions for post-COVID-19 education, utilising the metaverse features for learning and teaching [
24]. Likewise, it has been found that the use of metaverses can improve educational opportunities, providing access to learning environments that were previously restricted by cost, time, and space constraints [
22,
26,
27].
Considering the mentioned restrictions, virtual reality (VR) and augmented reality (AR) can be potential technologies for these circumstances. Both were previously known as extended reality (XR) until the ‘xReality’ framework was proposed [
28]. The ‘x’ in this term is not the abbreviation for ‘extended’, but an x variable in algebra, which allows for new reality terms to be substituted into the ‘x’ variable. It should be noted that not all technologies extend reality; for example, VR replaces reality, while AR augments or assists the physical world. The technology that falls between AR and VR on the continuum is called mixed reality (MR) in a classical definition [
29], although there is no one-size-fits-all definition for MR, as explained in [
30]. Nonetheless, these technologies have been applied in numerous studies to provide innovative learning methods in academic settings [
31,
32,
33].
There have been several studies in respect of VR and AR that aimed to improve learning in education. For instance, Microsoft Hololens [
34] was effectively used in design learning [
35]. Students in civil engineering were taught earthquake-resistant construction using VR-based learning media, which provided several benefits compared to on-site practice [
36]. Some cultural heritages are either hard to access or too large to explore physically. The study in [
37] used digitalisation with VR and AR technologies to develop a digital version of the archaeological site, which can be used for education or leisure purposes. A study on user immersive experience using a box full of sand was conducted in [
38], creatively using VR. Similarly, AR has been applied in several education-related studies, such as anatomy learning [
39], implemented in secondary schools to enhance learning activities [
40], and used to increase visitor engagement and achieve learning outcomes [
41].
The functionality of metaverses is based on games, as they are virtual worlds that allow for players to control their avatars and interact with the environment. Thus, the disciplines of game design and development are applied in the development of metaverses. For example, serious game development is closely linked to the use of metaverses for education. In the literature, the components of serious games can be derived from the games’ activities [
42]. The activities that motivate players to interact with objects in a game are referred to as game mechanics, while learning mechanics refer to the learning elements that help players achieve the learning goals embedded in the game [
43,
44]. If we delve into the low-level design, these mechanics can be seen as a collection of elements. For instance, the core mechanic in a platform game is to jump over obstacles, which requires players to jump and press a button at the right time [
45]. By examining the core mechanics in more detail, game elements such as jump, collide, and move can be identified. To integrate learning content into games, developers must find game mechanics that engage players and deliver learning content. For instance, a puzzle game such as DragonBox Algebra 12+ may be suitable for practising mathematics [
46], while role-playing games may be appropriate for practising communication skills and second languages [
47]. The incorporation of gamification concepts using game elements in a non-gaming context to improve user experience (UX) and engagement is also applicable to metaverse development [
48]. Similarly, the mandatory components of massively multiplayer online role-playing games (MMORPGs) can be applied to the metaverse world, following the concept presented by Ulrich, who suggests that the mechanics in commercial-off-the-shelf (COTS) games can offer educational benefits to players [
49].
This research paper focuses on the design and development of a metaverse platform with a set of features that are essential for an online virtual world, as described in the OnTwins Metaverse [
2]. The goal is to use the platform for educational activities in an online virtual setting. Multi-discipline perspectives on the metaverse that suggest features that a complete metaverse should have are emphasised in [
50]. However, at this preliminary development stage, the platform is developed with a set of mandatory features and tested at a college open-house event to assess its effectiveness in delivering the intended information. The main research questions addressed in the paper pertain to the effectiveness of the metaverse’s features in conveying the intended information to users for educational purposes (RQ1), and the effectiveness of the metaverse’s characteristics in engaging users (RQ2). These questions are crucial to understand the potential of virtual worlds as innovative platforms for education and communication.
The paper is structured as follows. In
Section 2, the design and development of the proposed metaverse are outlined, starting with a description of the requirements and continuing with the architecture and implementation details.
Section 3 details the methods used to test the platform and the acquisition of measurement data. The results of these tests, along with a discussion of their significance in relation to other research, are presented in
Section 4. Finally, the conclusions of the metaverse development and the results are summarised in
Section 5. This section also highlights the limitations of the platform and suggests areas for future improvement.
2. The Design and Development
2.1. The Requirements
The goal of this study was to develop a metaverse platform for educational purposes that provides a virtual world filled with educational information, services, and activities for university students and staff. The platform was designed based on the needs and requirements gathered from potential users, such as students, lecturers, and university officers. These requirements were grouped into several sections to highlight the key features that the metaverse platform should possess.
Regarding user credentials and identity, a secure and efficient system for managing user information is crucial. This includes the ability for users to obtain a unique avatar and display name. User information and metaverse data will be stored online in the cloud for easy access when users log in.
The platform will serve as a gathering space for staff, students, teachers, administrators, and event organisers, so communication features such as text messaging and voice chat must be available. The platform is designed to provide educational services, so it must have basic content such as static information, interactive non-playable characters, and informational videos that can be easily modified by administrators using a content management tool.
A key aspect of the metaverse is real-time interaction between users, so the real-time synchronisation of various data such as avatar position, display name, avatar status, and text messaging is necessary. The choice of the right real-time synchronisation technology was made by considering factors such as the maximum number of concurrent users, latency, lag, and scalability.
In addition, the platform must have communication methods such as text messaging and voice chat to effectively function as an online multi-use application. To increase user engagement, gamification elements may be incorporated to encourage active participation in the tasks and events held within the virtual world.
2.2. Architecture and Implementation
The platform’s architecture design, shown in
Figure 1, was based on the gathered requirements and features a front-end named CAMT MetaEd, which is accessible by both end-users and administrators. The front-end application was developed using Unity for deployment on a WebGL platform for easy accessibility by any web browser [
2]. The Unity game engine was adopted because it has a good reputation in cross-platform development. In other words, the developed application can be easily imported to other platform devices, such as VR, AR, mobile, and standalone applications. The front-end was connected to the Playfab as the back-end service [
51], where the user credentials, user personalisation data such as avatar configurations, and user statistics are stored. The Playfab back-end service was chosen for several reasons. It has a well-documented use as a standard form of data storage, i.e., Java Script Object Notation (JSON) [
52]. It is rich in features for this particular type of back-end service. For example, it has a secure server-side cloud function for virtual money transactions. It is scalable.
Figure 2 shows an example screenshot of the use of the Playfab back-end to store user data. At the lower right of
Figure 1, the state-of-the-art Colyseus real-time online multiplayer distributed engine can be seen [
53]. This is used for real-time data synchronisation by concurrent online users. The engine is scalable to support thousands of concurrent users, which is essential for the metaverse. The application database serves as the metaverse content server on which the virtual world information is stored and can be retrieved via the provided application programming interface (API). It can be managed by an administrator through a web-based application, shown in the lower left of
Figure 1. From a list of key metaverse features in
Table 1,
Table 2 shows the corresponding features implemented in this study.
As a result of this implementation, a screenshot of the registration page is shown in
Figure 3. The registration follows a common form of procedure: a user fills in the form and agrees with the term of service. Then, a confirmation email is sent to the provided email address for the user confirmation.
Figure 4 shows a screenshot of an avatar’s hair style and clothing, obtained using the customisation feature. Ready Player Me [
54] was utilised as the system for avatar personalisation.
2.3. The Contents of the Open-House Event and the Information Conveying Features
The purpose of the open-house event was to provide information to outside visitors who visit the College of Arts, Media and Technology (CAMT), Chiang Mai University, Thailand. The focus was to showcase the college’s curricula to prospective students. There are five programs at the college: Animation and Visual Effects (ANI), Digital Games (DG), Software Engineering (SE), Modern Management Information Technology (MMIT), and Digital Industry Integration (DII). The content of the metaverse was created based on these curricula by gathering information from the lecturers who manage each program.
This virtual world in the metaverse was designed to reflect the five different curricula, each with its own distinct building design, as shown in
Figure 5. For example,
Figure 6 shows the unique design of an MMIT building. Visitors can enter each building to experience its interior design, which was themed to align with the look and feel of each respective program.
Figure 7 shows a themed interior of an SE department. The other interior designs of the ANI, DG, and DII curriculums are shown in
Figure 8,
Figure 9 and
Figure 10, respectively.
The platform provides various methods and features for conveying information to its users, as summarised in
Table 3. A digital poster board is a simple tool that users can interact with to access more detailed information, as shown in
Figure 8. Additionally, digital posters can be used to display either a static video or a live video for a more immersive experience (
Figure 9). Throughout the metaverse, there are non-player characters (NPCs) that users can interact with, initiating a conversation (
Figure 10). Some NPCs provide general information, while others offer tasks or quests for users to complete within the metaverse. This incentivises exploration and promotes the platform’s goal of conveying informational content. Upon completion of a quest, users are rewarded with scores based on their performance, which can be stored in a cloud service and displayed on a leaderboard [
51] (
Figure 11). This can be seen from the main stage when there is a live event (
Figure 12). This can enhance engagement and encourage competition among users.
3. Methods
This section outlines the methodology employed in this paper to assess the effectiveness of the developed metaverse in three areas: conveying intended information through the developed features set (CII for short), player experience of need satisfaction (PENS), and system usability scale (SUS). The section begins by detailing the setup of the investigation environment, procedure, and user task, followed by a description of the number and characteristics of the participants. Finally, the evaluation metrics used for the investigation are explained.
3.1. Setup
The deployment of the metaverse on a WebGL platform made the preparation process relatively simple. Compatible web browsers were pre-installed in computer laboratory rooms at the university, and a short URL link was created for easy access (
https://cmu.to/meta accessed on 14 February 2023).
3.2. Investigation Procedure and User Task
The investigation procedure is explained as follows. The open-house event was held on a Sunday, specifically for students to attend. It was an on-site event where students visited the university college to explore the five study programs and get a feel for its academic activities. While they were exploring the physical event, they were also invited to register and use our newly developed platform.
During the platform usage session, visitors were encouraged to participate in the activities announced at the main stage of the metaverse. A notification message (see
Figure 1 for the notification functionality) was also provided to inform users of upcoming activities. Additionally, a large screen at the main stage in the metaverse broadcast a livestream of the on-site event.
Participants were free to explore the metaverse platform, which contained information about the curriculum inside each building. For our investigation, participants were informed and encouraged by our staff members to complete a questionnaire provided by designated NPCs located in the metaverse platform. Participants who completed the questionnaire were rewarded with a certain amount of points. Each participant’s score was ranked and displayed on the leaderboard at the main stage, and the avatars of the top three participants were displayed on billboards around the main stage. At the end of the event session, physical giveaways were awarded to the top three participants on the leaderboard.
User tasks are summarised in the following items:
Participants were able to explore the platform and discover their interest in each study program as if it were a physical open-house event.
Participants could visit each of the curriculum-themed buildings to get a feel for the academic activities provided by each study program.
Visitors were able to interact with information-conveying methods designed for each study program inside the buildings. Some of these methods provided additional points to users, such as answering short questions presented by NPCs about the curriculum and viewing informational digital poster boards for a certain amount of time.
3.3. Participants
As explained in the previous section, there were three designated NPCs responsible for giving questionnaires to the participants. The participants were free to explore the metaverse and could talk to the NPCs to answer the questions independently. Therefore, the number of participants who answered the questions in each set of questionnaires, i.e., CII, PENS, and SUS, was not necessarily equal. However, there was an intersection between user identification number (ID) for the three tests, which indicates the participants who answered all three sets of questions.
Students visiting the open-house events were the participants who provided answers to the questionnaires. The age of students who answered the CII questionnaire ranged from below 18 years old (N = 96), to between 18 and 22 years old (N = 27), and from 23 to 28 years old (N = 1). A total of 124 participants answered the CII questionnaire, denoted as CII-N124. The participants’ demographics data, such as age and education, were only collected for the CII questionnaire. Seventy-nine (N = 79) and seventy-four (N = 74) of the students provided answers to the PENS and SUS questions, respectively. These were denoted as PENS-N79 and SUS-N74, respectively. The number of students who answered all questionnaires was 43 (N = 43), calculated by the intersection between user identification numbers for each questionnaire. To clarify, the terms CII-N43, PENS-N43, and SUS-N43 are used to refer to these groups of participants.
3.4. Measurements
In this study, one qualitative and three quantitative surveys were used to gauge the success of the metaverse platform. First, the CII was used to collect attendees’ specific feedback through a custom set of questions. The CII set of questionnaires has two parts: quantitative and qualitative questions. A list of 15 quantitative questions is shown in
Table 4. A list of five qualitative questions is shown in
Table 5. Second, the player experience of need satisfaction [
55] (PENS) was employed to assess player experience and intrinsic motivation. PENS evaluates motivation across five dimensions: competence, autonomy, relatedness (from the Self-Determination Theory [
56]), presence (a measure of how immersed players are in the game), and immersion (the degree of intuitive control [
55]). The PENS is a quantitative metric. Third, the system usability scale [
57] (SUS), which is also a quantitative measure, was employed to evaluate the ease of use of the platform. All three questionnaires were assessed on a seven-point Likert scale: 1 (strongly disagree) to 7 (strongly agree). All questionnaires were written in the Thai language with English in parentheses to maintain the originality of the standard questions.