Meeting Ourselves or Other Sides of Us?—Meta-Analysis of the Metaverse
Abstract
:1. Introduction
2. Background
2.1. Metaverse
2.2. Virtual World versus Virtual Reality
2.3. Related Work—A Comprehensive Review of Main Concepts
2.4. Qualitative Research
2.5. Leximancer Tool
3. Methods
3.1. Data Gathering—Articles
3.2. Preparing and Analysing Data—Procedure
3.3. Gathering Data—Results
4. Discussion
5. Research Limitations
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Article | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[9] | “The Metaverse can be defined as a layer between us and reality” | Metaverse | (1) |
[11] | “considered as a compound word of “meta” and “universe” that brings us a meaning of transcendence and the world, defined as a digital world where daily life and economic activities are possible” | Metaverse | (2) |
[14] | “considered a post-reality universe and a multi-user environment capable of merging physical and digital virtuality that brings multisensory interactions and networked environments compatible with massively multiplayer online video games” | Metaverse | (1) (2) |
Article | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[2] | “The Metaverse depends on virtual and augmented reality to create a 3D experience” | Metaverse vs. virtual reality | (2) |
[5] | “joining these experiences for the users makes possible the creation of virtual worlds” | Metaverse vs. virtual worlds | (1) |
[10] | “3D virtual shared world where all the activities are possible due to augmented and virtual reality technologies” | Metaverse vs. virtual reality | (2) (3) |
[12] | “three-dimensional virtual world based on the physical world but with no physical limitations enabling interaction between people through avatars” | Metaverse vs. Virtual world | (1) |
[15] | “a mix of elements: online games, social networking, augmented reality, and virtual reality, allowing digital engagement” | Metaverse vs. virtual reality vs. other technologies | (1) (2) (3) |
[7] | “Virtual reality allows the Metaverse to become a type of communication using a computer as a simulation, allowing the construction of our virtual realities” | Virtual reality vs. Metaverse | (2) (3) |
Article | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[19] | “Virtual worlds are computer-media-ted, networked, and spatially navigable multi-user environments” | Virtual world | (2) (3) |
[20] | “They are online spaces for socializing” | Virtual world | (2) |
[22] | “They can also be shared, simulated framework spaces inhabited, and transformed by their inhabitants who care represented by avatars, mediating the space experience as we move, and interact with objects or other users” | Virtual world | (3) |
Article | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[8] | “virtual reality is considered as dreams” | Virtual reality | (2) |
[25] | “Some authors consider it an illusion made by a computer” | Virtual reality | (2) (3) |
[25] | “others consider virtual reality as real because we can interact with objects” | Virtual reality | (2) |
[26] | “It is regarded as a new medium, brought by technology, to become a practical and effective way of communication” | Virtual reality | (3) |
[27] | “Virtual reality can also be described as virtual environments because participants can view other participants as being in the same environment and interact with them” | Virtual reality | (2) |
[27] | “Virtual environments are ongoing experiences in time, considered for a large population, and having a world of social interactions” | Virtual reality | (2) |
[29] | “convinces a participant to be in another place, substituting the primary sensory by a computer” | Virtual reality | (2) |
[30] | “electronic simulations environments” | Virtual reality | (2) |
[31] | “enabling users to get experiences on real things similar to those from the physical world” | Virtual reality | (2) |
[32] | “simulating a realistic environment” | Virtual reality | (2) |
[33] | “Virtual reality brings us high expectations to revolutionize how we interact and deal with the digital world” | Virtual reality | (2) |
[28] | “Virtual reality uses computer graphics systems combined with displays and interfaces devices providing immersion in a 3D computer-generated environment” | Virtual reality vs. technology | (2) (3) |
Article | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[17] | “virtual Worlds may be seen as computer games that can be persistent and dynamic, supporting rich social interactions, attracting and ever-increasing participants, providing a parallel alternative to existing legal systems” | Virtual world vs. gaming | (2) (3) |
[23] | “can be comprehensible as online computer-generated environments used by multiple users in remote physical locations, in real-time, either for work or play purposes” | Virtual world vs. gaming | (2) (3) |
[23] | “Computer-generated simulations with three-dimensional objects or environments with seemingly real, direct, or physical user interactions have been considered a subset of virtual reality” | Virtual world vs. virtual reality | (2) |
Type Articles | Count | % |
---|---|---|
2021 | 6 | 12 |
2022 | 43 | 86 |
2023 | 1 | 2 |
Type Articles | Count | % |
---|---|---|
Conference Paper | 10 | 20 |
Journal Paper | 37 | 74 |
Pre-Print | 3 | 6 |
Published By | Count | % |
---|---|---|
IEEE | 6 | 12 |
ResearchGate | 5 | 10 |
DergiPark | 5 | 10 |
CNKI | 3 | 6 |
ScienceDirect | 3 | 6 |
ARXIV | 2 | 4 |
Multidisciplinary Digital Publishing Institute | 2 | 4 |
Springer | 2 | 4 |
Addleton Academic Publishers | 1 | 2 |
Atlantis Press | 1 | 2 |
BioMed Central | 1 | 2 |
Ceur | 1 | 2 |
Elsevier | 1 | 2 |
Emerald Insight | 1 | 2 |
First Monday | 1 | 2 |
Information Systems Frontiers | 1 | 2 |
International Journal of Research Publication and Reviews | 1 | 2 |
International Journal of Security and Privacy in Pervasive Computing | 1 | 2 |
International Research Journal of Modernization in Engineering Technology and Science | 1 | 2 |
IRJMETS | 1 | 2 |
ASME | 1 | 2 |
Advance Institute of Convergence Information technology research Center | 1 | 2 |
KIPS Transactions on Software and Data Engineering | 1 | 2 |
Mary Ann Liebert, Inc., publishers | 1 | 2 |
MDPI | 1 | 2 |
New media and Society | 1 | 2 |
SAGE | 1 | 2 |
Sciendo | 1 | 2 |
Social Science Research Network | 1 | 2 |
Studies in Digital Heritage | 1 | 2 |
Concepts | Count | Relevance |
---|---|---|
Survey | 7 | 100 |
Reality | 7 | 100 |
Concepts | Count | Relevance |
---|---|---|
Reality | 9 | 100 |
Virtual | 9 | 100 |
Affordance | 8 | 89 |
Analytics | 8 | 89 |
Bibliometric | 8 | 89 |
Consumer | 8 | 89 |
Display | 8 | 89 |
Engines | 8 | 89 |
Entertainment | 8 | 89 |
Games | 8 | 89 |
Imaginary | 8 | 89 |
Interaction | 8 | 89 |
Persona | 8 | 89 |
Platforms | 8 | 89 |
Privacy | 8 | 89 |
Review | 8 | 89 |
Security | 8 | 89 |
Spatial | 8 | 89 |
Date | 2 | 22 |
Discovery | 2 | 22 |
Existence | 2 | 22 |
Human | 2 | 22 |
Literature-based | 2 | 22 |
Minings | 2 | 22 |
Concepts | Count | 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 (VR) | 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 (AD) | 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 | Count | 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 |
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Cruz, M.; Oliveira, A.; Pinheiro, A. Meeting Ourselves or Other Sides of Us?—Meta-Analysis of the Metaverse. Informatics 2023, 10, 47. https://doi.org/10.3390/informatics10020047
Cruz M, Oliveira A, Pinheiro A. Meeting Ourselves or Other Sides of Us?—Meta-Analysis of the Metaverse. Informatics. 2023; 10(2):47. https://doi.org/10.3390/informatics10020047
Chicago/Turabian StyleCruz, Mónica, Abílio Oliveira, and Alessandro Pinheiro. 2023. "Meeting Ourselves or Other Sides of Us?—Meta-Analysis of the Metaverse" Informatics 10, no. 2: 47. https://doi.org/10.3390/informatics10020047