ABSTRACT
The metaverse has become a topic of interest in both industry and academic settings. Research and development that focus on the ‘metaverse’ explore the immersive future of the internet, where distributed people from around the world can connect through virtual social environments. Unsurprisingly, the term has gained traction in the digital gaming realm as many related games and play research topics directly contribute to the metaverse. We propose to host a panel at CHI PLAY 2022 which will facilitate discussion amongst researchers in the field regarding the current landscape of the metaverse in game research, and opportunities and challenges to propel the future evolution of research in this area.
- Ismael Diaz, Dan S Chiaburu, Ryan D Zimmerman, and Wendy R Boswell. 2012. Communication technology: Pros and cons of constant connection to work. Journal of Vocational Behavior 80, 2 (2012), 500–508. https://doi.org/10.1016/j.jvb.2011.08.007Google ScholarCross Ref
- Haihan Duan, Jiaye Li, Sizheng Fan, Zhonghao Lin, Xiao Wu, and Wei Cai. 2021. Metaverse for Social Good: A University Campus Prototype. MM 2021 - Proceedings of the 29th ACM International Conference on Multimedia (2021), 153–161. https://doi.org/10.1145/3474085.3479238Google ScholarDigital Library
- Nicolas Ducheneaut, Ming Hui Don Wen, Nicholas Yee, and Greg Wadley. 2009. Body and mind: A study of avatar personalization in three virtual worlds. Conference on Human Factors in Computing Systems - Proceedings (2009), 1151–1160. https://doi.org/10.1145/1518701.1518877Google ScholarDigital Library
- Guo Freeman and Divine Maloney. 2021. Body, Avatar, and Me. Proceedings of the ACM on Human-Computer Interaction 4, CSCW3(2021), 1–27. https://doi.org/10.1145/3432938Google ScholarDigital Library
- Ye Pan and Anthony Steed. 2017. The impact of self-avatars on trust and collaboration in shared virtual environments. PLoS ONE 12, 12 (2017), 1–20. https://doi.org/10.1371/journal.pone.0189078Google ScholarCross Ref
- Cale J. Passmore, Rowan Yates, Max V. Birk, and Regan L. Mandryk. 2017. Racial diversity in indie games: Patterns, challenges, and opportunities. CHI PLAY 2017 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in PlayOctober 2017 (2017), 137–151. https://doi.org/10.1145/3130859.3131438Google ScholarDigital Library
- Jorge Peña, Grace Wolff, and Magdalena Wojcieszak. 2021. Virtual Reality and Political Outgroup Contact: Can Avatar Customization and Common Ingroup Identity Reduce Social Distance?Social Media and Society 7, 1 (2021). https://doi.org/10.1177/2056305121993765Google Scholar
- Nick Yee and Jeremy Bailenson. 2007. The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research 33, 3 (2007), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.xGoogle ScholarCross Ref
Index Terms
- Games and the Metaverse
Recommendations
Regulation of the Metaverse: A Roadmap: The risks and regulatory solutions for largescale consumer platforms.
ICVARS '22: Proceedings of the 6th International Conference on Virtual and Augmented Reality SimulationsOver the last thirty years, virtual reality (VR) and augmented reality (AR) technologies have steadily advanced, enabling high-fidelity experiences at consumer prices. Over the same period, network speeds have risen dramatically. Combined, such ...
Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
AbstractThe metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and ...
Highlights- The metaverse has the potential to extend the physical world using extended, augmented, and virtual reality technologies.
- Interactive virtual environments and immersive games are considered as antecedents of the metaverse.
- The ...
Regulating the Metaverse, a Blueprint for the Future
Extended RealityAbstractThe core Immersive Media (IM) technologies of Virtual Reality (VR) and Augmented Reality (AR) have steadily advanced over the last thirty years, enabling high fidelity experiences at consumer prices. Over the same period, networking speeds have ...
Comments