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Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse

Author

Listed:
  • Sungjin Park

    (Institute for Information and Communication, Ajou University, Suwon 16499, Korea)

  • Sangkyun Kim

    (Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea)

Abstract

The metaverse is expected to turn imagination into reality through the convergence of various technologies and should be considered as a medium for sustainable education, free from the constraints of time and space. The purpose of this study was to identify world types in the metaverse to deliver a gameful experience to users. The relationship between gameful experience and learning motivation was examined by analyzing previous studies. Furthermore, the metaverse platforms were confirmed as virtual worlds using the metaverse classification. This study employed a bottom-up approach based on real cases to identify world types that can be used for metaverse-based education. Survival, maze, multi-choice, racing/jump, and escape room world types were identified. The results of this study can be used to provide equal educational opportunities to learners by creating innovative educational environments. This is expected to enable the achievement of the fourth sustainable development goal.

Suggested Citation

  • Sungjin Park & Sangkyun Kim, 2022. "Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse," Sustainability, MDPI, vol. 14(3), pages 1-14, January.
  • Handle: RePEc:gam:jsusta:v:14:y:2022:i:3:p:1361-:d:733418
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    References listed on IDEAS

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    1. Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
    2. Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
    3. Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
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    Cited by:

    1. Inho Hwang & Hoshik Shim & Woo Jin Lee, 2022. "Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence?," Sustainability, MDPI, vol. 14(14), pages 1-20, July.
    2. Jinlu Shen & Xiangyu Zhou & Wei Wu & Liang Wang & Zhenying Chen, 2023. "Worldwide Overview and Country Differences in Metaverse Research: A Bibliometric Analysis," Sustainability, MDPI, vol. 15(4), pages 1-25, February.
    3. Said Salloum & Amina Al Marzouqi & Khaled Younis Alderbashi & Fanar Shwedeh & Ahmad Aburayya & Mohammed Rasol Al Saidat & Rana Saeed Al-Maroof, 2023. "Sustainability Model for the Continuous Intention to Use Metaverse Technology in Higher Education: A Case Study from Oman," Sustainability, MDPI, vol. 15(6), pages 1-19, March.
    4. Sungjin Park & Sangkyun Kim, 2023. "The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification," Sustainability, MDPI, vol. 15(8), pages 1-14, April.
    5. Sungjin Park & Sangkyun Kim, 2022. "Learning Performance Styles in Gamified College Classes Using Data Clustering," Sustainability, MDPI, vol. 14(23), pages 1-13, November.
    6. Jussi S. Jauhiainen & Claudia Krohn & Johanna Junnila, 2022. "Metaverse and Sustainability: Systematic Review of Scientific Publications until 2022 and Beyond," Sustainability, MDPI, vol. 15(1), pages 1-20, December.

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