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A comparative study of the Metaverse platforms through college students'experiences using the Metaverse

  • Sanghui Park (Dept. of Metaverse Graduate School, Sogang Univ.) ;
  • Kiyoon Kim (Dept. of Convergence, Sungkyul Univ.)
  • 투고 : 2024.03.30
  • 심사 : 2024.05.10
  • 발행 : 2024.06.30

초록

This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'

키워드

과제정보

This research was supported by the MSIT(Ministry of Science and ICT), Korea, under the Graduate School of Metaverse Convergence support program(RS-2022-00156318) supervised by the IITP(Institute for Information & Communications Technology Planning & Evaluation), and by Culture, Sports and Tourism R&D Program through the Korea Creative Content Agency grant funded by the Ministry of Culture, Sports and Tourism, South Korea in 2023. (RS-2023-00219237).

참고문헌

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