• Title/Summary/Keyword: Metaverse 2.0

Search Result 19, Processing Time 0.025 seconds

A Study on Development Direction of Metaverse and Six Issues to Promote Metaverse (메타버스의 발전방향과 활성화를 위한 6대 이슈 연구)

  • Lee, Sangjun;Kim, Taesoon;Lee, Haekyung;Park, Sang-Hyun
    • Journal of Information Technology Services
    • /
    • v.21 no.1
    • /
    • pp.41-59
    • /
    • 2022
  • Metaverse which was not mentioned until recently due to the failure of 'Second Life' in the past is drawing attention again with the emergence and popularity of metaverse platforms such as 'Roblox' and 'Zeppetto'. On the other hand, there are concerns that past failures will still be repeated. In order to create and sustain the ecosystem surrounding the metaverse, it is important to diagnose and analyze the development process of the metaverse industry and market to define a clear concept that expresses the current metaverse boom. In this paper, the metaverse of the future is defined as "Metaverse 2.0: A virtual world that evolves into a 'Hyper world' through the convergence of hyper-connectivity, hyper-intelligence, and hyper-reality." And six issues that need to be resolved for the activation of the metaverse were analyzed. Based on the contents of this study, it is expected that the metaverse ecosystem will be formed and spread by establishing the roles of the public sector and the private sector.

Metaverse business research for revitalizing the music ecosystem in the web 3.0 era: Focusing on strategies for building music platform (웹 3.0 시대 음악 생태계 활성을 위한 메타버스 비즈니스연구: 음악 플랫폼의 발전 양상 및 구축 전략을 중심으로)

  • Jiwon Kim;Yuseon Won
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.787-800
    • /
    • 2023
  • This paper is a study aimed at facilitating a comprehensive understanding of the music metaverse platform that will emerge in the era of Web 3.0 and exploring productive strategies for its construction. We examine the significance of the metaverse music platform from various perspectives and investigate the developmental process of digital music platforms from Web 1.0 to 3.0. Subsequently, assuming the emergence of metaverse platforms as a transition to Web 3.0, we align this transition with technological(VR technology, wearable devices, generative AI), cultural(digital avatars, fandom), and economic(NFT) discussions related to Web 3.0. These discussions are integrated with the developmental strategies of the metaverse music platform. Through this study, we hope to enhance the understanding of the metaverse music platform and provide insights into potential construction strategies.

A Case Study on Metaverse Marketing of Jewelry Brand (주얼리 브랜드의 메타버스 마케팅 사례 연구)

  • Kang, Hye-Rim
    • Journal of Digital Convergence
    • /
    • v.20 no.1
    • /
    • pp.285-291
    • /
    • 2022
  • The Purpose of this Study is to explore the new direction for Metaverse marketing and I analyze case of Metaverse marketing focusing on jewelry brand and changes of IT technology for Metaverse Roadmap 2.0. Based on the analyzed marketing strategy, jewelry brands compare and study Metaverse marketing cases to draw implications. As a result of the study, successful Metaverse marketing provides a personalized experience in the virtual space and is accompanied by analysis of the customer journey, and this can be confirmed in the case of global brand. As a future research direction, Through in-depth research on marketing ROI(Return On Investment), I contribute to enhancing the competitiveness of jewelry brand.

A Study on the Introduction and Effectiveness of Metaverse Telework: Focusing on Perceived Work Productivity, Job Performance, and Job Satisfaction (메타버스 텔레워크 도입과 효과의 향상에 관한 연구: 인지된 업무생산성, 직무성과, 직무만족도를 중심으로)

  • Hai Chao Liu;Sang Joon Lee
    • Journal of Information Technology Services
    • /
    • v.23 no.2
    • /
    • pp.31-47
    • /
    • 2024
  • With the spread of COVID-19, non-face-to-face social exchanges around the world have increased, leading to a rise in the demand for telework. The recent advancement in technology has facilitated the emergence of metaverse platforms, with telework utilizing the metaverse gaining significant popularity. Such metaverse telework is signaling innovative changes in the business environment, yet sufficient research has not been conducted. This study analyzed the factors affecting the perceived work productivity, job performance, and job satisfaction of metaverse telework users. To achieve this, an online survey was conducted, focusing on individual factors (self-management tactics, sense of belonging, social presence, IT complexity) and situational factors (perceived workload, organizational support, metaverse telework environment, and flexible work arrangements). Out of the total responses, 358 valid questionnaires were used for the analysis, excluding any insincere responses. The SPSS 27.0 software was employed to verify the research hypotheses. This study proposed effective strategies to enhance the efficiency of telework within the metaverse.

Development and Effectiveness of a University Student Coaching Program Using Metaverse Space (메타버스 공간을 활용한 대학생 코칭 프로그램 개발과 효과)

  • Kyoung A Kim;Hui-Jeong Yun;Jieun Kim
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.445-458
    • /
    • 2023
  • This study aims to develop and implement a coaching program in the metaverse space to address issues faced by university students during their life stage and verify their effectiveness. The overall program consists of four sessions: "Opening," "Metaverse-based Coaching Clinic (2 sessions)," and "Coaching Clinic Reflection and Feedback." A total of 20 participants were selected through S University's extracurricular program system. To assess the effectiveness of the program, surveys, as well as focus group interviews (FGIs) were conducted. Using SPSS 26.0, significant differences were observed in the participants' career decision self-efficacy and resilience. The FGIs were conducted with a total of four participants divided into two groups, with each group lasting for one hour. The analysis revealed key phases, including the introductory phase comprising participants' motivation and expectations, the main phases consisting of program operation, coaching perception and outcomes, metaverse environment, and metaverse coaching perception and outcomes, as well as the concluding phase in which recommendations are suggested for subsequent programs. The study confirmed the significant impact of coaching in the metaverse space and highlighted the maximization of coaching effectiveness through mutual anonymity facilitated by avatars. This research holds significance as an exploratory study that practically verifies the potential expansion of the metaverse environment in the coaching field.

Decentralized Autonomous Organization (DAO) as a Metaverse Governance: A Case Study of Decentraland DAO (메타버스 운영조직으로서 탈중앙화자율조직(DAO) 사례분석: 디센트럴랜드를 중심으로)

  • Jinyoung Han;Hyunjung Rhee
    • Information Systems Review
    • /
    • v.26 no.1
    • /
    • pp.151-172
    • /
    • 2024
  • Metaverse, which supports social and economic activities in the virtual world, is being cited as the core of future Web 3.0 businesses. However, most of the major metaverse platforms currently adhere to the Web 2.0 system and are operated in a centralized manner. Accordingly, this study investigated the form of metaverse operation by examining the case of Decentraland, a metaverse platform operated as DAO, a decentralized autonomous organization in the form of Web 3.0. From the case analysis, we found that Decentraland had positive characteristics such as a horizontal operating structure, fair profit distribution, and transparency, but there were challenges including the possibility of returning to centralization in the operating process, the possibility of abuse of an autonomous system, and inefficiency in decision-making. Therefore, in this study, the timing of transition to DAO governance was discussed, and DAO's efforts for business continuity and the need for adjustment for autonomous operation were suggested as implications. The implications presented in this study are expected to contribute to materializing not only practical but also theoretical aspects of platform operation aimed at web 3.0 as well as the metaverse.

A study of the impact of Metaverse attributes on intention to use - based on the Extended Technology Acceptance Model (메타버스특성이 이용의도에 미치는 영향에 관한 연구 - 확장된 기술수용모델을 기반으로)

  • Seung Beom Kim;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.2
    • /
    • pp.149-170
    • /
    • 2023
  • This study analyzed the factors influencing users' intention to use the Metaverse by applying the extended technology acceptance model. In other words, the factors affecting users' intention to use the Metaverse were defined as technical characteristics (telepresence, interoperability, seamlessness, concurrence, and economy flow) and personal characteristics (social influence and perceived enjoyment) from the perspective of the Extended Technology Acceptance Model. For this purpose, a survey was conducted among men and women of various ages ranging from teenagers to 60s, and the data collected from 327 participants were analyzed using SPSS 22.0 and Smart PLS 4.0. The results showed that perceived usefulness and perceived ease of use, which are antecedents of the Extended Technology Acceptance Model, influence the intention to use Metaverse, and perceived ease of use influences perceived usefulness. Telepresence, interoperability and economy flow were found to have a positive effect on perceived usefulness, and interoperability, seamlessness and concurrence were found to have a positive effect on perceived ease of use. In addition, social influence and perceived enjoyment had a positive effect on intention to use the Metaverse. This study is significant in that it empirically analyzed the factors of users' acceptance of the Metaverse, which is attracting attention as a new platform that will bring significant changes to our daily lives and platform consumption environments.

Teachers' Levels of Use and Stages of Concern Regarding Metaverse-based Classes in Home Economics Education (가정과교육에서 메타버스 활용 수업에 대한 교사의 관심 단계와 실행 수준에 대한 연구)

  • Kim, Ye Lim;Chae, Jung Hyun
    • Human Ecology Research
    • /
    • v.60 no.3
    • /
    • pp.331-344
    • /
    • 2022
  • The purpose of this study was to identify a support method for the introduction of metaverse-based classes (MBC) in home economics (HE) education. This was achieved by diagnosing the stages of concern and levels of use exhibited by HE teachers applying the concerns-based adoption model (CBAM). Questionnaires were sent to a convenience sample of middle- and high-school HE teachers using the KSDC (Korea Social Science Data Center). Overall, 271 responses were received, and the data were analyzed using KSDC E-STAT 3.0 and SPSS 28.0.1.1. The results were as follows: First, regarding the level of knowledge of MBC, the introductory level was the most common (139 respondents, 51.3%,), followed by the beginner level (81, 29.9%), the intermediate level (28, 10.3%,), the advanced level (12, 4.4%), and the master level (11, 4.1%). Average responses on a 5-point Likert scale to questions about the use of metaverse in HE classes were as follows: possibility (4.02), necessity (3.82), and usefulness (3.90). Second, HE teachers' stages of concern in MBC were as follows (in descending order): unconcerned - stage 0, and information - stage 1 (86.9), personal - stage 2 (85.6), management - stage 3 (80.9), collaboration - stage 5 (57.5), consequence - stage 4 (57.4), and refocusing - stage 6 (55.2). Third, the use of MBC was highest for orientation - level 1 (173 respondents, 63.8%), followed by non-use - level 0 (34, 12.5%), preparation - level 2 (29, 10.7%), mechanical - level 3 (15, 5.5%), refinement - level 5 (8, 3.0%), renewal - level 7 (8, 3.0%), routine - level 4 (3, 1.1%), and integration - level 6 (1, 0.4%). Many HE teachers had heard about MBC but were in the introductory level of not knowing what it is, and at the stage of being unconcerned or wanting to know about MBC. Of the 271 respondents, only 35 used metaverse in classes. Therefore, it is necessary to provide teacher training opportunities that provide basic information on the significance and implementation of MBC for HE teachers. Also, an MBC guideline book should be developed and distributed to HE teachers. Finally, a teacher community meeting is needed to share the expertise of teachers with substantial experience in using MBC.

The Effects of Avatar Identification on Immersion, Brand Loyalty, and Purchase Intention of Brand Items in the Metaverse (메타버스 내 몰입이 아바타 동일시, 브랜드 충성도, 브랜드 아이템 구매의도에 미치는 영향)

  • Ji-yeon Eom;Yeong-woo Lim;Kee-young Kwahk
    • Information Systems Review
    • /
    • v.26 no.2
    • /
    • pp.1-22
    • /
    • 2024
  • This study aims to empirically analyze the usage behavior of metaverses, which have recently attracted attention in various fields. To date, research on metaverses has focused on the concept, direction of utilization, development prospects, and technical aspects. However, there is a lack of research on the characteristics of metaverses and the behavior of users. As the metaverse develops with new content, there is a need to understand user behavior and content characteristics. In this study, we surveyed 375 adult males and females who experienced metaverse, and analyzed the impact of metaverse usage behavior on brand loyalty and item purchase intention based on 350 samples after excluding non-responses. The collected data were cleaned and statistically analyzed using SPSS 25.0 and SmartPLS 4.0. The results showed that the usage behavior factors such as immersion, vicarious satisfaction, and avatar identification have a positive effect on brand loyalty and intention to purchase branded items. These findings help to understand the concept and development direction of metaverse, and are expected to make important contributions to the field of brand marketing strategy formulation and metaverse-related user behavior research.

Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
    • /
    • v.13 no.2
    • /
    • pp.119-129
    • /
    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.