Journal article 122 views
Crafting user experiences in the metaverse: A design science study
Technological Forecasting and Social Change, Volume: 209, Start page: 123759
Swansea University Author: Yogesh Dwivedi
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DOI (Published version): 10.1016/j.techfore.2024.123759
Abstract
Metaverse(s) is often referred to as a phenomenon where multiple and interconnected immersive experiences exist in parallel. It is an emerging trend and has drawn keen attention from consumers, practitioners, and scholars in various disciplines. Metaverses are likely to generate new business opportu...
Published in: | Technological Forecasting and Social Change |
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ISSN: | 0040-1625 |
Published: |
Elsevier BV
2024
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URI: | https://cronfa.swan.ac.uk/Record/cronfa67754 |
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2024-09-19T21:38:00Z |
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2024-11-25T14:20:46Z |
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2024-10-21T15:05:45.2002312 v2 67754 2024-09-19 Crafting user experiences in the metaverse: A design science study d154596e71b99ad1285563c8fdd373d7 Yogesh Dwivedi Yogesh Dwivedi true false 2024-09-19 Metaverse(s) is often referred to as a phenomenon where multiple and interconnected immersive experiences exist in parallel. It is an emerging trend and has drawn keen attention from consumers, practitioners, and scholars in various disciplines. Metaverses are likely to generate new business opportunities for firms and enable the firms to develop unique consumer experiences. However, the current stream of literature needs to focus on articulating how these user experiences can be designed. By adopting a design science research methodology, this study examines the user experiences that can be rendered in the metaverses. The study is conducted in two phases. In the first phase, based on expert interviews, we identify four distinct forms of user experiences and the vital techno-functional blocks required to realize these experiences. In the second phase, we utilize the best-worst method to evaluate the significance of each technological block in creating different metaverse-enabled experiences. This study enhances the metaverse literature by introducing a pentagonal techno-functional framework and categorizing the metaverse-enabled user experiences across the dimensions of create-ability and transact-ability. Journal Article Technological Forecasting and Social Change 209 123759 Elsevier BV 0040-1625 Metaverse; Virtual worlds; Design science research methodology; User experience 1 12 2024 2024-12-01 10.1016/j.techfore.2024.123759 COLLEGE NANME COLLEGE CODE Swansea University Another institution paid the OA fee 2024-10-21T15:05:45.2002312 2024-09-19T22:35:22.6205214 Faculty of Humanities and Social Sciences School of Management - Business Management Mohina Gandhi 0000-0001-6043-612x 1 Aakanksha Gaur 2 Arpan Kumar Kar 3 Yogesh Dwivedi 4 67754__32662__5e6a9d332e1c4bc8ac96fc5a56861441.pdf 67754.VoR.pdf 2024-10-21T15:04:23.5398706 Output 1831619 application/pdf Version of Record true © 2024 The Authors. This is an open access article under the CC BY-NC-ND license. true eng http://creativecommons.org/licenses/by-nc-nd/4.0/ |
title |
Crafting user experiences in the metaverse: A design science study |
spellingShingle |
Crafting user experiences in the metaverse: A design science study Yogesh Dwivedi |
title_short |
Crafting user experiences in the metaverse: A design science study |
title_full |
Crafting user experiences in the metaverse: A design science study |
title_fullStr |
Crafting user experiences in the metaverse: A design science study |
title_full_unstemmed |
Crafting user experiences in the metaverse: A design science study |
title_sort |
Crafting user experiences in the metaverse: A design science study |
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d154596e71b99ad1285563c8fdd373d7 |
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d154596e71b99ad1285563c8fdd373d7_***_Yogesh Dwivedi |
author |
Yogesh Dwivedi |
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Mohina Gandhi Aakanksha Gaur Arpan Kumar Kar Yogesh Dwivedi |
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Technological Forecasting and Social Change |
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0040-1625 |
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10.1016/j.techfore.2024.123759 |
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Elsevier BV |
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description |
Metaverse(s) is often referred to as a phenomenon where multiple and interconnected immersive experiences exist in parallel. It is an emerging trend and has drawn keen attention from consumers, practitioners, and scholars in various disciplines. Metaverses are likely to generate new business opportunities for firms and enable the firms to develop unique consumer experiences. However, the current stream of literature needs to focus on articulating how these user experiences can be designed. By adopting a design science research methodology, this study examines the user experiences that can be rendered in the metaverses. The study is conducted in two phases. In the first phase, based on expert interviews, we identify four distinct forms of user experiences and the vital techno-functional blocks required to realize these experiences. In the second phase, we utilize the best-worst method to evaluate the significance of each technological block in creating different metaverse-enabled experiences. This study enhances the metaverse literature by introducing a pentagonal techno-functional framework and categorizing the metaverse-enabled user experiences across the dimensions of create-ability and transact-ability. |
published_date |
2024-12-01T14:36:57Z |
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1821325988843225088 |
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11.048042 |