Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum
Abstract
:1. Introduction
2. Background
2.1. Characteristics of the Metaverse Exhibition Space
2.2. Gameful Experience: The Themes and Overarching Categories
3. Case Study
3.1. The Background of the Metaverse Farewell Museum
- SDG 10: Reduced Inequalities: By making the metaverse service accessible via mobile phones, the most widely available devices, we reduce inequalities in access to digital content and experiences. This ensures that people from diverse socioeconomic backgrounds can participate equally. The intuitive design of the user interface (UI) and non-playable characters (NPCs) further supports this goal by enabling users with little gaming experience to navigate and enjoy the service easily.
- SDG 11: Sustainable Cities and Communities: The friendly appearance of NPCs and the design of both player and NPCs to be racially, age-wise, and gender-neutral ensure that all users can interact without bias or discomfort. This fosters a sense of community and inclusivity within the metaverse, contributing to sustainable and inclusive urban and community development.
- SDG 16: Peace, Justice, and Strong Institutions: By designing characters in such a way that their race, age, or gender are not explicitly identifiable, the metaverse promotes social inclusion and reduces the potential for bias and discrimination. This helps to build peaceful and inclusive societies, supports justice, and strengthens institutions by promoting equality and understanding among users.
3.2. Implementation of Metaverse Elements and the Gameful Experience
- The Metaverse Itself: The exhibition space and services aligned with the Farewell Museum’s theme, incorporating relevant and immersive environment designs.
- People/Avatars: The developers created appropriate avatars and NPCs to enhance visitor interaction, including gender-neutral avatars.
- Metaverse Technology Capabilities: The museum implemented the exhibition experience effectively and seamlessly, focusing on visitor-friendly UI/UX design.
- Behaviors: The exhibition guided visitor behaviors appropriately, with missions and interactions providing relevant responses based on visitor actions.
- Outcomes: Visitors received suitable rewards and positive experiences, linking positive behaviors to outcomes such as final badges and access to sanctuary areas after completing the missions.
Category | Solution Task | Implementation Details |
---|---|---|
The metaverse itself | Did the space and service match the theme of the Farewell Museum? | Relevant and immersive environment design, farewell-themed design |
People/Avatars | Were the avatars and NPCs appropriate for diverse exhibition visitors? | Gender-neutral avatars |
Metaverse technology capabilities | Was the exhibition experience effectively and seamlessly implemented? | UI/UX design focused on visitor convenience |
Behaviors | Were visitor behaviors adequately guided and appropriate responses implemented according to their actions? | Missions that help understand the project |
Outcomes | Did the exhibition give visitors appropriate rewards and provide positive experiences, or were positive behaviors connected to positive outcomes? | Final badge and permission to move to the sanctuary after mission completion, healing effects through minor missions and small rewards, provision of features for visitors to share their stories |
- Nudge Experience: The design included elements to trigger interest through farewell events and diverse NPCs, reward behaviors with items for mission success, and elicit uncertainty and curiosity through various thematic spaces and materials.
- Flow Experience: NPC guidance clarified the goals, structured navigation systems highlighted progress, themed missions progressively increased challenges, and well-structured spaces emulated safety and control.
- Alternate Reality Experience: The exhibition constructed alternate worlds that reflected users’ real-life farewell experiences, enhancing the connection to reality by enabling users to share of these experiences within the metaverse.
- Hedonic Experience: The design provided fun through opportunities for social interaction and character engagement and ensured happiness by facilitating positive emotional processes and healing experiences related to farewell.
Overarching Category | Theme | Components of the Gameful Experience |
---|---|---|
Nudge Experience | Trigger interest | Farewell events, various NPCs |
Reward behavior | Gifts for completing NPC missions | |
Elicit uncertainty and curiosity | Various projects containing documents, a tree-like space, and various farewell materials | |
Flow Experience | Clarify goal | NPC guidance (final boss NPC guidance) |
Highlight progress | Shaft structure; elevator guidance for each floor | |
Progressively challenge | Themed NPCs provide missions on each floor | |
Emulate safety and control | Five-story tree structure space, starting from the 1st floor when leaving the space | |
Alternate reality Experience | Construct an alternate world | Providing experiences similar to the user’s real farewell events |
Connect to reality | Sharing the user’s real-life farewell experiences | |
Hedonic Experience | Provide fun | Opportunities to experience the space with others and communicate; character interactions |
Ensure happiness | Positive emotional processes and healing experiences related to farewells |
3.3. Composition and Scenario of the Metaverse Exhibition Space
4. User Evaluation
4.1. Hypotheses
4.2. Evaluation of Hypotheses
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Category | Description |
---|---|
The metaverse itself | Realization of a worldview that fits the theme |
People/avatars | Implementation of appropriate avatars and characters |
Metaverse technology capabilities | Implementation of functions that effectively express the theme, including UI/UX |
Behaviors | Interactions and missions between visitors and between visitors and NPCs |
Outcomes | Formation of community among visitors, reward systems, and long-term engagement and sustainability |
Category | Description | Tasks to Address |
---|---|---|
Trigger interest | Experiences that capture users’ attention, motivate them, and entice them, making them more interested and wanting to use the platform more frequently. | Did it engage users’ interest in the theme of farewell? |
Reward behavior | Experiences where users feel recognized and valued through rewards are essential to reinforce their behavior. | Did visitors feel emotional comfort or empathy after visiting the Farewell Museum? |
Elicit uncertainty and curiosity | Experiences wherein the setting’s and situation’s unpredictability evokes curiosity provide an unexpected thrill and encourage users to explore and discover new things. | Did the missions stimulate curiosity? |
Clarify goal | Clear goals provide users with a sense of guidance and the perception that they are on a journey toward a specific objective. | Did the missions make users want to visit the offline Farewell Museum? Did they want to learn more about the farewell theme? |
Highlight progress | Experiences where users can immediately see their progress, understanding what needs improvement and their current status. | Could users easily understand their avatar’s location and situation within the metaverse through the missions? |
Progressively challenge | Experiences that start easily and gradually become more challenging, offering opportunities for users to grow and learn through their experiences. | Were the missions structured progressively? |
Emulate safety and control | Settings that provide users with a sense of safety, allowing them to try and fail without fear, thus offering freedom to explore. | Did users feel secure without anxiety about failing the missions? |
Construct an alternate world | Experiences where users can escape their daily reality to an alternate reality, reducing stress and allowing for discoveries. | Did the worldviews or design experiences feel new and distinct from the real world? |
Connect to reality | Connections between gamified environments and real-world activities, making users feel that their experiences are relevant to real-life situations and contexts. | Did the Farewell Museum’s content feel connected to real-life situations or events? Did users feel that their stories were connected to reality? |
Provide fun | Providing enjoyment and entertainment to users, making them more immersed in activities for longer periods. | Was the mission execution process enjoyable? |
Ensure happiness | Providing satisfaction, happiness, and positive emotions to users in a gamified environment, increasing their desire to continue engaging. | Did users desire to revisit or add their own stories after experiencing the missions? |
Order | Expected Scenario |
---|---|
1 | Upon approaching the vendor position, you see the ‘Event Tree’. |
2 | As you get closer to the event tree and proceed to the first floor, you see the exits of other trees and hear the sound of the lobby faintly. |
3 | Listen to the explanation about the space and the obtained items from Story NPC_1 and head towards the reception desk. |
4 | At the central reception desk, you can find Apply NPC_1 and register for the event. When registering for the event (GUL_1), you hear a joyful sound effect. |
5 | Next to Apply NPC, you can see the snow globe I drew. Ride the lift and go up. After going up, you receive a guide displaying many event booths. |
No. | Survey Area | Mean | Std Dev | n | Survey Result | Composition (%) |
---|---|---|---|---|---|---|
#01 | Appropriateness of Exhibition Design (User Interface/Design Interface /Virtual Space Experience) | 3.7055 | 0.73632 | 110 | Negative | 15.65% |
Neutral | 10.66% | |||||
Positive | 73.70% | |||||
#02 | Appropriateness of Game Design (NPC/Flow) | 3.7691 | 0.71942 | 110 | Negative | 11.27% |
Neutral | 23.64% | |||||
Positive | 65.09% | |||||
#03 | Change in Perception (Relatedness, Originality, Usability and Accessibility, Recognition) | 3.0182 | 1.102848 | 110 | Negative | 31.52% |
Neutral | 33.64% | |||||
Positive | 34.85% | |||||
#04 | Effectiveness in Promoting Offline Exhibitions (Usability, Accessibility) | 3.4697 | 0.84085 | 110 | Negative | 20.76% |
Neutral | 27.73% | |||||
Positive | 51.52% | |||||
#05 | Effectiveness of Service Sustainability | 3.0182 | 1.102848 | 110 | Negative | 31.52% |
Neutral | 33.64% | |||||
Positive | 34.85% |
Component | Task | Implementation | Hypothesis * | |
---|---|---|---|---|
Metaverse | The metaverse itself | Did the space and service match the theme of the Farewell Museum? | Contextual and immersive map design for the Farewell Museum | H1 |
People/avatars | Were the avatars and NPCs appropriate for diverse exhibition visitors? | Gender-neutral avatars | H1 | |
Metaverse technology capabilities | Was the exhibition experience effectively and seamlessly implemented? | UI/UX design considering visitor convenience | H1 | |
Behaviors | Were visitor behaviors adequately guided and appropriate responses implemented according to their actions? | Missions that help understand the stories | H2/H4 | |
Outcomes | Were appropriate rewards given to visitors, and were positive experiences provided, or were positive behaviors connected to positive outcomes? | Access to the highest level (attic) after mission completion, providing emotional catharsis (healing effects), and the ability to share personal stories as content | H3/H4 | |
Gameful Experience | Nudge Experience | Trigger Interest | Farewell stories, various NPCs | H1 |
Reward Behavior | Gifts for completing NPC missions | H1/H2/H5 | ||
Elicit Uncertainty and Curiosity | Various spaces containing stories, a tree-shaped space, and large farewell materials | H2/H5 | ||
Flow Experience | Clarify Goal | NPC guidance (guiding to the final attic space) | H1/H4 | |
Highlight Progress | Vertical structure; an elevator guiding to different levels | H1 | ||
Progressively Challenge | Tree-themed NPCs provide missions | H1/H5 | ||
Emulate Safety and Control | Spaces with tree structures on the fifth floor; starting again from the first floor after leaving these spaces | H1/H5 | ||
Alternate reality Experience | Construct an Alternate World | Empathy with personal experiences and similar farewell stories | H2/H3/H4 | |
Connect to Reality | Sharing personal farewell experiences within one’s reality | H3 | ||
Hedonic Experience | Provide Fun | Opportunity to interact and communicate with others in the shared space; character interaction | H2/H3/H5 | |
Ensure Happiness | Experience of positive emotions and the healing process regarding farewells | H3 |
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Lee, J.; Bae, J.; Bae, Y. Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum. Sustainability 2024, 16, 6212. https://doi.org/10.3390/su16146212
Lee J, Bae J, Bae Y. Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum. Sustainability. 2024; 16(14):6212. https://doi.org/10.3390/su16146212
Chicago/Turabian StyleLee, Joohun, Jaehoon Bae, and Yunkyung Bae. 2024. "Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum" Sustainability 16, no. 14: 6212. https://doi.org/10.3390/su16146212
APA StyleLee, J., Bae, J., & Bae, Y. (2024). Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum. Sustainability, 16(14), 6212. https://doi.org/10.3390/su16146212