Metaverse-Based Learning Opportunities and Challenges: A Phenomenological Metaverse Human–Computer Interaction Study
Abstract
:1. Introduction
2. Literature Review
2.1. Phenomenological Method in Information Systems Research
2.2. The Need for Metaverse-Based Online Learning
2.3. Human–Computer Interaction in Metaverse Research
2.4. Lack of Research on Metaverse HCI
- International Journal of Human–Computer Interaction Special Issue for “Advanced research in Human–Computer Interaction in the Metaverse”
- Electronics Journal Special Issue “Metaverse: Current Status and Future Possibilities”
- Cyber Psychology, Behaviour, and Social Networking Journal Special Issue “HUMANE METAVERSE: Opportunities and Challenges Towards the Development of a Humane-Centred Metaverse”
- Transactions on Human–Computer Interaction (THCI) Special Issue “METAVERSE”
- International Conference on Cognitive Info-communications (Cog-Info-Com) Special Issue: Applications of Cognitive Info-communications
3. Research Method
3.1. The Sample
3.2. The Procedures
3.3. Data Analysis
3.4. Considerations of Validity in Phenomenological Research
4. Research Findings
4.1. Meta-Education Challenges
4.1.1. Immersive Design
4.1.2. Privacy and Security
4.1.3. Universal Access
4.1.4. Physical and Psychological Health Concerns
4.1.5. Governance
4.2. Meta-Education Opportunities
4.2.1. Hands-On Training and Learning
4.2.2. Game-Based Learning
4.2.3. Collaboration in Creating Knowledge
5. Conclusions and Contributions
6. Limitations and Future Work
Funding
Institutional Review Board Statement
Data Availability Statement
Conflicts of Interest
References
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Research | Methodology/Sample/Scope | Results/Contributions |
---|---|---|
[16] | Phenomenological analysis performed to analyse 8 semi-structured interviews with experienced professionals to explore how esports actors perceive the business opportunities and challenges of the Metaverse as a service-scape for esports industry. | Metaverse business opportunities:
|
[6] | An essay paper which, by referring to several articles and reports, discussed the concepts of the Metaverse and HCI and analysed their application in the video games domain. | Opportunities: The Metaverse has a pivotal role in the creation of large gaming communities and can also bring huge benefits in the education, business, and medical fields. Challenges:
|
[4] | A review paper of publications concerning HCI in virtual environments, published in the proceedings of the International Conference on Cognitive Info-communications (CogInfoCom) and Its Special Issues from 2012 to 2020. A selection criterion was added: Citations number >= 10 in IEEE Xplore OR in Scopus Q1. The review paper summarised some of the results in cognitive information and communication research within the selected sample. | On the HCI side: Insights into how human cognitive capabilities can be merged and extended with the cognitive capabilities of the virtual environments, such as the use of eye path tracking instead of the computer input peripherals. On the applicability side: Insights into the use of 3D teaching and training virtual environment in providing access to quality, cost-effective, more efficient retrieval, and inventive thinking-based learning experience. On the business side, it was reported that workflow is at least 50% faster in a 3D virtual content shared environment due to more effective collaboration, increased work access to resources, and flexible work time requirement. |
[3] | This study proposed a future Metaverse research agenda by combining the informed narrative from experts with various disciplinary backgrounds on many aspects of the Metaverse and its transformational impact. | Suggested Metaverse Future Research Agenda:
|
Demographic Variable | Count (Percentage) N = 19 | |
---|---|---|
Gender: | Male | 13 (68%) |
Female | 6 (32%) | |
Age: | Below 30 years old | 9 (47%) |
30–35 years old | 7 (37%) | |
Above 35 years old | 3 (16%) | |
Working Experience: | 8–15 years | 8 (42%) |
More than 15 years | 11 (58%) | |
Working Affiliation: | Full-Time Employee | 7 (30%) |
Freelancer/Consultants | 12 (70%) | |
Specialisation: | Human–Computer Interaction | 3 |
Online Learning | 3 | |
User Experience | 5 | |
Web/Mobile Apps Developer | 3 | |
Interface Design | 3 | |
Digital Marketing | 1 | |
Virtual Reality | 1 |
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Said, G.R.E. Metaverse-Based Learning Opportunities and Challenges: A Phenomenological Metaverse Human–Computer Interaction Study. Electronics 2023, 12, 1379. https://doi.org/10.3390/electronics12061379
Said GRE. Metaverse-Based Learning Opportunities and Challenges: A Phenomenological Metaverse Human–Computer Interaction Study. Electronics. 2023; 12(6):1379. https://doi.org/10.3390/electronics12061379
Chicago/Turabian StyleSaid, Ghada Refaat El. 2023. "Metaverse-Based Learning Opportunities and Challenges: A Phenomenological Metaverse Human–Computer Interaction Study" Electronics 12, no. 6: 1379. https://doi.org/10.3390/electronics12061379
APA StyleSaid, G. R. E. (2023). Metaverse-Based Learning Opportunities and Challenges: A Phenomenological Metaverse Human–Computer Interaction Study. Electronics, 12(6), 1379. https://doi.org/10.3390/electronics12061379