Gamification in the Metaverse: How Design Attributes Shape User Preferences Across Age Groups
Abstract
1. Introduction
- RQ1. Which gamification attributes characterize leading metaverse services?
- RQ2. How do attributes in character customization, experience/skill systems, social networking, and economic systems relate to user preferences?
- RQ3. Do these attribute–preference relationships differ by age?
- RQ4. Do these attribute–preference relationships differ by gender?
2. Literature Review
2.1. Metaverse and Digital Society
2.2. Understanding Gamification in the Metaverse
2.3. Gamification Components of the Metaverse: A Preference-Focused View
2.3.1. Character Customization
2.3.2. Experience and Skill System
2.3.3. Social Network System
2.3.4. Economic System
3. Methodology
3.1. Data and Analysis Sample
3.2. Qualitative Coding of Platform Attributes
3.3. Rank-Ordered Logit Model
4. Results
5. Discussion and Conclusions
5.1. Summary of Findings
5.2. Theoretical Implications
5.3. Managerial Implications
- Character customization. Prioritize recognizable realism and expressive behaviors; streamline or pre-bundle body/environment configuration to minimize digital fatigue. Provide quick-start defaults plus optional depth for power users.
- Experience and skill. Ensure clear quest presence with adaptive difficulty, immediate feedback, and visible rewards (e.g., badges, virtual goods, social recognition). Combine open-ended exploration (to sustain curiosity, especially for younger users) with milestone-based progression (appealing to goal-oriented users).
- Social networking. Design for closeness (small-group affordances, proximity cues) and scalable group interaction. Avoid rigid, one-size-fits-all chat formats; offer conversational freedom with safety/etiquette scaffolds and transparent controls.
- Economic system. Elevate real-world utility (bridge virtual tasks to tangible outcomes) and fair, transparent monetization pathways. Reduce device lock-in by enabling cross-device continuity and graceful degradation on lower-end hardware.
5.4. Limitations and Future Research
5.5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
| Metaverse Services | Properties | Features of Gamification Elements |
|---|---|---|
| ZEPETO | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| ifland | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| Gather.town | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| Metapolis | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| Roblox | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| Animal Crossing | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| Play Together | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| Minecraft | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
| |
| Fortnite | Avatar customization |
|
| Experience and Skills System |
| |
| Social Networking Systems |
| |
| Economy System |
|

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| Questionnaires | Item | Description |
|---|---|---|
| Have used a metaverse service | 1 | Yes |
| 2 | None | |
| 1 | Zepeto |
| 2 | Animal Crossing | |
| 3 | Roblox | |
| 4 | Minecraft | |
| 5 | ifland | |
| 6 | Play Together | |
| 7 | Gather.town | |
| 8 | Second Life | |
| 9 | Metapolis | |
| 10 | Fortnite | |
| 11 | Zwift | |
| 12 | Etc. |
| Metaverse Service | 1st | 2nd | 3rd |
|---|---|---|---|
| ZEPETO | 29 | 11 | 7 |
| Animal Crossing | 28 | 25 | 28 |
| Roblox | 13 | 17 | 5 |
| Minecraft | 19 | 21 | 8 |
| ifland | 4 | 7 | 11 |
| Play Together | 2 | 9 | 20 |
| Gather.town | 2 | 1 | 2 |
| Second Life | 0 | 1 | 4 |
| Metapolis | 2 | 7 | 3 |
| Fortnite | 1 | 3 | 11 |
| Zwift | 0 | 0 | 0 |
| Etc. | 1 | 1 | 0 |
| (a) Age | ||
| Age group | n | (%) |
| Teens (13–19) | 52 | 17.1 |
| Twenties (20–29) | 98 | 32.2 |
| Thirties (30–39) | 82 | 27.0 |
| Forties (40–49) | 48 | 15.8 |
| 50+ | 24 | 7.9 |
| (b) Gender | ||
| Gender | N | (%) |
| Female | 168 | 55.3 |
| Male | 136 | 44.7 |
| Main Category | Subcategories | Description | Coding | Details |
|---|---|---|---|---|
| Character customization | Creating a Character | Character Face | 0: None 1: Yes | Availability of character face and hair design |
| Character Body | 0: None 1: Yes | Availability of character body type and skin color design | ||
| Creating Character Environments | Character backgrounds Design | 0: None 1: Yes | Whether users can design your character’s background, profile, and personal space | |
| Character Realism | Character Realism Reflectivity | 0: low 1: Medium 2: High | Step-by-step assessment of the degree of anthropomorphism of character users 1: An animal-shaped or created object character that does not exist in reality 2: A character that looks like a person but has a body type, gender, skin color, etc. that does not reflect me in reality 3: A character that mirrors its own appearance | |
| Character Freedom | Freedom of character expression | 0: low 1: Medium 2: High | How much character movement there is and Whether a variety of expressions can be expressed through the character’s movements | |
| Experience and skill system | Difficulty of achieving the goal | Quest presence/absence | 0: None 1: Yes | Whether or not the character has a defined purpose and story in the metaverse - Fortnite aims to level up and improve skills through repeated battle games - Bondee aims to maintain a free daily life that reflects reality without irritating elements |
| Freedom to achieve purpose | Game freedom | 0: Very low 1: Low 2: Normal 3: High 4: Very high | Whether the user can play a variety of games depending on their purpose and degree of freedom when playing the game - Minecraft allows you to play various characters and achieve goals without any special purpose or story. In particular, even watching the ending is unnecessary depending on the goal | |
| Content Creation | Whether to create content | 0: None 1: Yes | A system that allows you to create your own content in the game without boundaries between producers and users | |
| Mirroring quest | Whether to mirror quest | 0: Very low 1: Low 2: Normal 3: High 4: Very high | The degree to which the user’s actions or quest performance is far from reality - Zepeto: Dance challenge with your character and friends - Gather.town: Video conference, virtual space construction - Minecraft: gathering, exploration, design, etc. | |
| Social network system | Rigid chat-window style | Chat window function | 0: None 1: Yes | Ability to have a conversation using a chatbot or chat window - Animal Crossing: Chatbot, chatting with conversational keyboard |
| Closeness of Conversation | Personal space | 0: None 1: Yes | A way to invite friends to your space or chat alone with other users | |
| Frequency of Conversation Participation | Number of people Allowed to participate in conversation | 0: 1 person 1: 10 people or more 2:30 people or more 3: 50 people or more 4: More than 100 people | The number of people who can participate in or check the actual conversation, not just one-on-one conversation with the character | |
| Conversation Freedom | Whether there is freedom of conversation | 0: None 1: Yes | Whether it is possible to talk to people you meet for the first time virtually, excluding people you know or belong to the same group in real life | |
| Economic system | Availability of monetization | Item Switch to virtual currency | 0: None 1: Yes | Whether it can be converted to virtual currency through quest completion or items (currency, gems, gold bars, etc.) |
| Device Dependency | Whether devices and paid services | 0: None 1: Yes | Whether there are purchase costs for devices (game consoles, PCs) and membership registration to use the platform. - Animal Crossing operates as a paid membership system with device purchase - Zepeto and ifland can sign up and participate for free | |
| Real-world task utilization | Business function | 0: None 1: Yes | - Metapolis and Kethetown are virtual offices, allowing for seminars and video conferences necessary for actual work. - Gather.town, Roblox has fun and functions through a pentagram-making game |
| Metaverse Service | Character Customizing | Gamification | Social Networking | Economic System | ||||||||||||
| Face | Body | Environment | Reality | Freedom | Quest | Freedom | Content creation | Mirrored quest | Text balloon | Close conversation | Group talk | Conversation freedom | Virtual currency | Device dependency | Productivity tool | |
| Zepeto | 1 | 1 | 1 | 2 | 2 | 1 | 2 | 1 | 3 | 1 | 1 | 2 | 1 | 1 | 0 | 1 |
| ifland | 1 | 0 | 1 | 2 | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 3 | 1 | 1 | 0 | 2 |
| Gather.town | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 2 | 0 | 0 | 0 | 3 |
| Metapolis | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 2 | 0 | 0 | 3 | 0 | 0 | 0 | 2 |
| Bondee | 1 | 1 | 1 | 2 | 2 | 0 | 3 | 0 | 3 | 1 | 1 | 1 | 1 | 1 | 0 | 0 |
| Roblox | 1 | 1 | 0 | 0 | 2 | 2 | 3 | 1 | 0 | 1 | 0 | 3 | 1 | 1 | 1 | 0 |
| Animal Crossing | 1 | 1 | 1 | 0 | 2 | 2 | 3 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 0 |
| Play Together | 1 | 1 | 1 | 0 | 2 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 1 |
| Minecraft | 1 | 0 | 0 | 0 | 1 | 3 | 1 | 0 | 0 | 1 | 0 | 3 | 1 | 1 | 1 | 0 |
| Fortnite | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 0 |
| 10s | 20s | 30s | 40s | 50s or Above | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| VARS | Coef. | S.E. | Coef. | S.E. | Coef. | S.E. | Coef. | S.E. | Coef. | S.E. | Coef. | S.E. | |||||||
| Character customization | Face | −0.30 | 0.17 | −0.02 | 0.22 | −1.34 | 0.48 | ** | −0.84 | 0.74 | 0.09 | 0.53 | −1.48 | 1.15 | |||||
| Body | −1.45 | 0.28 | *** | 0.04 | 0.49 | −3.75 | 0.59 | *** | −3.43 | 0.93 | *** | −0.25 | 0.88 | −3.74 | 1.41 | ** | |||
| Environments | −1.55 | 0.30 | *** | −1.11 | 0.56 | * | −1.60 | 0.53 | ** | −2.61 | 0.99 | ** | −1.74 | 0.84 | * | −0.42 | 1.00 | ||
| Realism | 1.62 | 0.14 | *** | 1.78 | 0.23 | *** | 1.65 | 0.24 | *** | 1.96 | 0.47 | *** | 1.32 | 0.38 | ** | 0.85 | 0.42 | * | |
| Expression | 0.77 | 0.23 | ** | −0.82 | 0.42 | 2.89 | 0.53 | *** | 3.05 | 0.83 | *** | 0.19 | 0.68 | 2.33 | 1.23 | ||||
| Experience and skill system | Quest presence | 0.16 | 0.07 | * | −0.25 | 0.11 | * | 0.78 | 0.13 | *** | 0.93 | 0.23 | *** | 0.04 | 0.22 | 0.42 | 0.31 | ||
| Game freedom | −0.37 | 0.05 | *** | −0.63 | 0.08 | *** | −0.14 | 0.09 | 0.06 | 0.14 | −0.33 | 0.14 | * | −0.27 | 0.20 | ||||
| Content Creation | 1.22 | 0.14 | *** | 1.52 | 0.27 | *** | 1.10 | 0.24 | *** | 1.14 | 0.36 | ** | 1.17 | 0.47 | * | 0.65 | 0.60 | ||
| Mirroring quest | 0.60 | 0.05 | *** | 0.36 | 0.08 | *** | 1.08 | 0.10 | *** | 1.07 | 0.16 | *** | 0.27 | 0.16 | 0.63 | 0.24 | * | ||
| Social network system | Rigid chat−window style | −1.35 | 0.22 | *** | −1.54 | 0.34 | *** | −2.43 | 0.55 | *** | −1.02 | 0.87 | −0.47 | 0.69 | −2.29 | 1.30 | |||
| Conversational closeness | 1.92 | 0.15 | *** | 2.24 | 0.27 | *** | 2.27 | 0.26 | *** | 1.71 | 0.38 | *** | 1.04 | 0.45 | * | 1.42 | 0.64 | * | |
| Frequency of conversation participation | 0.99 | 0.07 | *** | 0.91 | 0.10 | *** | 1.23 | 0.12 | *** | 1.06 | 0.18 | *** | 0.65 | 0.20 | ** | 0.90 | 0.30 | ** | |
| Conversation freedom | 0.05 | 0.15 | −1.00 | 0.19 | *** | 2.04 | 0.44 | *** | 1.78 | 0.63 | ** | −0.61 | 0.46 | 1.62 | 1.09 | ||||
| Economic system | Monetization function | 0.04 | 0.11 | −0.04 | 0.23 | 2.37 | 0.34 | *** | 2.78 | 0.58 | *** | 0.05 | 0.54 | 1.51 | 0.85 | ||||
| Device dependencies | −0.43 | 0.21 | * | −0.93 | 0.28 | ** | −0.75 | 0.28 | ** | −0.52 | 0.43 | −0.18 | 0.52 | 0.31 | 0.74 | ||||
| Real−world task utilization | 1.32 | 0.19 | *** | 0.78 | 0.13 | *** | 0.84 | 0.16 | *** | 0.83 | 0.25 | ** | 0.55 | 0.29 | 0.92 | 0.45 | * | ||
| gender | Male | 0.03 | 0.09 | ||||||||||||||||
| Age | Twenties | 0.13 | 0.19 | ||||||||||||||||
| (ref.: Teenager) | Thirties | 0.24 | 0.21 | ||||||||||||||||
| Forties | 0.05 | 0.21 | |||||||||||||||||
| Over Fifty | 0.12 | 0.25 | |||||||||||||||||
| Education | Middle school graduate or higher | 0.04 | 0.17 | ||||||||||||||||
| (ref.: | High school graduate or higher | −0.07 | 0.16 | ||||||||||||||||
| Elementary school or higher) | College graduate or higher | −0.14 | 0.21 | ||||||||||||||||
| 0|1 | 1.44 | 0.12 | *** | 2.15 | 0.35 | *** | 3.98 | 0.47 | *** | 4.23 | 0.77 | *** | 2.07 | 0.79 | ** | 3.58 | 1.25 | ** | |
| 1|2 | 1.65 | 0.12 | *** | 2.37 | 0.35 | *** | 4.24 | 0.47 | *** | 4.59 | 0.78 | *** | 2.25 | 0.79 | ** | 3.85 | 1.26 | ** | |
| 2|3 | 2.22 | 0.13 | *** | 3.04 | 0.35 | *** | 4.86 | 0.49 | *** | 5.26 | 0.80 | *** | 2.81 | 0.80 | *** | 4.44 | 1.29 | ** | |
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Share and Cite
Choi, Y.; Shim, D.; Park, Y.; Lee, C. Gamification in the Metaverse: How Design Attributes Shape User Preferences Across Age Groups. J. Theor. Appl. Electron. Commer. Res. 2025, 20, 310. https://doi.org/10.3390/jtaer20040310
Choi Y, Shim D, Park Y, Lee C. Gamification in the Metaverse: How Design Attributes Shape User Preferences Across Age Groups. Journal of Theoretical and Applied Electronic Commerce Research. 2025; 20(4):310. https://doi.org/10.3390/jtaer20040310
Chicago/Turabian StyleChoi, Yunseul, Dongnyok Shim, Yuri Park, and Changjun Lee. 2025. "Gamification in the Metaverse: How Design Attributes Shape User Preferences Across Age Groups" Journal of Theoretical and Applied Electronic Commerce Research 20, no. 4: 310. https://doi.org/10.3390/jtaer20040310
APA StyleChoi, Y., Shim, D., Park, Y., & Lee, C. (2025). Gamification in the Metaverse: How Design Attributes Shape User Preferences Across Age Groups. Journal of Theoretical and Applied Electronic Commerce Research, 20(4), 310. https://doi.org/10.3390/jtaer20040310

