Virtually Connected in a Multiverse of Madness?—Perceptions of Gaming, Animation, and Metaverse
Abstract
1. Introduction
2. Background
2.1. Gaming
2.2. Virtual Reality
2.3. Animation
2.4. Metaverse
2.5. Related Work—A Comprehensive Review of Main Concepts
2.6. Qualitative Research—Focus Group
3. Methods
3.1. Data Gathering—Focus Group
- What is it for you to play?
- What is the gaming world for you?
- What is a gamer for you?
- What do you think about there being different types of gamers?
- How do you feel/think that the gaming world is present in our daily lives?
- What do you think/feel about the statement “a game is a virtual reality”?
- What do you think/feel about the possibility of social reality being an important factor in choosing a game in favor of others?
- When you play, do you feel immersed (“inside”) in the game?
- How do you relate playing with your everyday reality?
- How do you relate playing with animation and the metaverse?
- To what extent do you feel immersed in a virtual world while playing the game? As? Why?
- What are the most fascinating features for you to play?
- What are the most important features in a game to feel more immersed?
- Do you know or use any objects/technologies that provide immersion in a game?
- What do you think/feel about the statement “animation is present in all games”?
- Do you consider animation an important factor in a game?
- What features do you like/look for in a gaming animation?
- What do you think about the statement “an animation is a kind of virtual reality”?
- What is the metaverse for you? Refer to at least three words about what it means.
- What do you think about the metaverse? What do you think the metaverse is for?
- Have you ever been immersed in the Metaverse? What made you feel/think?
- For which population do you think the metaverse is more directed? (adults, teens, children, or seniors/elderly?)
- How is the metaverse present in your daily life?
- Do you think the metaverse is a virtual reality? Why?
- How do you think/feel about the metaverse’s relation to our social reality?
- What do you think about the possibility of social reality being an important factor in interacting with the metaverse?
- Is a game a metaverse?
3.2. Data Gathering and Analysis
3.3. Data Results
- What is it for you to play?
- 2.
- What is the gaming world for you?
- 3.
- What is a gamer for you?
- 4.
- What do you think about there being different types of gamers?
- 5.
- How do you feel/think that the gaming world is present in our daily lives?
- 6.
- What do you think/feel about the statement “a game is a virtual reality”?
- 7.
- What do you think/feel about the possibility of social reality being an important factor in choosing a game in favor of others?
- 8.
- When you play, do you feel immersed (“inside”) in the game?
- 9.
- How do you relate playing with your everyday reality?
- 10.
- How do you relate playing with animation and the metaverse?
- 11.
- To what extent do you feel immersed in a virtual world while playing the game? As? Why?
- 12.
- What are the most fascinating features for you to play?
- 13.
- What are the most important features in a game to feel more immersed?
- 14.
- Do you know or use any objects/technologies that provide immersion in a game?
- What do you think/feel about the statement “animation is present in all games”?
- 2.
- Do you consider animation an important factor in a game?
- 3.
- What features do you like/look for in a gaming animation?
- 4.
- What do you think about the statement “an animation is a kind of virtual reality”?
- What is the metaverse for you? Refer to at least three words about what it means.
- 2.
- What do you think about the metaverse? What do you think the metaverse is for?
- 3.
- Have you ever been immersed in the metaverse? What made you feel/think?
- 4.
- For which population do you think the metaverse is more directed? (Adults, teens, children, or seniors/elderly?)
- 5.
- How is the metaverse present in your daily life?
- 6.
- Do you think the metaverse is a virtual reality? Why?
- 7.
- What do you think/feel about how the Metaverse relates to our social reality?
- 8.
- What do you think about the possibility of social reality being an important factor in interacting with the metaverse?
- 9.
- Is a game a Metaverse?
4. Discussion
5. Research Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Author | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[8] | has responded to all our wishes, offering new environments, experiences, and opportunities | Gaming | (3) (4) |
[5] | Gaming has been considered the founder of the metaverse as an entertainment tool since it was one of the first solutions where this concept was applied | Gaming vs. Metaverse | (3) (4) (5) |
[9] | Playing is a free activity where joy and fun exist | Gaming | (4) |
[11] | becoming more social and sharing experiences | Gaming | (4) (5) (6) |
[13] | It is also essential to understand the social importance of the gaming area because most people play video games with others | Gaming | (4) (5) |
[15] | communication is more fun, involvement, and bond when people are connected | Gaming | (2) (4) (5) (6) |
Author | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[17] | The term engineers use is virtual, which means substitute computers and peripherical devices instead of human senses | Virtual Reality | (2) (4) |
[18] | virtual reality can be seen as a technology that can replace a user’s primary senses for computer data | Virtual Reality | (2) |
[19] | considered an electronic simulation of experienced environments | Virtual Reality | (2) |
[20] | Virtual reality relies on computer graphic systems combined with different displays and interface devices that allow immersion through a 3D computer-generated environment | Virtual Reality | (2) (5) |
[21] | It is considered a new medium only possible by the technological advances creating practical applications and new ways of communication | Virtual Reality | (2) (4) (5) |
[21] | Physical immersion is considered a characteristic that defines virtual reality | Virtual Reality | (2) (4) (5) |
[19] | This interactivity can also be defined as communication media because users can modify a form or content mediated by the environment in real time | Virtual Reality | (2) (4) (5) |
[25] | This concept can have different forms, such as cab simulation, projected reality, augmented reality, telepresence (the feeling of being physically somewhere other than where the user is) | Virtual Reality | (2) |
[24] | desktop virtual reality (keyboard, mouse, monitor, headphones) | (2) |
Author | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[26] | The connection between the gaming area and the animation started because of the economy around them. The first to explore this relationship was Walt Disney | Animation | (6) |
[26] | By this means, digital technology with special effects such as animation broke an essential psychological barrier because it allowed virtual worlds | Animation | (3) (7) |
[28] | It is an extraordinary audiovisual expression that transforms nonreal events and takes the audience there | Animation | (7) |
[29] | has excellent potential and importance because of its ability to establish transversal communication with any age, gender, culture, religion, or nationality | Animation | (6) (7) |
[30] | of this ability, the animation is considered a creative strategy | Animation | (7) |
[28] | new model of communication for the future | Animation | (7) |
Author | Description | Concept Relation | Objective Alignment |
---|---|---|---|
[31] | virtual world that could reach, interact, and affect human existence | Metaverse vs. Virtual Reality | (1) (2) (4) (7) |
[31] | The metaverse can be defined as a massive dimension network and interconnected 3D virtual worlds rendered in real time that can be experienced synchronously and persistently by an unlimited number of users with a unique sense of presence and data continuity, has identity, history, rights, objects communication and payments | Virtual Reality | (1) (4) (5) |
[8] | It is also a 3D experience where we can interact with virtual and augmented reality through headsets, sensory gloves, cameras, and sensors registering our bodily movements | Metaverse vs. Virtual Reality | (1) (2) (7) |
[8] | its inner world that continues to exist even if we are not connected | (1) | |
[32] | It can be described as the layer between us and the reality | (1) (4) (5) | |
[33] | where a 3D virtual world is shared, and the experiences can be experienced through virtual and augmented reality | (1) (2) (7) | |
[34] | based on the real world but without physical limitations | (1) (4) (5) | |
[35] | The users can involve themselves socially, economically, and culturally through their avatars | (1) (3) (4) (5) | |
[36] | Metaverse unites platforms of socially immersive virtual realities compatible with video games with massive online multi-players, open gaming worlds, and collaborative spaces of augmented reality | (1) (2) (4) (5) (7) | |
[37] | It is also seen as a digital universe that mixes online gaming elements with social networks and virtual reality, allowing users to engage digitally | (1) (2) (3) (4) (7) | |
[8] | The gaming experience has increasingly become a lived experience, and the limits between the metaverse and what is gaming and what is not have disappeared | (1) (3) (4) (5) (7) | |
[4] | The metaverse can be achieved via the internet through augmented reality devices, game consoles, computers, tablets, or mobile phones | (1) (2) (5) |
Categories | Total | % |
---|---|---|
Fun | 13 | 100 |
Escape reality | 6 | 46.2 |
Relax | 6 | 46.2 |
Socialization | 5 | 38.5 |
Hobby | 3 | 23.1 |
Therapy | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Community | 7 | 53.8 |
The specific group enjoys games | 6 | 46.2 |
Digital Games | 4 | 30.8 |
Games categories | 3 | 23.1 |
Specific group | 2 | 15.4 |
Join of concepts | 2 | 15.4 |
Games Industry | 2 | 15.4 |
Society stereotype | 1 | 7.7 |
Culture | 1 | 7.7 |
Categories | Total | % |
---|---|---|
A person that plays games | 8 | 61.5 |
The name given to a group of people | 6 | 46.2 |
A person that likes any games | 5 | 38.5 |
A person that regularly plays games | 2 | 15.4 |
A person that plays games has hobbies | 1 | 7.7 |
The person who likes computers | 1 | 7.7 |
A person who likes technology | 1 | 7.7 |
Synonym of nerd expression | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 13 | 100 |
No | 0 | 0 |
Categories | Total | % |
---|---|---|
Frequent or daily gamer | 11 | 84.6 |
Occasional gamer | 11 | 84.6 |
Professional gamer | 6 | 46.2 |
Semiprofessional | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 13 | 100 |
No | 0 | 0 |
Categories | Total | % |
---|---|---|
Provides fun | 7 | 53.8 |
Relaxation | 4 | 30.8 |
Socialization | 4 | 30.8 |
Provides positive emotions (happiness, cheerfulness) | 3 | 23.1 |
Part of the personality of a person | 2 | 15.4 |
Escape reality | 1 | 7.7 |
Necessity to play | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 10 | 76.9 |
No | 3 | 23.1 |
Categories | Total | % |
---|---|---|
Creates an alternative reality | 3 | 23.1 |
Virtual reality does not apply to games | 1 | 7.7 |
This applies to augmented reality | 1 | 7.7 |
Reality provided by computers | 1 | 7.7 |
Provides experiences | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 12 | 92.3 |
No | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Friends and close people playing the same game | 12 | 92.3 |
Social component | 10 | 76.9 |
Unites people | 5 | 38.5 |
Friends reference | 4 | 30.8 |
Gameplay of the game | 2 | 15.4 |
Games classification (magazines or tv shows) | 2 | 15.4 |
Price | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 12 | 92.3 |
Sometimes | 6 | 46.2 |
No | 1 | 7.7 |
Categories | Total | % |
---|---|---|
It depends on the game type | 6 | 46.2 |
Identification with the game characters | 5 | 38.5 |
Game history | 4 | 30.8 |
It depends on the game context | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Provides fun | 7 | 53.8 |
Relaxation | 4 | 30.8 |
Socialization | 4 | 30.8 |
Provides positive emotions (happiness, cheerfulness) | 3 | 23.1 |
Part of the personality of a person | 2 | 15.4 |
Escape reality | 1 | 7.7 |
Necessity to play | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Concepts are connected | 13 | 100 |
Important concept | 9 | 69.2 |
Categories | Total | % |
---|---|---|
History | 7 | 53.8 |
Build/create things | 6 | 46.2 |
Gameplay | 6 | 46.2 |
Fun | 5 | 38.5 |
Price | 5 | 38.5 |
Person’s state of mind | 4 | 30.8 |
Visual graphics | 4 | 30.8 |
Socialization | 3 | 23.1 |
Emotions (ability to create) | 2 | 15.4 |
Characters | 2 | 15.4 |
Music/Audios | 2 | 15.4 |
Community | 2 | 15.4 |
Curiosity | 1 | 7.7 |
Immersive | 1 | 7.7 |
Categories | Total | % |
---|---|---|
History | 7 | 53.8 |
Build/create things | 6 | 46.2 |
Gameplay | 6 | 46.2 |
Fun | 5 | 38.5 |
Price | 5 | 38.5 |
Person’s state of mind | 4 | 30.8 |
Visual graphics | 4 | 30.8 |
Socialization | 3 | 23.1 |
Emotions (ability to create) | 2 | 15.4 |
Characters | 2 | 15.4 |
Music/Audios | 2 | 15.4 |
Community | 2 | 15.4 |
Curiosity | 1 | 7.7 |
Immersive | 1 | 7.7 |
Categories | Total | % |
---|---|---|
History | 6 | 46.2 |
Gameplay | 6 | 46.2 |
Characters | 5 | 38.5 |
Build/create things | 5 | 38.5 |
Visual graphics | 5 | 38.5 |
Socialization | 4 | 30.8 |
Music/Audios | 4 | 30.8 |
Price | 4 | 30.8 |
Emotions | 2 | 15.4 |
Fun | 2 | 15.4 |
Curiosity | 1 | 7.7 |
Person’s state of mind | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Headphones | 9 | 69.2 |
Keyboard | 5 | 38.5 |
VR goggles | 4 | 30.8 |
Monitors | 4 | 30.8 |
Chair | 3 | 23.1 |
Interactive game commands | 1 | 7.7 |
Computer Software that controls the environment | 1 | 7.7 |
Mousepads | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 11 | 84.6 |
No | 2 | 15.4 |
Categories | Total | % |
---|---|---|
Has to be mandatorily present | 7 | 63.6 |
Makes characters more real | 2 | 18.2 |
Categories | Total | % |
---|---|---|
Yes | 13 | 100 |
No | 0 | 0 |
Categories | Total | % |
---|---|---|
It has to be adapted to the gameplay of a game | 5 | 38.5 |
Graphics can influence the desire to play | 3 | 23.1 |
It has to be adapted to the game | 3 | 23.1 |
Can determine a game’s success | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Style/aesthetics | 6 | 46.2 |
It has to be adapted to the game | 5 | 38.5 |
Gameplay | 5 | 38.5 |
Socialization | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 6 | 46.2 |
No | 7 | 53.8 |
Categories | Total | % |
---|---|---|
It is part of but not one | 3 | 50 |
Creates virtual reality | 3 | 50 |
Categories | Total | % |
---|---|---|
Past | 13 | 100 |
Socialization | 9 | 69.2 |
Evolution | 9 | 69.2 |
Virtual | 7 | 53.8 |
Creation | 6 | 46.2 |
Immersion | 3 | 23.1 |
Build | 3 | 23.1 |
Monitorization | 2 | 15.4 |
Threat | 1 | 7.7 |
Risk | 1 | 7.7 |
Innovation | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Old concept | 13 | 100 |
Promotes Socialization | 9 | 69.2 |
Technological evolution | 9 | 69.2 |
Virtual reality | 7 | 53.8 |
Creates characters | 4 | 30.8 |
Allows immersion | 3 | 23.1 |
Allows people to make things virtually | 3 | 23.1 |
Monitorization of the virtual world | 2 | 15.4 |
Creates a new reality | 2 | 15.4 |
Creates new worlds | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 3 | 23.1 |
No | 10 | 76.9 |
Categories | Total | % |
---|---|---|
More fun | 3 | 100 |
More immersion | 2 | 66.7 |
Categories | Total | % |
---|---|---|
Adults | 9 | 69.2 |
Adolescent | 9 | 69.2 |
N/A | 5 | 38.5 |
Children | 4 | 30.8 |
Categories | Total | % |
---|---|---|
Yes | 8 | 61.5 |
No | 5 | 38.5 |
Categories | Total | % |
---|---|---|
Yes | 13 | 100 |
No | 0 | 0 |
Categories | Total | % |
---|---|---|
Creates virtual worlds | 5 | 38.5 |
Categories | Total | % |
---|---|---|
Yes | 9 | 69.2 |
No | 6 | 46.2 |
Categories | Total | % |
---|---|---|
Social tool | 10 | 76.9 |
Not a direct impact | 1 | 7.7 |
Categories | Total | % |
---|---|---|
Yes | 9 | 69.2 |
No | 6 | 46.2 |
Categories | Total | % |
---|---|---|
Yes | 9 | 69.2 |
No | 4 | 30.8 |
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Share and Cite
Oliveira, A.; Cruz, M. Virtually Connected in a Multiverse of Madness?—Perceptions of Gaming, Animation, and Metaverse. Appl. Sci. 2023, 13, 8573. https://doi.org/10.3390/app13158573
Oliveira A, Cruz M. Virtually Connected in a Multiverse of Madness?—Perceptions of Gaming, Animation, and Metaverse. Applied Sciences. 2023; 13(15):8573. https://doi.org/10.3390/app13158573
Chicago/Turabian StyleOliveira, Abílio, and Mónica Cruz. 2023. "Virtually Connected in a Multiverse of Madness?—Perceptions of Gaming, Animation, and Metaverse" Applied Sciences 13, no. 15: 8573. https://doi.org/10.3390/app13158573
APA StyleOliveira, A., & Cruz, M. (2023). Virtually Connected in a Multiverse of Madness?—Perceptions of Gaming, Animation, and Metaverse. Applied Sciences, 13(15), 8573. https://doi.org/10.3390/app13158573