No Cover Image

Journal article 104 views 7 downloads

Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy

Yogesh Dwivedi Orcid Logo, Laurie Hughes Orcid Logo, Abdullah M. Baabdullah, Samuel Ribeiro-Navarrete, Mihalis Giannakis, Mutaz M. Al-Debei, Denis Dennehy Orcid Logo, Bhimaraya Metri, Dimitrios Buhalis, Christy M.K. Cheung, Kieran Conboy, Ronan Doyle, Rameshwar Dubey, Vincent Dutot, Reto Felix, D.P. Goyal, Anders Gustafsson, Chris Hinsch, Ikram Jebabli, Marijn Janssen, Young-Gab Kim, Jooyoung Kim, Stefan Koos, David Kreps, Nir Kshetri, Vikram Kumar, Keng-Boon Ooi, Savvas Papagiannidis, Ilias O. Pappas, Ariana Polyviou, Sang-Min Park, Neeraj Pandey, Maciel M. Queiroz, Ramakrishnan Raman, Philipp A. Rauschnabel, Anuragini Shirish, Marianna Sigala, Konstantina Spanaki, Garry Wei-Han Tan, Manoj Kumar Tiwari, Giampaolo Viglia, Samuel Fosso Wamba

International Journal of Information Management, Volume: 66, Start page: 102542

Swansea University Authors: Yogesh Dwivedi Orcid Logo, Laurie Hughes Orcid Logo, Denis Dennehy Orcid Logo

  • 60438_VoR.pdf

    PDF | Version of Record

    © 2022 The Author(s). This is an open access article under the CC BY-NC-ND license

    Download (4.89MB)

Abstract

The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and...

Full description

Published in: International Journal of Information Management
ISSN: 0268-4012
Published: Elsevier BV 2022
Online Access: Check full text

URI: https://cronfa.swan.ac.uk/Record/cronfa60438
Tags: Add Tag
No Tags, Be the first to tag this record!
Abstract: The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persistent cross platform metaverse. Separating the hype and “meta…” rebranding from current reality is difficult, as “big tech” paints a picture of the transformative nature of the metaverse and how it will positively impact people in their work, leisure, and social interaction. The potential impact on the way we conduct business, interact with brands and others, and develop shared experiences is likely to be transformational as the distinct lines between physical and digital are likely to be somewhat blurred from current perceptions. However, although the technology and infrastructure does not yet exist to allow the development of new immersive virtual worlds at scale - one that our avatars could transcend across platforms, researchers are increasingly examining the transformative impact of the metaverse. Impacted sectors include marketing, education, healthcare as well as societal effects relating to social interaction factors from widespread adoption, and issues relating to trust, privacy, bias, disinformation, application of law as well as psychological aspects linked to addiction and impact on vulnerable people. This study examines these topics in detail by combining the informed narrative and multi-perspective approach from experts with varied disciplinary backgrounds on many aspects of the metaverse and its transformational impact. The paper concludes by proposing a future research agenda that is valuable for researchers, professionals and policy makers alike.
Keywords: Avatars; Augmented reality; Extended reality; Metaverse; Second life; Virtual reality; Virtual world
College: School of Management
Start Page: 102542