Following social constructivism, the Metaverse can be seen as a “boundary object,” allowing “interpretative flexibility” across communities while maintaining a “common identity” to facilitate interactions and consensus. Understanding the social construction of the Metaverse requires acknowledging diverse perspectives that shape the discourse surrounding it. This research employed an internet-based Q methodology study to examine such “boundaries” within the Metaverse discourse. The study involved 46 participants from 14 countries and diverse sectors within the global Metaverse industry, who engaged in online card ranking exercises using statements covering five essential aspects of the Metaverse: Terminology, Cultural Values, Societal Impact, Economics, and Regulation. The factor analysis revealed four prominent frames of perspective: 1) Debating Liberal Globalism; 2) Critiques of the Metaverse as a Threat to Humanity; 3) The Metaverse as Neoliberalization; and 4) the New Prometheans: Techno-Optimism in the Digital Revolution. These frames underscore polarized perceptions related to the political-economic aspects of Metaverse development, particularly concerning affordability, infrastructure limitation, and digital literacy, all crucial for preventing global divisions. The findings contribute to policy dialogues focused on the social impact of technology innovation. Additionally, this research provides hands-on experience in designing and implementing a digitalized Q methodology, resulting in more systematic and transparent Q exercise procedures.
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Virtual Reality (VR) experience escapes allow individuals to spend hours on end in immersive virtual environments and interact with content in a world that is providing shelter and illusion of an alternative reality – the metaverse. Discussions on possible risks have largely remained limited to usability challenges, while only a few studies reflect on social, psychological and physical implications this immersive technology exposes and the considerations consumers and businesses need to take. This paper critically reviews literature on escapism to discuss issues in the design and employment of virtual reality consumer experience escapes. Key issues relating to VR experience escapes and resulting effects on consumer health and well-being are discussed, emphasizing needed consumer-centered research and design. Future considerations include (1) Self-indulgent escapism through VR consumer experiences, (2) Ethical considerations in the design of VR consumer experience escapes, and (3) Purposeful design of VR consumer experiences escapes. A sequential research agenda is presented that integrates antecedents of VR experience escapes that connect to three main future research streams; designing purpose-driven VR consumer experience escapes, complementing methodologies for VR consumer experience research, and meaningful VR consumer experience escapes.
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De metaverse is geen toekomstvisie maar een technologische ontwikkeling die al lang is begonnen. We leven er al in zelfs. Dat betoogt Esther Hammelburg, senior onderzoeker aan de Hogeschool van Amsterdam. Deze longread is haar inzending op de Open Call van Design Digger met de vraag: welke rol kunnen – of misschien wel zelfs moeten – ontwerpers spelen in de bouw van de metaverse?
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