作者
Yogesh K Dwivedi, Laurie Hughes, Abdullah M Baabdullah, Samuel Ribeiro-Navarrete, Mihalis Giannakis, Mutaz M Al-Debei, Denis Dennehy, Bhimaraya Metri, Dimitrios Buhalis, Christy MK Cheung, Kieran Conboy, Ronan Doyle, Rameshwar Dubey, Vincent Dutot, Reto Felix, DP 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
发表日期
2022/10/1
来源
International journal of information management
卷号
66
页码范围
102542
出版商
Pergamon
简介
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 …
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