{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,2]],"date-time":"2026-01-02T07:45:31Z","timestamp":1767339931520,"version":"build-2065373602"},"reference-count":99,"publisher":"MDPI AG","issue":"8","license":[{"start":{"date-parts":[[2024,8,13]],"date-time":"2024-08-13T00:00:00Z","timestamp":1723507200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Computers"],"abstract":"<jats:p>Everyone forms a perception about everything, including the Metaverse. Still, we may expect a gap or disconnection between what has been expressed by various researchers and the widespread perceptions of technology and related concepts. However, the degree to which these two frames of representation differ awaits further investigation. This study seeks to compare the Metaverse perceptions between the scientific findings and the common people\u2019s perceptions using the data from two previous qualitative studies about the representations of the Metaverse from a scientific perspective versus a common perspective (by adults). Is there a common ground between these two perspectives? Or are they in opposition? As goals for this research, we aim to contrast the depiction of the Metaverse in pertinent studies (published in indexed journals) with the portrayal of the Metaverse among adults (non-researchers); ascertain the most prevalent depiction of virtual reality; and determine the significance of gaming within the representations of the Metaverse and virtual reality. This investigation encapsulates crucial findings on the Metaverse concept, contrasting the discoveries made by researchers in prior studies with the common public\u2019s interpretation of this concept. It helps with understanding the differences between the Metaverse representations, the immersion and perception concepts, and a disagreement from the past vs. future perspective.<\/jats:p>","DOI":"10.3390\/computers13080193","type":"journal-article","created":{"date-parts":[[2024,8,13]],"date-time":"2024-08-13T06:02:37Z","timestamp":1723528957000},"page":"193","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":7,"title":["Metaverse Unveiled: From the Lens of Science to Common People Perspective"],"prefix":"10.3390","volume":"13","author":[{"given":"M\u00f3nica","family":"Cruz","sequence":"first","affiliation":[{"name":"ISTAR-IUL, Instituto Universit\u00e1rio de Lisboa (ISCTE-IUL), 1649-026 Lisboa, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-8144-4583","authenticated-orcid":false,"given":"Ab\u00edlio","family":"Oliveira","sequence":"additional","affiliation":[{"name":"ISTAR-IUL, Instituto Universit\u00e1rio de Lisboa (ISCTE-IUL), 1649-026 Lisboa, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-8150-9666","authenticated-orcid":false,"given":"Alessandro","family":"Pinheiro","sequence":"additional","affiliation":[{"name":"ISTAR-IUL, Instituto Universit\u00e1rio de Lisboa (ISCTE-IUL), 1649-026 Lisboa, Portugal"}]}],"member":"1968","published-online":{"date-parts":[[2024,8,13]]},"reference":[{"key":"ref_1","unstructured":"Howes, L. (2023, October 19). 20 Lessons from Walt Disney on Entrepreneurship, Innovation and Chasing Your Dreams. Available online: https:\/\/www.forbes.com\/sites\/lewishowes\/2012\/07\/17\/20-business-quotes-and-lessons-from-walt-disney\/."},{"key":"ref_2","doi-asserted-by":"crossref","unstructured":"Oliveira, A., and Cruz, M. (2023). Virtually Connected in a Multiverse of Madness?\u2014Perceptions of Gaming, Animation, and Metaverse. Appl. Sci., 13.","DOI":"10.3390\/app13158573"},{"key":"ref_3","doi-asserted-by":"crossref","unstructured":"Cruz, M., Oliveira, A., and Pinheiro, A. (2023). Meeting Ourselves or Other Sides of Us?\u2014Meta-Analysis of the Metaverse. Informatics, 10.","DOI":"10.3390\/informatics10020047"},{"key":"ref_4","doi-asserted-by":"crossref","unstructured":"Cruz, M., Oliveira, A., and Pinheiro, A. (2022, January 16\u201318). Flowing through Virtual Animated Worlds\u2014Perceptions of the Metaverse. Proceedings of the 2022 Euro-Asia Conference on Frontiers of Computer Science and Information Technology (FCSIT), Beijing, China.","DOI":"10.1109\/FCSIT57414.2022.00057"},{"key":"ref_5","unstructured":"Ubieto, J.R., and Moliner, L.A. (2022). \u00bfBienvenido Metaverso?: Presencia, Cuerpo y Avatares en la era Digital: 2080, Ned Ediciones. Ned edi\u00e7\u00e3o."},{"key":"ref_6","unstructured":"Burrows, G. (2022). Your Life in the Metaverse, Really Interesting Books."},{"key":"ref_7","unstructured":"Garrido, L. (2022). EL METAVERSO EXPLICADO: \u00bfQu\u00e9 es el Metaverso y C\u00f3mo Funciona? \u00bfEs Realmente el Futuro de la Convivencia Humana?, Independently Published."},{"key":"ref_8","unstructured":"Jaimez, A. (2023). Metaverse: The Final Frontier of Cyberspace, Independently Published."},{"key":"ref_9","first-page":"90","article-title":"Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses","volume":"10","author":"Mitchell","year":"2009","journal-title":"J. AIS"},{"key":"ref_10","unstructured":"(2023, August 22). A Quote by William Gibson. Available online: https:\/\/www.goodreads.com\/quotes\/681-the-future-is-already-here-it-s-just-not-evenly."},{"key":"ref_11","unstructured":"Alang, N. (2023, February 05). Opinion|Facebook Wants to Move to \u2018the Metaverse\u2019\u2014Here\u2019s What That Is, and Why You Should Be Worried. Available online: https:\/\/www.thestar.com\/business\/opinion\/2021\/10\/23\/facebook-wants-to-move-to-the-metaverse-heres-what-that-is-and-why-you-should-be-worried.html."},{"key":"ref_12","first-page":"1","article-title":"Metaverse Shape of Your Life for Future: A Bibliometric Snapshot","volume":"1","author":"Damar","year":"2021","journal-title":"J. Metaverse"},{"key":"ref_13","first-page":"93","article-title":"Kumar Metaverse: Future of the Internet","volume":"3","author":"Ramesh","year":"2022","journal-title":"Int. J. Res. Publ. Rev."},{"key":"ref_14","doi-asserted-by":"crossref","unstructured":"Guidi, B., and Michienzi, A. (2023, January 6\u20138). The Social Impact of NFTs in the Metaverse Economy. Proceedings of the 2023 ACM Conference on Information Technology for Social Good, Lisbon, Portugal.","DOI":"10.1145\/3582515.3609564"},{"key":"ref_15","doi-asserted-by":"crossref","first-page":"88","DOI":"10.1109\/MIC.2008.1","article-title":"3D Social Virtual Worlds: Research Issues and Challenges","volume":"12","author":"Hendaoui","year":"2008","journal-title":"IEEE Internet Comput."},{"key":"ref_16","doi-asserted-by":"crossref","first-page":"486","DOI":"10.3390\/encyclopedia2010031","article-title":"Metaverse","volume":"2","author":"Mystakidis","year":"2022","journal-title":"Encyclopedia"},{"key":"ref_17","unstructured":"Heim, M. (2000). Virtual Realism, Oxford University Press."},{"key":"ref_18","unstructured":"Marczewski, A. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design, Gamified UK."},{"key":"ref_19","first-page":"12","article-title":"From Reality to Virtuality: Re-Discussing Cities with the Concept of Metaverse","volume":"4","year":"2022","journal-title":"Int. J. Manag."},{"key":"ref_20","unstructured":"Ffiske, T. (2022). The Metaverse: A Professional Guide: An Expert\u2019s Guide to Virtual Reality (VR), Augmented Reality (AR), and Immersive Technologies, Independently Published."},{"key":"ref_21","unstructured":"Chalmers, D.J. (2022). Reality+\u2014Virtual Worlds and the Problems of Philosophy, Norton."},{"key":"ref_22","doi-asserted-by":"crossref","first-page":"268","DOI":"10.1016\/j.culher.2023.06.001","article-title":"A Framework Study on the Use of Immersive XR Technologies in the Cultural Heritage Domain","volume":"62","author":"Innocente","year":"2023","journal-title":"J. Cult. Herit."},{"key":"ref_23","unstructured":"Yoh, M.-S. (2001, January 25\u201327). The Reality of Virtual Reality. Proceedings of the Seventh International Conference on Virtual Systems and Multimedia, Berkeley, CA, USA."},{"key":"ref_24","doi-asserted-by":"crossref","first-page":"20","DOI":"10.1016\/j.cag.2005.10.004","article-title":"Virtual Reality and Mixed Reality for Virtual Learning Environments","volume":"30","author":"Pan","year":"2006","journal-title":"Comput. Graph."},{"key":"ref_25","unstructured":"Sherman, W.R., and Craig, A.B. (2019). Understanding Virtual Reality: Interface, Application, and Design, Morgan Kaufmann."},{"key":"ref_26","doi-asserted-by":"crossref","first-page":"73","DOI":"10.1111\/j.1460-2466.1992.tb00812.x","article-title":"Defining Virtual Reality: Dimensions Determining Telepresence","volume":"42","author":"Steuer","year":"1992","journal-title":"J. Commun."},{"key":"ref_27","unstructured":"Rauterberg, M. (2022). From Online Games to \u201cMetaverse\u201d: The Expanding Impact of Virtual Reality in Daily Life. Proceedings of the Culture and Computing, Springer International Publishing."},{"key":"ref_28","unstructured":"Biocca, F., and Levy, M.R. (2010). Communication in the Age of Virtual Reality, Routledge."},{"key":"ref_29","first-page":"105581","article-title":"Artificial Intelligence for the Metaverse: A Survey","volume":"117","author":"Pham","year":"2022","journal-title":"Eng. Appl. Artif. Intell."},{"key":"ref_30","doi-asserted-by":"crossref","unstructured":"Brown, E., and Cairns, P. (2004). A Grounded Investigation of Game Immersion, Association for Computing Machinery.","DOI":"10.1145\/985921.986048"},{"key":"ref_31","first-page":"1","article-title":"Defining Virtual Worlds and Virtual Environments","volume":"1","author":"Schroeder","year":"2008","journal-title":"J. Virtual Worlds Res."},{"key":"ref_32","doi-asserted-by":"crossref","first-page":"185","DOI":"10.1145\/292834.292836","article-title":"Understanding and Constructing Shared Spaces with Mixed-Reality Boundaries","volume":"5","author":"Benford","year":"1998","journal-title":"ACM Trans. Comput.-Hum. Interact."},{"key":"ref_33","doi-asserted-by":"crossref","first-page":"20","DOI":"10.1109\/45.666641","article-title":"Virtual Reality","volume":"17","author":"Zheng","year":"1998","journal-title":"IEEE Potentials"},{"key":"ref_34","doi-asserted-by":"crossref","first-page":"216","DOI":"10.1038\/s41377-021-00658-8","article-title":"Augmented Reality and Virtual Reality Displays: Emerging Technologies and Future Perspectives","volume":"10","author":"Xiong","year":"2021","journal-title":"Light Sci. Appl."},{"key":"ref_35","doi-asserted-by":"crossref","unstructured":"Cruz, M., and Oliveira, A. (2023, January 20\u201323). Hi Doctor Strange! Play it again, and discover the Metaverse\u2014Perceptions of the Metaverse among gamers. Proceedings of the 2023 18th Iberian Conference on Information Systems and Technologies (CISTI), Aveiro, Portugal.","DOI":"10.23919\/CISTI58278.2023.10211283"},{"key":"ref_36","unstructured":"Sicart, M. (2017). Play Matters, MIT Press. Reprint Edi\u00e7\u00e3o."},{"key":"ref_37","unstructured":"Suits, B. (2005). The Grasshopper: Games, Life and Utopia, University of Toronto Press."},{"key":"ref_38","unstructured":"Rollings, A., and Morris, D. (2004). Game Architecture and Design, Education; New Riders Publishing."},{"key":"ref_39","doi-asserted-by":"crossref","unstructured":"Schell, J. (2008). The Art of Game Design: Abook Lenses, CRC Press.","DOI":"10.1201\/9780080919171"},{"key":"ref_40","unstructured":"Salen, K., and Zimmerman, E. (2004). Rules of Play: Fundamentals of Game Design, The MIT Press Cambridge."},{"key":"ref_41","unstructured":"Huizinga, J. (2016). Homo Ludens: A Study of the Paly Element in Culture, Angelica Press."},{"key":"ref_42","unstructured":"Ross, E. (2020). Gamish: A Graphic History of Gaming, Penguin Books."},{"key":"ref_43","doi-asserted-by":"crossref","first-page":"5","DOI":"10.1177\/1555412005281403","article-title":"Gaming for Beginners","volume":"1","author":"Miller","year":"2006","journal-title":"Games Cult."},{"key":"ref_44","unstructured":"Madigan, J. (2021). Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them, New Publisher. Reprint Edi\u00e7\u00e3o."},{"key":"ref_45","unstructured":"Kirriemuir, J., and Mcfarlane, A. (2004). Literature Review in Games and Learning, University of Bristol."},{"key":"ref_46","doi-asserted-by":"crossref","unstructured":"Kerr, A. (2006). The Business and Culture of Digital Games: Gamework\/Gameplay, SAGE Publications Ltd.","DOI":"10.4135\/9781446211410"},{"key":"ref_47","doi-asserted-by":"crossref","unstructured":"Wolf, M.J.P. (2008). The Video Game Explosion: A History from PONG to PlayStation and Beyond, Bloomsbury Academic.","DOI":"10.5040\/9798216032106"},{"key":"ref_48","doi-asserted-by":"crossref","first-page":"772","DOI":"10.1089\/cpb.2006.9.772","article-title":"Motivations for Play in Online Games","volume":"9","author":"Yee","year":"2006","journal-title":"CyberPsychology Behav."},{"key":"ref_49","doi-asserted-by":"crossref","first-page":"993","DOI":"10.1111\/j.1083-6101.2008.00428.x","article-title":"Who Plays, How Much, and Why? Debunking the Stereotypical Gamer Profile","volume":"13","author":"Williams","year":"2008","journal-title":"J. Comput.-Mediat. Commun."},{"key":"ref_50","doi-asserted-by":"crossref","first-page":"122","DOI":"10.1177\/15554120211017036","article-title":"Playing Video Games during the COVID-19 Pandemic and Effects on Players\u2019 Well-Being","volume":"17","author":"Barr","year":"2022","journal-title":"Games Cult."},{"key":"ref_51","doi-asserted-by":"crossref","unstructured":"Pinheiro, A., Oliveira, A., and Alturas, B. (2023). Playing and Socializing\u2014Adults\u2019 Perceptions of the FIFA Digital Game. Informatics, 10.","DOI":"10.3390\/informatics10010002"},{"key":"ref_52","doi-asserted-by":"crossref","unstructured":"Morais, A., Oliveira, A., and Pinheiro, A. (2022, January 16\u201318). Look at Me Playing?\u2014The eSports Importance on Consumers Emotions. Proceedings of the 2022 Euro-Asia Conference on Frontiers of Computer Science and Information Technology (FCSIT), Beijing, China.","DOI":"10.1109\/FCSIT57414.2022.00058"},{"key":"ref_53","doi-asserted-by":"crossref","unstructured":"Isbister, K. (2017). How Games Move Us (Playful Thinking): Emotion by Design, MIT Press. Reprint Edi\u00e7\u00e3o.","DOI":"10.7551\/mitpress\/9267.001.0001"},{"key":"ref_54","doi-asserted-by":"crossref","unstructured":"Mandryk, R.L., and Inkpen, K.M. (2004, January 6\u201310). Physiological Indicators for the Evaluation of Co-Located Collaborative Play. Proceedings of the 2004 ACM Conference on Computer-Supported Cooperative Work (CSCW 2004), Chicago, IL, USA.","DOI":"10.1145\/1031607.1031625"},{"key":"ref_55","doi-asserted-by":"crossref","unstructured":"Macaranas, A., Venolia, G., Inkpen, K., and Tang, J. (2013, January 2\u20136). Sharing Experiences over Video: Watching Video Programs Together at a Distance. Proceedings of the IFIP International Federation for Information Processing 2013, Cape Town, South Africa.","DOI":"10.1007\/978-3-642-40498-6_5"},{"key":"ref_56","doi-asserted-by":"crossref","unstructured":"Dama\u0161evi\u010dius, R., Maskeli\u016bnas, R., and Bla\u017eauskas, T. (2023). Serious Games and Gamification in Healthcare: A Meta-Review. Information, 14.","DOI":"10.3390\/info14020105"},{"key":"ref_57","doi-asserted-by":"crossref","first-page":"3521","DOI":"10.1007\/s10055-023-00759-2","article-title":"Improving Real-World Skills in People with Intellectual Disabilities: An Immersive Virtual Reality Intervention","volume":"27","author":"Michalski","year":"2023","journal-title":"Virtual Real."},{"key":"ref_58","doi-asserted-by":"crossref","unstructured":"Mitsea, E., Drigas, A., and Skianis, C. (2023). VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence. Educ. Sci., 13.","DOI":"10.3390\/educsci13070639"},{"key":"ref_59","doi-asserted-by":"crossref","first-page":"653","DOI":"10.1007\/s11192-011-0412-z","article-title":"Article Title Type and Its Relation with the Number of Downloads and Citations","volume":"88","author":"Jamali","year":"2011","journal-title":"Scientometrics"},{"key":"ref_60","doi-asserted-by":"crossref","first-page":"318","DOI":"10.1177\/0022022110366105","article-title":"Mapping a 40-Year History with Leximancer: Themes and Concepts in the Journal of Cross-Cultural Psychology","volume":"41","author":"Cretchley","year":"2010","journal-title":"J. Cross-Cult. Psychol."},{"key":"ref_61","doi-asserted-by":"crossref","first-page":"67","DOI":"10.1109\/2.769447","article-title":"Digital Libraries and Autonomous Citation Indexing","volume":"32","author":"Lawrence","year":"1999","journal-title":"Computer"},{"key":"ref_62","doi-asserted-by":"crossref","first-page":"344.e1","DOI":"10.1016\/j.ajog.2009.06.038","article-title":"How to Write and Publish an Original Research Article","volume":"202","author":"Vintzileos","year":"2010","journal-title":"Am. J. Obstet. Gynecol."},{"key":"ref_63","doi-asserted-by":"crossref","first-page":"139","DOI":"10.1007\/s11133-019-9413-7","article-title":"What Is Qualitative in Qualitative Research","volume":"42","author":"Aspers","year":"2019","journal-title":"Qual. Sociol."},{"key":"ref_64","unstructured":"Becker, H.S. (2017). Evidence, University of Chicago Press."},{"key":"ref_65","unstructured":"Friese, S. (2014). Qualitative Data Analysis with ATLAS.Ti, SAGE Publications Ltd.. [1st ed.]."},{"key":"ref_66","unstructured":"Flick, U. (2022). An Introduction to Qualitative Research, SAGE Publications Ltd.. [7th ed.]."},{"key":"ref_67","doi-asserted-by":"crossref","unstructured":"Kelle, U. (2004). Computer-Assisted Analysis of Qualitative Data, Sage.","DOI":"10.4135\/9781848608191.d36"},{"key":"ref_68","unstructured":"Welsh, E. (2002). Dealing with Data: Using NVivo in the Qualitative Data Analysis Process. Forum Qual. Sozialforschung\/Forum Qual. Soc. Res., 3."},{"key":"ref_69","unstructured":"Densin, N., and Lincoln, Y.S. (2000). Software and Qualitative Research. Handbook of Qualitative Research, Sage."},{"key":"ref_70","unstructured":"Silverman, D. (2000). Using Computers to Analyse Qualitative Data. Doing Qualitative Research: A Practical Handbook, Sage."},{"key":"ref_71","doi-asserted-by":"crossref","first-page":"218","DOI":"10.1080\/11745398.2014.902292","article-title":"Choosing a Qualitative Data Analysis Tool: A Comparison of NVivo and Leximancer","volume":"17","author":"Sotiriadou","year":"2014","journal-title":"Ann. Leis. Res."},{"key":"ref_72","doi-asserted-by":"crossref","first-page":"262","DOI":"10.3758\/BF03192778","article-title":"Evaluation of Unsupervised Semantic Mapping of Natural Language with Leximancer Concept Mapping","volume":"38","author":"Smith","year":"2006","journal-title":"Behav. Res. Methods"},{"key":"ref_73","doi-asserted-by":"crossref","first-page":"102762","DOI":"10.1016\/j.ipm.2021.102762","article-title":"Big Data-Assisted Social Media Analytics for Business Model for Business Decision Making System Competitive Analysis","volume":"59","author":"Zhang","year":"2022","journal-title":"Inf. Process. Manag."},{"key":"ref_74","doi-asserted-by":"crossref","unstructured":"Rodrigues, L.F., Oliveira, A., and Rodrigues, H. (2019). Main Gamification Concepts: A Systematic Mapping Study, Elsevier.","DOI":"10.1016\/j.heliyon.2019.e01993"},{"key":"ref_75","unstructured":"(2024, April 03). Leximancer FAQs\u2014Displays and Outputs. Available online: https:\/\/www.leximancer.com\/faqs-leximancer-displays-and-outputs."},{"key":"ref_76","unstructured":"Silverman, D. (2022). Doing Qualitative Research, SAGE Publications Ltd.. [6th ed.]."},{"key":"ref_77","unstructured":"Kriukow, J. (2023, June 29). Sample Size in Qualitative Research\u2014Qualitative Researcher Dr Kriukow. Available online: https:\/\/drkriukow.com\/how-to-choose-the-right-sample-size-for-a-qualitative-study-and-convince-your-supervisor-that-you-know-what-youre-doing\/."},{"key":"ref_78","unstructured":"Kriukow, J. (2023, June 29). Sample Size in Qualitative Research. Available online: https:\/\/www.youtube.com\/watch?v=2JeGo3r21vw."},{"key":"ref_79","doi-asserted-by":"crossref","first-page":"3","DOI":"10.1177\/1525822X16639015","article-title":"How Many Focus Groups Are Enough? Building an Evidence Base for Nonprobability Sample Sizes","volume":"29","author":"Guest","year":"2017","journal-title":"Field Methods"},{"key":"ref_80","doi-asserted-by":"crossref","first-page":"1483","DOI":"10.1177\/1049732318821692","article-title":"What Influences Saturation? Estimating Sample Sizes in Focus Group Research","volume":"29","author":"Hennink","year":"2019","journal-title":"Qual. Health Res."},{"key":"ref_81","unstructured":"Silverman, D. (2021). Qualitative Research, SAGE Publications Ltd.. [5th ed.]."},{"key":"ref_82","doi-asserted-by":"crossref","unstructured":"Acocella, I., and Cataldi, S. (2021). Using Focus Groups: Theory, Methodology, Practice, Sage.","DOI":"10.4135\/9781529739794"},{"key":"ref_83","unstructured":"Morgan, D.L. (1993). Sucessful Focus Group, Sage."},{"key":"ref_84","unstructured":"Blumer, H. (1969). Symbolic Interactionism: Perspective and Method, University of California Press. 1. paperback print., renewed."},{"key":"ref_85","unstructured":"Krueger, R.A. (1994). Focus Group, Sage."},{"key":"ref_86","doi-asserted-by":"crossref","first-page":"n71","DOI":"10.1136\/bmj.n71","article-title":"The PRISMA 2020 Statement: An Updated Guideline for Reporting Systematic Reviews","volume":"372","author":"Page","year":"2021","journal-title":"BMJ"},{"key":"ref_87","doi-asserted-by":"crossref","first-page":"n160","DOI":"10.1136\/bmj.n160","article-title":"PRISMA 2020 Explanation and Elaboration: Updated Guidance and Exemplars for Reporting Systematic Reviews","volume":"372","author":"Page","year":"2021","journal-title":"BMJ"},{"key":"ref_88","doi-asserted-by":"crossref","first-page":"33267","DOI":"10.1525\/collabra.33267","article-title":"Sample Size Justification","volume":"8","author":"Lakens","year":"2022","journal-title":"Collabra Psychol."},{"key":"ref_89","doi-asserted-by":"crossref","unstructured":"Fingerhut, J., and Moeyaert, M. (2022). Selecting and Justifying Quantitative Analysis Techniques in Single-Case Research through a User-Friendly Open-Source Tool. Front. Educ., 7.","DOI":"10.3389\/feduc.2022.1064807"},{"key":"ref_90","unstructured":"Sinclair, S., and Rockwell, G. (2024, April 20). Getting Started\u2014Voyant Tools Help. Available online: https:\/\/voyant-tools.org\/docs\/#!\/guide\/start."},{"key":"ref_91","doi-asserted-by":"crossref","first-page":"06008","DOI":"10.1051\/e3sconf\/202342006008","article-title":"Voyant Tools as an Analysis Instrument of Pierre-Louis Le Roy\u2019s Text","volume":"420","author":"Shvetsova","year":"2023","journal-title":"E3S Web Conf."},{"key":"ref_92","doi-asserted-by":"crossref","unstructured":"Guidi, B., and Michiensi, A. (2022, January 10). Social Games and Blockchain: Exploring the Metaverse of Decentraland. Proceedings of the 2022 IEEE 42nd International Conference on Distributed Computing Systems Workshops (ICDCSW), Bologna, Italy.","DOI":"10.1109\/ICDCSW56584.2022.00045"},{"key":"ref_93","doi-asserted-by":"crossref","first-page":"157","DOI":"10.1016\/j.jshs.2021.07.004","article-title":"Teen Reactions to a Self-Representational Avatar: A Qualitative Exploration","volume":"11","author":"Baysden","year":"2021","journal-title":"J. Sport Health Sci."},{"key":"ref_94","doi-asserted-by":"crossref","unstructured":"Cai, Y., Llorca, J., Tulino, A.M., and Molisch, A.F. (2022, January 6\u20138). Compute- and Data-Intensive Networks: The Key to the Metaverse. Proceedings of the 2022 1st International Conference on 6G Networking (6GNet), Paris, France.","DOI":"10.1109\/6GNet54646.2022.9830429"},{"key":"ref_95","doi-asserted-by":"crossref","first-page":"1","DOI":"10.3389\/frobt.2016.00074","article-title":"Enhancing Our Lives with Immersive Virtual Reality","volume":"3","author":"Slater","year":"2016","journal-title":"Front. Robot. AI"},{"key":"ref_96","doi-asserted-by":"crossref","first-page":"431","DOI":"10.1111\/bjop.12305","article-title":"Immersion and the Illusion of Presence in Virtual Reality","volume":"109","author":"Slater","year":"2018","journal-title":"Br. J. Psychol."},{"key":"ref_97","doi-asserted-by":"crossref","first-page":"147","DOI":"10.22503\/inftars.XIX.2019.4.10","article-title":"I, Avatar: Towards an Extended Theory of Selfhood in Immersive VR","volume":"19","author":"Zahiu","year":"2019","journal-title":"InfTars"},{"key":"ref_98","unstructured":"Mcgonigal, J. (2012). Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Random House UK."},{"key":"ref_99","unstructured":"Han, E., Miller, M.R., Ram, N., Nowak, K.L., and Bailenson, J.N. (2022, January 26\u201330). Understanding Group Behavior in Virtual Reality: A Large-Scale, Longitudinal Study in the Metaverse. Proceedings of the 72nd Annual International Communication Association Conference, Paris, France."}],"container-title":["Computers"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2073-431X\/13\/8\/193\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,10]],"date-time":"2025-10-10T15:35:48Z","timestamp":1760110548000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2073-431X\/13\/8\/193"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,8,13]]},"references-count":99,"journal-issue":{"issue":"8","published-online":{"date-parts":[[2024,8]]}},"alternative-id":["computers13080193"],"URL":"https:\/\/doi.org\/10.3390\/computers13080193","relation":{},"ISSN":["2073-431X"],"issn-type":[{"type":"electronic","value":"2073-431X"}],"subject":[],"published":{"date-parts":[[2024,8,13]]}}}