
Editorial
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The metaverse, an emerging digital universe blurring the lines between reality and virtuality, offers a view into a future where human interaction transcends physical boundaries. In this article, we analyze the multidimensional facets of the metaverse, scrutinizing the landscape of challenges and opportunities it offers. The article delves into the challenges faced by human society in adapting to the metaverse, including the digital divide, ethical dilemmas, the level of trust, and the potential erosion of social and physical reality. Amid the allure of boundless creativity, questions arise about the very essence of human experience—identity, empathy, social relationships, life satisfaction, and the nature of reality itself. The metaverse, with all its complexities, challenges us to redefine the boundaries of human interaction, urging us to tread cautiously while embracing the limitless possibilities it presents. As we venture “toward a humane metaverse,” we must navigate the intricate interplay of technology and humanity, shaping a future where the virtual realm enhances, rather than diminishes, the richness of the human experience.
What distinguishes real-world communities from their online counterparts? Social and cognitive neuroscience research on social networks and collective intentionality will be used in the article to answer this question. Physical communities are born in places. And places engage “we-mode” neurobiological and cognitive processes as behavioral synchrony, shared attention, deliberate attunement, interbrain synchronization, and so on, which create coherent social networks of very different individuals who are supported by a “wisdom of crowd.” Digital technologies remove physical boundaries, giving people more freedom to choose their activities and groups. At the same time, however, the lack of physical co-presence of community members significantly reduces their possibility of activating “we-mode” cognitive processes and social motivation. Because of this, unlike physical communities that allow interaction between people from varied origins and stories, digital communities are always made up of people who have the same interests and knowledge (communities of practice). This new situation disrupts the “wisdom of crowd,” making the community more radical and less accurate (polarization effect), allowing influential users to wield disproportionate influence over the group's beliefs, and producing inequalities in the distribution of social capital. However, a new emergent technology—the Metaverse—has the potential to reverse this trend. Several studies have revealed that virtual and augmented reality—the major technologies underlying the Metaverse—can engage the same neurobiological and cognitive “we-mode” processes as real-world environments. If the many flaws in this technology are fixed, it might encourage people to engage in more meaningful and constructive interactions in online communities.
COVID-19 has prompted conferences to transition to online formats, inadvertently diminishing their emphasis on the social element. In online events, a sense of presence leading to a sense of companionship is limited in conventional conferencing platforms. Although the extant body of research on virtual conferences is growing, academic events in the Metaverse get little attention. Such events and their relevance to social presence within the Metaverse and associations among observable factors are seldom discussed. This study examined the perspectives of scholars in an online seminar during COVID-19 hosted in Gather.Town, a Metaverse-like conferencing environment. A hypothetical model was built to determine whether social presence and technology self-efficacy impact scholars' satisfaction and facilitate academic interactions. Ninety-three scholars in an academic seminar for research projects in information and computer education were polled to obtain data, which was then evaluated using partial least squares structural equation modeling (PLS-SEM). The proposed model explained 57.1 percent of the variables, and the findings showed that social presence and technology self-efficacy had a positive and significant impact on academic interactions and exchanges, as well as technology self-efficacy playing an essential role in determining overall satisfaction. However, social presence does not appear to have a direct impact on satisfaction, implying that a positive academic experience may still be achieved with or without the feature of being with others supported by the Metaverse. Although digital communication will only become more diverse and intense, it is important to understand how to maintain the basic character of human interactions virtually, even amid a pandemic. This research attempts to shed light on some critical factors in creating a conducive environment for future Metaverse-like academic events.
Immersive virtual reality (IVR) technology provides several educational affordances that make it a valuable tool for learning, especially from a constructivist learning perspective. Combined with the increasing availability of Metaverse social platforms, such as ENGAGE and AltSpace VR, where students and teachers can meet and work together, IVR may transform how students learn and interact with educational content. However, little is known about students' attitudes toward IVR in education. To address this gap, we surveyed 329 undergraduate students from different universities in Italy. We used the Unified Theory of Acceptance and Use of Technology (UTAUT) to predict students' intention to adopt IVR for learning. We further explored the role that different individual factors, including students' learning styles, affordances perceptions, and personal innovativeness, have on their attitudes toward IVR. A hierarchical multiple regression analysis revealed that the four constructs of the UTAUT, namely performance expectancy, effort expectancy, social influence, and facilitating conditions were the strongest predictors of students' intention to use IVR in education and that individual factors only had little impact on it. Based on these results, this study provides helpful indications for researchers and educators who wish to introduce IVR effectively in educational contexts. Given the new possibilities provided by Metaverse applications based on IVR technology for learning, it is indeed crucial to fully understand the attitudes different stakeholders in education have toward adopting this technology in educational contexts.
This study researches the impact of self-expansion experiences in the Metaverse on users' identity perception, self-esteem, and life satisfaction. To do so, the researchers conducted a two-wave panel study with a 3-month interval (
Online environments, such as metaverses, provide distinct social environments for people to engage in complex, cognitive, and multidirectional learning and meaning-making experiences. These engaging and influential environments highlight important factors associated with the Social Learning Theory (a process through which external settings influence behavior in specific environments). According to this theory, environments provide a space for youth to engage in reciprocal interactions of interpersonal, behavioral, and environmental cues. Online environments designed by social media companies have been scrutinized, given their dependence on algorithms (artificial intelligence systems). Research has revealed the effects of systems that use machine learning to subversively maintain engagement on their platforms for as long as possible. Given the constant changes in socializing environments, younger generational cohorts need to be adequately prepared for systems that determine what type of content they are exposed to, and shape the timing, frequency, and agentic influencers they engage with. Therefore, this article proposes a necessity to expand our understanding about social learning and current technology design principles. This article demonstrates the need for a paradigm shift toward exploring an innovative construct referred to as the digital learning environment. We examine existing issues in the design of digital spaces, provide a positive developmental psychology framework that informs further research, and propose solutions for researchers, educators, policymakers, and caregivers as they navigate healthy technology use and predominant mental health issues in the 21st century.
The Metaverse, powered by a variety of key innovative technologies including 3D virtual reality (VR)/augmented reality (AR), artificial intelligence (AI), blockchain/cryptocurrency-based non-fungible tokens (NFTs), and the Internet of Things, has been proposed as the future of a virtual universe for education, work, business, and commerce. This research (∑
As a new technology awaiting widespread immersive usage, public awareness and understanding of the metaverse is likely significantly shaped by its coverage in the media. This study explored how the metaverse is framed in U.S. news media coverage, including who the media targets as metaverse users, and reflects on how this could shape public attitudes and engagement with the metaverse. Specifically, this study asked: which people and institutions are included and excluded from media coverage of the metaverse? To answer this question, a systematic content analysis of 526 U.S. news articles was conducted, drawing from three media databases. Findings reveal that the media frames the metaverse as a corporate space for those with buying power: investors, technology experts, and consumers. Users without buying power and users from marginalized groups were rarely considered in media coverage. Despite this, most coverage of the metaverse was descriptive, with only 11 percent of articles critiquing this space. These findings raise broad questions about commodification, exclusion, and inequality in the metaverse.
Nongovernment organizations are increasingly leveraging the metaverse and its suite of extended reality technologies, such as 360° video and virtual reality, to immerse audiences in situations depicting environmental threats. The promise of immersive storytelling as a conservation tool is predicated on the verisimilitude of the mediated experience, with exposure to environmental threats in immersive video akin to

