Facing the challenges of metaverse: a systematic literature review from social sciences and marketing and communication




Palabras clave:

Metaverse, Social Sciences, Marketing, Extended reality, Innovation, Social value, Neuromarketing, Neuroscience, Mixed reality, Augmented reality, Virtual worlds, Brands, Business, Mass media, Systematic review


The metaverse is the conjunction and optimization of the possibilities of the Internet and technology at their best. It is a consequence of the development and evolution of digital society. Technological innovation, fundamentally oriented toward virtual reality, augmented reality, and mixed realities, contributes significantly to the creation of a solid foundation on which to build an entire universe of virtual worlds. This is a universe that, in turn, requires the creation of backbone content for narratives that attract and retain users by capturing their attention to promote a specific ecosystem that transfers the activities of the real world to a virtual one, either projected or recreated. This research is based on a systematic review of 402 articles and a qualitative analysis of 125 publications. It examines the trends in technology, application, and methodology pertaining to the metaverse in the social sciences field, namely marketing and communication and neuroscience, areas that contribute to the understanding of the social dimension of the metaverse phenomenon. Although there is abundant academic literature on the metaverse in computer science, this is not the case in the aforementioned disciplines. Given that the metaverse is destined to become the next Internet revolution, there is a race among countries and brands to position themselves within it, which is expected to intensify in the coming years. The metaverse can contribute to a wide variety of applications of a social nature, which is why it is a highly competitive tool for nations, companies, and academia, as well as the public and private media. The results indicate a technological transformation proposing a future that includes neuro-technologies based on brain–computer interfaces and the metaverse as the setting. This will occur alongside the solidification of the virtual ecosystem thanks to the emergence of digital natives and Gen Z, as well as the convergence of many different technologies and immersive and participatory content, in which the consumer is the provider, owner, and beneficiary.


Abeles, Tom P. (2007). “Education unbound”. On the horizon, v. 15, n. 4, pp. 199-203. https://doi.org/10.1108/10748120710836219

Akour, Iman A.; Al-Maroof, Rana-Saeed; Alfaisa, Raghad; Salloum, Said A. (2022). “A conceptual framework form determining metaverse adoption in higher institutions of Gulf area: an empirical study using hybrid SEM-ANN approach”. Computers and education: artificial intelligence, v. 3. https://doi.org/10.16/j.caeai.2022.100052

Ando, Yuhei; Thawonmas, Ruck; Rinaldo, Frank (2013). “Inference of viewed exhibits in a metaverse museum”. In: 2013 International conference on culture and computing, culture and computing, pp. 218-219. https://doi.org/10.1109/CultureComputing.2013.73

Angelini, Leonardo; Mecella, Massimo; Liang, Hai-Ning; Caon, Maurizio (2020). “Towards an emotionally augmented metaverse: a framework for recording and analysing physiological data and user behaviour”. In: 13th augmented human international conference. https://doi.org/10.1145/3532530.3532546

Au, Wagner James (2005). “Taking new world notes: an embedded journalist’s rough guide to reporting from inside the Internet’s next evolution”. First Monday. https://doi.org/10.5210/fm.v0i0.1562

Ayiter, Elif (2010). “Alpha.tribe”. Journal of consciousness studies, v. 17, n. 7-8, pp. 119-138. https://www.researchgate.net/publication/233660610_Alphatribe

Baía-Reis, António; Ashmore, Mark (2022). “From video streaming to virtual reality worlds: an academic, reflective, and creative study on live theatre and performance in the metaverse”. International journal of performance arts and digital media, v. 18, n. 1, pp. 7-28. https://doi.org/10.1080/14794713.2021.2024398

Bolger, Ryan K. (2021). “Finding wholes in the metaverse: posthuman mystics as agents of evolutionary contextualization”. Religions, v. 12, n. 9, 768. https://doi.org/10.3390/rel12090768

Boulos, Maged N. Kamel; Burden, David (2007). “Web GIS in practice V: 3D interactive and real-time mapping in Second Life”. International journal of health geographics, v. 6. https://doi.org/10.1186/1476-072X-6-51

Boulos, Maged N. Kamel; Scotch, Matthew; Cheung, Kei-Hoi; Burden, David (2008). “Web GIS in practice VI: a demo playlist of geo-mashups for public health neogeographers”. International journal of health geographics, v. 7. https://doi.org/10.1186/1476-072X-7-38

Bourlakis, Michael; Papagiannidis, Savvas; Li, Feng (2009). “Retail spatial evolution: paving the way from traditional to metaverse retailing”. Electronic commerce research, v. 91, n. 1-2, pp. 135-148. https://doi.org/10.1007/s10660-009-9030-8

Brownsword, Roger (2021). “Law, authority, and respect: three waves of technological disruption”. Law, innovation and technology, v. 14, n. 1, pp. 5-40. https://doi.org/10.1080/17579961.2022.2047517

Cagnina, María-Rosita; Poian, Michele (2008). “Second Life: a turning point for web 2.0 and e-business?”. Interdisciplinary aspects of information systems studies, pp. 377-383. https://doi.org/10.1007/978-3-7908-2010-2_4

Chen, Chen; Yao, Mike Z. (2021). “Strategic use of immersive media and narrative message in virtual marketing: understanding the roles of telepresence and transportation”. Psychology & marketing, v. 39, n. 3, pp. 524-542. https://doi.org/10.1002/mar.21630

Cheng, Dewen; Hou, Qichao; Li, Yang; Zhang, T.; Li, Dayang; Huang, Yilun; Liu, Yue; Wang, Qiwei; Hou, Weihong; Yang, Tong; Feng, Zexin; Wang, Yongtian (2022). “Optical design and pupil swim analysis of a compact, large EPD and immersive VR head mounted display”. Optics express, v. 30, n. 5, 6584. https://doi.org/10.1364/oe.452747

Choi, Hee-Soo (2022). “Working in the metaverse: does telework in a metaverse office have the potential to reduce population pressure in megacities? Evidence from young adults in Seoul, South Korea”. Sustainability, v. 14, n. 6. https://doi.org/10.3390/su14063629

Choi, Hee-Soo; Kim, Sang-Heon (2017). “A content service deployment plan form metaverse museum exhibitions - centering on the combination of beacons and HMDs”. International journal of information management, v. 37, n. 1, pp. 1519-1527. https://doi.org/10.1016/j.ijinfomgt.2016.04.017

CNET Highligts (2020). Watch Facebook reveal AR glassed project Nazare. https://www.youtube.com/watch?v=BRJigpPrAe4

Corballis, Tim; Soar, Max (2022). “Utopia of abstraction: digital organizations and the promise of sovereingty”. Big data and society, v. 9, n. 1. https://doi.org/10.1177/20539517221084587

Dear, Keith (2022). “Beyond the ‘geo’ in geopolitics: the digital transformation of power”. The RUSI journal, v. 166, n. 6-7. https://doi.org/10.1080/03071847.2022.2049167

Dincelli, Ersin; Yayla, Alper (2022). “Immersive virtual reality in the age of the metaverse: a hybrid-narrative review based on the technology affordance perspective”. The journal of strategic information systems, v. 31, n. 2, 101717. https://doi.org/10.1016/j.jsis.2022.101717

Dionisio, John-David N.; Burns III, William G.; Gilbert, Richard (2013). “3D virtual worlds and the metaverse: current status and future posssibilities”. ACM computing surveys, v. 45, n. 3. https://doi.org/10.1145/2480741.2480751

Di-Pietro, Roberto; Cresci, Stefano (2021). “Metaverse: security and privacy issues”. In: 3rd IEEE international conference on trust, privacy and security in intelligent systems and applications, TPS-ISA 2021, pp. 281-288. https://doi.org/10.1109/TPSISA52974.2021.0003

Dozio, Nicoló; Marcolin, Federica; Scurati, Giulia-Wally; Ulrich, Luca; Nonis, Francesca; Vezzetti, Enrico; Marsocci, Gabriele; La-Rosa, Alba; Ferrise, Francesco (2022). “A design methodology for affective virtual reality”. International journal of human-computer studies, v. 162. https://doi.org/10.1016/j.ijhcs.2022.102791

Egliston, Ben; Carter, Marcus (2021). “Critical questions for Facebook’s virtual reality: data, power and the metaverse”. Internet policiy review, v. 10, n. 4. https://doi.org/10.14763/2021.4.1610

Falchuk, Ben; Loeb, Shoshana; Neff, Ralph (2018). “The social metaverse: battle for privacy”. IEEE technology and society magazine, v. 37, n. 2, pp. 52-61. https://doi.org/10.1109/MTS.2018.2826060

Gadalla, Eman; Keeking, Kathy; Abosag, Ibrahim (2012). “Metaverse-retail service quality: a future framework for retail service quality in the 3D internet”. Journal of marketing management, v. 29, n. 13-14, pp. 1493-1517. https://doi.org/10.1080/0267257X.2013.835742

Grant, Maria J.; Booth, Andrew (2009). “A typology of reviews: an analysis of 14 review types and associated methodologies”. Health information & libraries journal, v. 26, n. 2, pp. 91-108. https://doi.org/10.1111/j.1471-1842.2009.00848.x

Guo, Hongyu; Gao, Wurong (2022). “Metaverse-powered experiential situational English-teaching design: an emotion-based analysis method”. Frontiers in psychology, v. 13. https://doi.org/10.3389/fpsyg.2022.859159

Guo, Xinyi; Hou, Linglin (2022). “Key technology research of digital fashion based on virtual technology”. In: Proceedings of AMMCS 2021, applied mathematics, modelling and computer simulation, v. 20, pp. 894-903. https://doi.org/10.3233/ATDE220093

Han, Jeongmin; Heo; Jeongyun; You, Eunsoon (2021). “Analysis of metaverse platform as a new play culture: focusing on roblox and Zepeto”. In: CEUR Workshop proceedings, 3026 (Computing4Human 2021), pp. 27-36. https://pesquisa.bvsalud.org/global-literature-on-novel-coronavirus-2019-ncov/resource/pt/covidwho-1589569

Harley, Daniel (2022). “This would be sweet in VR. On the discursive newness of virtual reality”. New media & society. https://doi.org/10.1177/14614448221084655

Hollensen, Svend; Kotler, Philip; Opresnik, Marc-Oliver (2022). “Metaverse - the new marketing universe”. Journal of business strategy, ahead-of-print. https://doi.org/10.1108/JBS-01-2022-0014

Huggett, Jeremy (2020). “Virtually real or really virtual: towards a heritage metaverse?”. Studies in digital heritage, v. 4, n. 1. https://doi.org/10.14434/sdh.v4i1.26218

Huh, Sun (2022). “Application of the computer-based testing in Korean medical licensing examination, the emergence of a metaverse in medical education, journal metrics and statistics, and appreciation to reviewers and volunteers”. Journal of educational evaluation for health professions, v. 19. https://doi.org/10.3352/jeehp.2022.19.2

Ilyina, Irina A.; Eltikova, Ekaterina A.; Uvarova, Kesenia A.; Chelysheva, Svetlana D. (2022). “Metaverse - death to offline communication or empowerment of interaction?”. In: Proceedings of the 2022 communication strategies in digital society seminar, pp. 117-119. https://doi.org/10.1109/ComSDS55328.2022.9769144

Jeon, Joo-Eon (2021). “The effects of user experience-based design innovativeness on user - metaverse platform channel relationships in South Korea”. Journal of distribution science, v. 19, n. 11, pp. 81-90. https://doi.org/10.15722/jds.19.11.202111.81

Journal of metaverse (2021). About. https://dergipark.org.tr/en/pub/jmv

Joy, Annamma; Zhu, Ying; Peña, Camilo; Brouard, Myriam (2022).“Digital future of luxury brands: metaverse, digital fashion, and non-fungible tokens”. Strategic change, v. 31, n. 3, pp. 337-343. https://doi.org/10.1002/jsc.2502

Jun, Guichun (2020). “Virtual reality church as a new mission frontier in the metaverse: exploring theological controversies and missional potential of virtual reality church”. Transformation, v. 37, n. 4, pp. 297-305. https://doi.org/10.1177/0265378820963155

Kelly, Nicholas M. (2018). “Works like magic”: metaphor, meaning, and the GUI in Snow Crash”. Science-fiction studies, v. 45, pp. 69-90. https://doi.org/10.5621/sciefictstud.45.1.0069

Khan, Farhan; Kothari, Rakshit; Patel, Mayank; Banoth, Niharika (2022). “Enhancing non-fungible tokens for the evolution of blockchain technology”. In: 2022 International conference on sustainable computing and data communication systems (Icscds), pp. 1148-1153. https://doi.org/10.1109/ICSCDS53736.2022.9760849

Kim, Jooyoung (2021). “Advertising in the metaverse: research agenda”. Journal of interactive advertising, v. 21, n. 3, pp. 141-144. https://doi.org/10.1080/15252019.2021.2001273

Kim, Kihong (2022). “Metaverse in journal publishing”. Science editing, v. 9, n. 1. https://doi.org/10.6087/KCSE.256

Knox, Jeremy (2022). “The metaverse, or the serious business of tech frontiers”. Postdigital science and education, v. 4, n. 2, pp. 207-215. https://doi.org/10.1007/s42438-022-00300-9

Koo, Huilyung (2021). “Training in lung cancer surgery through the metaverse, including extended reality, in the smart operating room of Seoul National University Bundang Hospital, Korea”. Journal of educational evaluation for health professions, v. 18. https://doi.org/10.3352/JEEHP.2021.18.33

Kraus, Sascha; Kanbach, Dominik K.; Krysta, Peter M.; Steinhoff, Maurice; Tomini, Nino (2022). “Facebook and the creation of the metaverse: radical business model innovation or incremental transformation?” International journal of entrepreneurial behaviour and research, v. 28, n. 9, pp. 52-77. https://doi.org/10.1108/IJEBR-12-2021-0984

Kye, Bokyung; Han, Nara; Kim, Eunji; Park, Yeonjeong; Jo, Soyoung (2021). “Educational applications of metaverse: Possibilities and limitations”. Journal of educational evaluation for health professions, v. 18, n. 32. https://doi.org/10.3352/jeehp.2021.18.32

Lee-BA, Jinkyoung; Kwon, Ki-Han (2022). “Future value and direction of cosmetics in the era of metaverse”. Journal of cosmetic dermatology, v. 21, n. 10, pp. 4176-4183. https://doi.org/10.1111/jocd.14794

Lee, HyeJin; Hwang, Yohan (2022). “Technology-enhanced education through VR-making and metaverse-linking to foster teacher readiness and sustainable learning”. Sustainability, v. 14, n. 8. https://doi.org/10.3390/su14084786

Lee, Hyun-Kyung; Park, Soobin; Lee, Yeonji (2022). “A proposal of virtual museum metaverse content for the MZ generation”. Digital creativity, v. 33, n. 2, pp. 79-95. https://doi.org/10.1080/14626268.2022.2063903

Lee, JooHyun; Lee, Tae-Seon; Lee, SeungWoo; Jang, JiHye; Yoo, SuYoung; Choi, YeJin; Park, Yu-Rang (2022). “Development and application of a metaverse-based social skills training program for children with autism spectrum disorder to improve social interaction: protocol for a randomized controlled trial”. JMIR research protocols, v. 11, n. 6, e35960. https://doi.org/10.2196/35960

Lee, Sang-Gun; Trimi, Silvana; Byun, Won-Ki; Kang, Mincheol (2011). “Innovation and imitation effects in metaverse service adoption”. Service business, v. 5, n. 2, pp. 155-172. https://doi.org/10.1007/s11628-011-0108-8

Lee, Un-Kon (2022). “Tourism using virtual reality: media richness and information system successes”. Sustainability, v. 14, n. 7, 3975. https://doi.org/10.3390/su14073975

Lee, Un-Kon; Kim, Hyekyoung (2022). “UTAUT in Metaverse: an “Ifland” case”. Journal of theoretical and applied electronic commerce research, v. 17, n. 2, pp. 613-635. https://doi.org/10.3390/jtaer17020032

Leenes, Ronald (2008). “Privacy in the metaverse: regulating a complex social construct in a virtual world”. In: IFIP International Federation for Information Processing, v. 262, pp. 95-112. https://doi.org/10.1007/978-0-387-79026-8_7

Leone, Massimo (2011). “The semiotics of religious space in Second Life®”. Social semiotics, v. 21, n. 3, pp. 337-357. https://doi.org/10.1080/10350330.2011.564385

Liu, Zhen; Ren, Lingfeng; Xiao, Chang; Zhang, Ke; Demian, Peter (2022). “Virtual reality aided therapy towards health 4.0: a two-decade bibliometric analysis”. International journal of environmental research and public health, v. 19, n. 3. https://doi.org/10.3390/ijerph19031525

Lv, Zhihan; Qiao, Liang; Li, Yuxi; Yuan, Yong; Wang, Fei-Yue (2022). “BlockNet: beyond reliable spatial digital twins to parallel metaverse”. Patterns, v. 3, n. 5, 100468. https://doi.org/10.1016/j.patter.2022.100468

Makransky, Guido; Mayer, Richard E. (2022). “Benefits of taking a virtual field trip in immersive virtual reality: evidence for the immersion principle in multimedia learning”. Educational psychology review, v. 34, pp. 1771-1798. https://doi.org/10.1007/s10648-022-09675-4

Mandolfo, Marco; Baisi, Francesco; Lamberti, Lucio (2022). “How did you feel during the navigation? Influence of emotions on browsing time and interaction frequency in immersive virtual environments”. Behaviour and information technology. https://doi.org/10.1080/0144929X.2022.2066570

Marín-Morales, Javier; Higuera-Trujillo, Juan-Luis; Greco, Alberto; Guixeres, Jaime; Llinares, Carmen; Scilingo, Enzo-Pascuale; Alcañiz, Mariano; Valenza, Gaetano (2018). “Affective computing in virtual reality: Emotion recognition from brain and heartbeat dynamics using wearable sensors”. Scientific reports, v. 8, n. 1. https://doi.org/10.1038/s41598-018-32063-4

Márquez, Israel (2015). Una genealogía de la pantalla. Del cine al teléfono móvil. Barcelona: Anagrama. ISBN: 978 84 339 6389 5

Márquez-Díaz, Jairo-Eduardo (2020). “Virtual world as a complement to hybrid and mobile learning”. International journal of emerging technologies in learning, v. 15, n. 22, pp. 267-274. https://doi.org/10.3991/ijet.v15i22.14393

McCall, Cade; Hildebrandt, Lea K.; Hartmann, Ralf; Baczkowski, Blazej M.; Singer, Tania (2016). “Introducing the Wunderkammer as a tool for emotion research: Unconstrained gaze and movement patterns in three emotionally evocative virtual worlds”. Computers in human behavior, v. 59, pp. 93-107. https://doi.org/10.1016/j.chb.2016.01.028

Morgan Stanley; PwC US; BEA; US Census Bureau; NCES (2022). Metaverse potential consumer expenditure total addressable market in the United States as of 2022, by segment. https://www.statista.com/topics/9013/fashion-retail-in-the-metaverse/#dossierKeyfigures

Murray, Janet H. (2020). “Virtual/reality: how to tell the difference”. Journal of visual culture, v. 19, n. 1, pp. 11-27. https://doi.org/10.1177/1470412920906253

Ning, Huansheng; Wang, Hang; Lin, Yujia; Wang, Wenxi; Dhelim, Sahraoui; Farha, Fadi; Ding, Jianguo; Daneshmand, Mahmoud (2021). “A survey on metaverse: the state-of-the-art, technologies, applications, and challenges”. ArXiv. http://arxiv.org/abs/2111.09673

Oh, Soojin; Nah, Ken (2022). “Analysis of fashion value and emotion in digital environment based on analysis of famous Korean fashion YouTube review data”. In: Human interaction, emerging technologies and future systems V, Ihiet 2021, v. 319, pp. 240-245. https://doi.org/10.1007/978-3-030-85540-6_31

Owens, Dawn; Mitchell, Alanah; Khazanchi, Deepak; Zigurs, Ilze (2011). “An empirical investigation of virtual world projects and metaverse technology capabilities”. Data base for advances in information systems, v. 42, n. 1, pp. 74-101. https://doi.org/10.1145/1952712.1952717

Papagiannidis, Savvas; Bourlakis, Michael; Li, Feng (2008). “Making real money in virtual worlds: Mmorpgs and emerging business opportunities, challenges and ethical implications in metaverses”. Technological forecasting and social change, v. 75, n. 5, pp. 610-622. https://doi.org/10.1016/j.techfore.2007.04.007

Park, Sang-Min; Kim, Young-Gab (2022). “A metaverse: taxonomy, components, applications, and open challenges”. IEEE access, v. 10, n. 4209-4251. https://doi.org/10.1109/ACCESS.2021.3140175

Park, Sungjin; Min, Kyoungsoon; Kim, Sangkyun (2021). “Differences in learning motivation among Bartle’s player types and measures for the delivery of sustainable gameful experiences”. Sustainability, v. 13, n. 16, 9121. https://doi.org/10.3390/su13169121

Petit, Olivia; Velasco, Carlos; Wang, Qian Janice; Spence, Charles (2022). “Consumer consciousness in multisensory extended reality”. Frontiers in psychology, v. 21. https://doi.org/10.3389/fpsyg.2022.851753

Petukhov, Igor V.; Glazyrin, Andrey E.; Gorokhov, Andrey V.; Steshina, Luydmila A.; Tanryverdiev, Ilya O. (2020). “Being present in a real or virtual world: a EEG study”. International journal of medical informatics, v. 136. https://doi.org/10.1016/j.ijmedinf.2019.103977

Pfeiffer, Jella; Pfeiffer, Thies; Meißner, Martin; Weiß, Elisa (2020). “Eye-tracking-based classification of information search behavior using machine learning: evidence from experiments in physical shops and virtual reality shopping environments”. Information systems research, v. 31, n. 3, pp. 675-691. https://doi.org/10.1287/isre.2019.0907

Pigultong, Metee (2022). “Cognitive impacts of using a metaverse embedded on learning management system for students with unequal access to learning resources”. In: 2022 10th International conference on information and education technology (ICIET), pp. 27-31. https://doi.org/10.1109/ICIET55102.2022.9779045

Rauschnabel, Philipp A.; Babin, Barry J.; Tom-Dieck, M. Claudia; Krey, Nina; Jung, Timothy (2022a). “What is augmented reality marketing? Its definition, complexity, and future”. Journal of business research, v. 142, pp. 1140-1150. https://doi.org/10.1016/j.jbusres.2021.12.084

Rauschnabel, Philipp A.; Felix, Reto; Hinsch, Chris; Shahab, Hamza; Alt, Florian (2022b). “What is XR? Towards a framework for augmented and virtual reality”. Computers in human behavior, v. 133. https://doi.org/10.1016/j.chb.2022.107289

Riar, Marc; Xi, Nannan; Korbel, Jakob J.; Zarnekow, Ruediger; Hamari, Juho (2022). “Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda”. Internet research, ahead-of-print. https://doi.org/10.1108/INTR-08-2021-0611

Riva, Giuseppe; Wiederhold, Brenda-Kay (2022). “What the metaverse is (really) and why we need to know about it”. Cyberpsychology, behavior, and social networking, v. 25, n. 6, pp. 355-359. https://doi.org/10.1089/cyber.2022.0124

Rockstroh, Christoph; Blum, Johannes; Göritz, Anja S. (2019). “Virtual reality in the application of heart rate variability biofeedback”. International journal of human-computer studies, v. 130, pp. 209-220. https://doi.org/10.1016/j.ijhcs.2019.06.011

Rospigliosi, Pericles (2022). “Metaverse or simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work”. Interactive learning environments, v. 30, n. 1. https://doi.org/10.1080/10494820.2022.2022899

Sánchez-Mendiola, Melchor (2022). “The metaverse: the door to a new era of digital education?”. Investigación en educación médica, v. 11, n. 42, pp. 5-8. https://doi.org/10.22201/fm.20075057e.2022.42.22436

Shin, Donghee (2022). “The actualization of meta affordances: conceptualizing affordance actualization in the metaverse games”. Computers in human behavior, v. 133. https://doi.org/10.1016/j.chb.2022.107292

Skalidis, Ioannis; Muller, Olivier; Fournier, Stephane (2022). “CardioVerse: the cardiovascular medicine in the era of metaverse”. Trends in cardiovascular medicine. https://doi.org/10.1016/j.tcm.2022.05.004

Smart, John; Cascio, Jamais; Paffendorf, Jerry (2007). Metaverse roadmap: pathways to the 3D web. Metaverse: a cross-industry public foresight project. https://www.academia.edu/266307/A_Metaverse_Roadmap_Pathways_to_the_3D_Web_2007

Sofianidis, Angelos (2022). “Why do students prefer augmented reality: a mixed-method study on preschool teacher students’ perceptions on self-assessment AR quizzes in science education”. Education sciences, v. 12, n. 5. https://doi.org/10.3390/educsci12050329

Suh, Woong; Ahn, Seongjin (2022). “Utilizing the metaverse for learner-centered constructivist education in the post-pandemic era: an analysis of elementary school students”. Journal of intelligence, v. 10, n. 1, 17. https://doi.org/10.3390/jintelligence10010017

Swissinfo.ch (2022). Entidad reguladora emiratí se convierte en primera del mundo en el metaverso. https://www.swissinfo.ch/spa/emiratos-metaverso_entidad-reguladora-emirat%C3%AD-se-convierte-en-primera-del-mundo-en-el-metaverso/47564056

Tasa, Umut-Burcu; Görgülü, Tülin (2010). “Meta-art: art of the 3-D user-created virtual worlds”. Digital creativity, v. 21, n. 2, pp. 100-111. https://doi.org/10.1080/14626261003786251

Tayal, Swati; Rajagopal, Kannan; Mahajan, Vaishali (2022). “Virtual reality based metaverse of gamification”. In: Proceedings - 6th International conference on computing methodologies and communication, Iccmc 2022, pp. 1597-1604. https://doi.org/10.1109/ICCMC53470.2022.9753727

Thawonmas, Ruck; Fukumoto, Akira (2011). “Frame extraction based on displacement amount for automatic comic generation from metaverse museum visit log”. In: Intelligent interactive multimedia systems and services. Smart innovation, systems and technologies, v. 11. https://doi.org/10.1007/978-3-642-22158-3_16

Thawonmas, Ruck; Kato, Kohei (2011). “Camerawork for comics generated from visitors’ experiences in a virtual museum. In: Entertainment computing- ICEC 2011. Lecture notes in computer science, v. 6972, pp. 143-148. https://doi.org/10.1007/978-3-642-24500-8_15

Tomonori, Shuda; Thawonmas, Ruck (2011). “Frame selection for automatic comic generation from museum playlog in metaverse”. In: IADIS international conference game and entertainment technologies 2011, pp. 43-50.


Van-der-Ham, Ineke J. M.; Klaassen, Fayette; Van-Schie, Kevin; Cuperus, Anne (2019). “Elapsed time estimates in virtual reality and the physical world: the role of arousal and emotional valence”. Computers in human behavior, v. 94, pp. 77-81. https://doi.org/10.1016/j.chb.2019.01.005

Vázquez-Herrero, Jorge; Sirkkunen, Esa (2022). “Regreso a Fukushima: percepciones y efectos de una historia de periodismo inmersivo”. Profesional de la informacion, v. 31, n. 1, e310108. https://doi.org/10.3145/epi.2022.ene.08

Vernaza, Ariel; Armuelles, V. Iván; Ruiz, Isaac (2012). “Towards to an open and interoperable virtual learning enviroment using metaverse at University of Panama”. In: 2012 technologies applied to electronics teaching, TAEE 2012, pp. 320-325. https://doi.org/10.1109/TAEE.2012.6235458

Vidal-Tomás, David (2022). “The new crypto niche: NFTs, play-to-earn, and metaverse tokens”. Finance research letters, v. 47. https://doi.org/10.1016/j.frl.2022.102742

Voyager, Daniel (2021). Second Life grid statistics. https://danielvoyager.wordpress.com/2021/07/09/second-life-grid-statistics-july-2021-update

Zhou, Michael; Lenders, Mark A. A. M.; Cong, Ling-Mei (2018). “Ownership in the virtual world and the implications for long-term user innovation success”. Technovation, v. 78, n. October, pp. 56-65. https://doi.org/10.1016/j.technovation.2018.06.002



Cómo citar

Crespo-Pereira, V., Sánchez-Amboage, E., & Membiela-Pollán , M. (2023). Facing the challenges of metaverse: a systematic literature review from social sciences and marketing and communication. Profesional De La información, 32(1). https://doi.org/10.3145/epi.2023.ene.02



Artículos de investigación / Research articles


La descarga de datos todavía no está disponible.


Cargando métricas ...