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http://dx.doi.org/10.6109/jkiice.2022.26.8.1148

Classification of fun elements in metaverse content  

Lee, Jun-Suk (Department of Game Studies, Graduate School, Sangmyung University)
Rhee, Dea-Woong (Department of Game Studies, College of Convergence Engineering, Sangmyung University)
Abstract
In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].
Keywords
Metaverse; Augmented Reality; Virtual Reality; Fun; Game;
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