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Export Reference (APA)
Oliveira, A. & Cruz, M. (2024). Virtually connected in a multiverse of madness?: Perceptions of gaming, animation, and metaverse. In Luigi Bibbò and Marley M.B.R. Vellasco (Ed.), Human activity recognition (HAR) in healthcare. (pp. 85-108). Basel: MDPI.
Export Reference (IEEE)
A. G. Oliveira and M. S. Cruz,  "Virtually connected in a multiverse of madness?: Perceptions of gaming, animation, and metaverse", in Human activity recognition (HAR) in healthcare, Luigi Bibbò and Marley M.B.R. Vellasco, Ed., Basel, MDPI, 2024, pp. 85-108
Export BibTeX
@incollection{oliveira2024_1764928757251,
	author = "Oliveira, A. and Cruz, M.",
	title = "Virtually connected in a multiverse of madness?: Perceptions of gaming, animation, and metaverse",
	chapter = "",
	booktitle = "Human activity recognition (HAR) in healthcare",
	year = "2024",
	volume = "",
	series = "",
	edition = "",
	pages = "85-85",
	publisher = "MDPI",
	address = "Basel",
	url = "https://www.mdpi.com/books/reprint/8914-human-activity-recognition-har-in-healthcare"
}
Export RIS
TY  - CHAP
TI  - Virtually connected in a multiverse of madness?: Perceptions of gaming, animation, and metaverse
T2  - Human activity recognition (HAR) in healthcare
AU  - Oliveira, A.
AU  - Cruz, M.
PY  - 2024
SP  - 85-108
SN  - 2076-3417
DO  - 10.3390/books978-3-0365-9779-9
CY  - Basel
UR  - https://www.mdpi.com/books/reprint/8914-human-activity-recognition-har-in-healthcare
AB  - Few studies analyze what are the common representations of the Metaverse. Regarding 8
what has been said about this concept, our research aims to verify how adults’ percept and represent 9
the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults 10
all considered habitual gamers (or users of digital games). The objectives for this study were seven: 11
verify how the Metaverse is being represented and characterized; identify which technologies that 12
stimulate the immersion experience; identify the main dimensions that influence the acceptance of 13
the Metaverse concept; understand the perceptions of Metaverse and virtual reality regarding 14
socialization and well-being; verify the perceptions of a gamer’s daily lives regarding the Metaverse, 15
virtual reality, and gaming concepts; understand the impact of social representations on the 16
gaming concept; to understand the perceived role of animation regarding the Metaverse, virtual 17
reality, and gaming concepts. Our results reveal a common understanding of the Metaverse, despite 18
some confusion about this concept. We also verified the high importance of well-being and social 19
dimensions in the Metaverse immersive experiences provided by technology or gaming 20
characteristics. This exploratory study gave us essential findings about the perceptions of the 21
Metaverse and a deep understanding of the relations between Metaverse, virtual reality, animation, 22
and gaming.
ER  -