Exportar Publicação

A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Cruz, M. & Oliveira, A. (2025). Dr. Strange, Are We Experiencing the Same? Perceptions of the Metaverse Among Gamers, by Gender. In Pascal Lorenz (Ed.), Proceedings of the 2024 3rd Eurasian Conference on Frontiers of Computer Science and Information Technology (FCSIT 2024). Learning and Analytics in Intelligent Systems. (pp. 73-86). Barcelona: Springer.
Exportar Referência (IEEE)
M. S. Cruz and A. G. Oliveira,  "Dr. Strange, Are We Experiencing the Same? Perceptions of the Metaverse Among Gamers, by Gender", in Proc. of the 2024 3rd Eurasian Conf. on Frontiers of Computer Science and Information Technology (FCSIT 2024). Learning and Analytics in Intelligent Systems, Pascal Lorenz, Ed., Barcelona, Springer, 2025, vol. 48, pp. 73-86
Exportar BibTeX
@inproceedings{cruz2025_1764994861022,
	author = "Cruz, M. and Oliveira, A.",
	title = "Dr. Strange, Are We Experiencing the Same? Perceptions of the Metaverse Among Gamers, by Gender",
	booktitle = "Proceedings of the 2024 3rd Eurasian Conference on Frontiers of Computer Science and Information Technology (FCSIT 2024). Learning and Analytics in Intelligent Systems",
	year = "2025",
	editor = "Pascal Lorenz",
	volume = "48",
	number = "",
	series = "",
	doi = "10.1007/978-3-031-88649-2_9",
	pages = "73-86",
	publisher = "Springer",
	address = "Barcelona",
	organization = "FCSIT-Frontiers of Computer Science and Information Technology",
	url = "https://link.springer.com/book/10.1007/978-3-031-88649-2"
}
Exportar RIS
TY  - CPAPER
TI  - Dr. Strange, Are We Experiencing the Same? Perceptions of the Metaverse Among Gamers, by Gender
T2  - Proceedings of the 2024 3rd Eurasian Conference on Frontiers of Computer Science and Information Technology (FCSIT 2024). Learning and Analytics in Intelligent Systems
VL  - 48
AU  - Cruz, M.
AU  - Oliveira, A.
PY  - 2025
SP  - 73-86
SN  - 2662-3447
DO  - 10.1007/978-3-031-88649-2_9
CY  - Barcelona
UR  - https://link.springer.com/book/10.1007/978-3-031-88649-2
AB  - On  the  wave  of  a  great  digital  revolution,  virtual  reality  enables  immer- 
sive  experience  in  cyberspace  via  various  devices,  gliding  virtual  worlds  in  a 
dynamic  multiverse.  To  what  extent  can  a  film  focused  on  the  multiverse  be  linked 
to  the  perceptions  of  the  Metaverse  among  Portuguese  adults?  And,  more:  Are 
there  significant  differences  between  men’s  and  Women’s  perceptions?  In  this 
context,  we  aim  to  verify  the  representations  of  the  Metaverse  of  each  gender  and 
verify  the  importance  of  a  film  (related  to  the  Metaverse  and  the  multiverse)  on 
these  representations.  Embracing  technological  advancements  is  crucial  for  soci- 
etal  progress,  with  films  playing  a  significant  role  in  conveying  complex  concepts 
and  fostering  acceptance  through  immersive  storytelling  and  virtual  reality.  Fic- 
tional  narratives,  especially  those  enhanced  by  technology,  can  shape  attitudes  and 
beliefs,  demonstrating  the  transformative  potential  of  virtual  reality  and  fiction. 
This  study  emphasises  the  relevance  of  gamers  in  understanding  and  engaging 
with  the  concepts  of  Metaverse  and  multiverse.
ER  -