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Cruz, M. & Oliveira, A. (2026). Pixels, pressure and connection: The metaverse’s impact on gamers. The Journal of Supercomputing. 82 (1)
M. S. Cruz and A. G. Oliveira, "Pixels, pressure and connection: The metaverse’s impact on gamers", in The Journal of Supercomputing, vol. 82, no. 1, 2026
@article{cruz2026_1770190787677,
author = "Cruz, M. and Oliveira, A.",
title = "Pixels, pressure and connection: The metaverse’s impact on gamers",
journal = "The Journal of Supercomputing",
year = "2026",
volume = "82",
number = "1",
doi = "10.1007/s11227-025-08173-y",
url = "https://link.springer.com/journal/11227"
}
TY - JOUR TI - Pixels, pressure and connection: The metaverse’s impact on gamers T2 - The Journal of Supercomputing VL - 82 IS - 1 AU - Cruz, M. AU - Oliveira, A. PY - 2026 SN - 0920-8542 DO - 10.1007/s11227-025-08173-y UR - https://link.springer.com/journal/11227 AB - This study examines how regular gamers perceive the Metaverse's impact on stress, socialisation, and well-being by synthesising scientific evidence from the past six years. Using a systematic review methodology guided by PRISMA standards, we screened 5170 records and included 13 empirical studies published between 2018 and 2024. Findings reveal that the Metaverse presents a dual-edged experience: while it fosters meaningful social connections and enhances emotional well-being, it also introduces stressors like mental fatigue, anxiety, and cyber sickness. Gamers view virtual interactions as comparable to—or even surpassing—those of traditional social networks, highlighting the platform's role as a dynamic social space. Additionally, users derive personal fulfilment and satisfaction from their Metaverse experiences, suggesting its potential to influence psychological well-being positively. Analytical depth was achieved through thematic synthesis using Voyant Tools, which enabled semantic clustering and frequency analysis of key psychological constructs across studies. However, the study acknowledges limitations, including its reliance on self-reported data and a gamer-centric sample, which may not fully represent broader user demographics. Future research should incorporate longitudinal designs, objective measures, and cross-cultural comparisons to better understand the long-term psychological and social effects of the Metaverse. These insights contribute to ongoing discussions about balancing the benefits and challenges of immersive digital environments, providing valuable guidance for both developers and users. ER -
English