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Gamification in the Metaverse: How Design Attributes Shape User Preferences Across Age Groups
- Choi, Yunseul;
- Shim, Dongnyok;
- Park, Yuri;
- Lee, Changjun
WEB OF SCIENCE
1SCOPUS
1초록
We examine how gamification attributes shape user preferences for metaverse platforms and how these relationships vary across age groups. Using rank-ordered logit on 304 metaverse users from the Korean Media Panel Survey, we code platform features into four domains-character customization, experience/skill systems, social networking, and economic systems-and link them to stated preference rankings of leading services. Results show that realistic avatars and expressive behaviors are positively associated with preference, whereas complex body/environment customization is not. Within experience/skill systems, quest presence, content creation, and real-world-mirroring quests relate positively to preference, while excessive freedom/option breadth does not. In social networking, close interactions and group conversation capacity are valued, but rigid chat-window styles are not. Users also prefer low device dependency and real-world task utility. Age heterogeneity emerges: teens show stronger interest in appearance customization, whereas users in their twenties and thirties value mirroring quests, conversational freedom, and monetization. We provide design guidelines for segment-sensitive gamification and discuss implications for inclusive metaverse retail and service strategy.
키워드
- 제목
- Gamification in the Metaverse: How Design Attributes Shape User Preferences Across Age Groups
- 저자
- Choi, Yunseul; Shim, Dongnyok; Park, Yuri; Lee, Changjun
- 발행일
- 2025-11
- 유형
- Article
- 권
- 20
- 호
- 4