Abstract
The Metaverse is the “virtual universe” or “external universe” that individuals can experience without physically leaving their current location and without any physical action. The Metaverse experienced through various virtual reality devices, is also defined as a cognitive universe. It acts as a parallel to real life and aims to create a virtual public space. The decentralization of the universe, the creation of new universes and the possibility of transition between universes at the same time explain why the Metaverse is defined as a public space. In this field, individuals exist through their avatars. It is envisaged that they will be able to perform daily life activities such as going to concerts, participating in art organizations, giving and receiving education, and shopping. Activities such as attending a concert, meeting in a field, playing games, and chatting together were carried out in already existing Metaverses such as Roblox and Second Life. Each of the steps taken during the formation of the Metaverse blockchain, cryptocurrencies, NFT, and virtual and augmented reality studies form parts of the universe. Gamification is a method of digital learning and problem-solving that is frequently used in academic studies. It is a way of improving individuals’ problem-solving skills and approaches to problems by making use of animations, visual and auditory elements such as music and sound effects, and concise narration. Gamification supports individuals to enjoy problem-solving, to come up with creative ideas, and to develop perspectives with different methodologies. Metaverse has turned into an inevitable public space, thanks to the ability of individuals who would not be together under normal conditions due to problems such as physical borders, time, country, and language, to be included in the same virtual environment and work together. Individuals will be able to act together and find solutions to problems together through the By using gamification, individuals can come together more easily and it also creates an active, user experience-focused work environment. Gamification, which was introduced as a method of learning and problem-solving, uses game design principles to increase motivation in non-game contexts. In gamification methodology, in which game thinking and game mechanics are used, users are encouraged to solve problems. In the Metaverse, it can be mentioned that supporting the gamification method with animations increases the user experience and makes the learning processes of the individuals enjoyable and makes them memorable. In this section, the steps taken toward visuality in the Metaverse and gamification itself are mentioned.
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Afacan, N.M. (2023). Gamification in Metaverse. In: Esen, F.S., Tinmaz, H., Singh, M. (eds) Metaverse. Studies in Big Data, vol 133. Springer, Singapore. https://doi.org/10.1007/978-981-99-4641-9_13
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