Abstract
This article discusses how the term metaverse and the use of virtual worlds is not novel. Beginning with the use of the metaverse for learning starting in the 1990s, the author provides an overview of metaverse, immersion in virtual worlds, their use, and research conducted on them. The article ends with an outline of emerging trends and possible areas for additional exploration and engagement with AECT.
Similar content being viewed by others
References
Business Wire. (2007). Gartner says 80 Percent of active internet users will have a “Second Life” in the virtual world by the end of 2011. Retrieved July 15, 2022, from https://link.gale.com/apps/doc/A162524667/ITOF?u=auraria_main&sid=summon&xid=b34d0ee0
Castronova, E. (2008). Synthetic worlds: The business and culture of online games. University of Chicago Press.
Cline, E. (2011). Ready player one. Ballentine Books.
CNET. (2021). Everything Facebook revealed about the Metaverse in 11 minutes [Video]. YouTube. Retrieved July 14, 2022, from https://www.youtube.com/watch?v=gElfIo6uw4g
Culliford, E., & Dang, S. (2021). Facebook changes name to Meta as it refocuses on virtual reality. Retrieved July 15, 2022, from https://www.reuters.com/technology/facebooks-zuckerberg-kicks-off-its-virtual-reality-event-with-metaverse-vision-2021-10-28/
Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. Educational Technology, 35(5), 46–52. https://www.jstor.org/stable/44428298.
Girvan, C. (2018). What is a virtual world? Definition and classification. Education Technology Research and Development, 66, 1087–1100. https://doi.org/10.1007/s11423-018-9577-y
Jarmon, L., Traphagan, T., & Mayrath, M. (2008). Understanding project-based learning in second life with a pedagogy, training, and assessment trio. Educational Media International, 45(3), 157–176. https://doi.org/10.1080/09523980802283889
Koenig, R. (2022). With money from Facebook, 10 colleges turn their campuses into “Metaversities”: Is education moving to a “tri-brid” model that flows between in-person, online, and simulated environments? Edsurge. Retrieved July 14, 2022, from https://www.edsurge.com/news/2022-06-01-with-money-from-facebook-10-colleges-turn-their-campuses-into-metaversities
Meta. (2022). Meta Quest 2. Retrieved July 14, 2022, from https://store.facebook.com/quest/products/quest-2/
Moy, C., & Gadgil, A. (2022). Opportunities in the metaverse: How businesses can explore the metaverse and navigate the hype vs. reality. J.P. Morgan. Retrieved July 14, 2022, from https://www.jpmorgan.com/content/dam/jpm/treasury-services/documents/opportunities-in-the-metaverse.pdf
Stephenson, N. (1992). Snow Crash: A novel. Spectra.
Virtual Worlds best practices in education. (2022). About the conference. Retrieved July 14, 2022, from https://www.vwbpe.org/about
Wang, F., & Burton, J. K. (2013). Second Life in education: A review of publications from its launch in 2011. British Journal of Educational Technology, 44(3), 357–371. https://doi.org/10.1111/j.1467-8535.2012.01334.x
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Novak, K. Introducing the Metaverse, Again!. TechTrends 66, 737–739 (2022). https://doi.org/10.1007/s11528-022-00767-0
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11528-022-00767-0