The Metaverse promises to change our lives and how we usually interact with the world. However, it can only evolve with technological development and entertainment engagement advances. To investigate more leads regarding this concept, we have a main search question: How are the Metaverse, gaming, and digital twins represented in Academia? To answer it, we need to verify and determine how the Metaverse is define...
The gaming industry has seen a considerable expansion thanks to the ever-increasing and widespread consumption of digital games in different contexts of use and across all age groups. We are witnessing a commercial boom and awakening the attention of researchers from different scientific areas to address an interdisciplinary topic. Digital games consumption has inspired some studies investigating the use and adopt...
This article presents findings from a cross-disciplinary, international project that seeks to understand the importance of music-making for young people (aged 18–35 years) as a source of well-being during the COVID-19 crisis. A key objective of the project is to evaluate whether music-making has contributed in palpable ways to young people’s individual well-being and their sense of connection with others. For t...
E-commerce allows consumers to make online purchases easier, faster and at any time, making it different from traditional commerce. This technology has grown recently and has become popular among younger generations. This is the case of Generation Z, a technological generation that will become the leading group of consumers in the coming years. Despite the positive results regarding this practice, the expected ...
With the evolution of technologies, virtual reality allows us to dive into cyberspace through different devices and have immersive experiences in different contexts, which,, we call virtual worlds or multiverse (integrating Metaverse versions). Through virtual reality, it is possible to create infinite simulated environments to immerse ourselves in. Future internet may be slightly different from what we use tod...
In a rapidly evolving digital landscape, the Metaverse emerges as a transformative force, integrating augmented reality, virtual reality, and the internet, to redefine online interactions. This collective virtual shared space promises to revolutionise global collaboration, communication, and information engagement. Our study consisted of the application, through an online form builder, of a questionnaire to Por...
Everyone forms a perception about everything, including the Metaverse. Still, we may expect a gap or disconnection between what has been expressed by various researchers and the widespread perceptions of technology and related concepts. However, the degree to which these two frames of representation differ awaits further investigation. This study seeks to compare the Metaverse perceptions between the scientific...
Few studies analyze what are the common representations of the Metaverse. Regarding 8 what has been said about this concept, our research aims to verify how adults’ percept and represent 9 the Metaverse. We carried out a study with focus groups, having as participants Portuguese adults 10 all considered habitual gamers (or users of digital games). The objectives for this study were seven: 11 verify how the Meta...
Walking is crucial for knee articular cartilage (KAC) health. Routine MRI sequences lack sensitivity for early cartilage changes, and the use of parametric T2 maps to study the effect of walking on KAC composition is limited. This study aimed to evaluate if quantitative T2 maps using an Echo Modulation Curve (EMC) matching algorithm can detect KAC T2 variations due to water content changes after walking. Seven ...