Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Literature Review

Fuente: arXiv
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Hauptverfasser: Xie, Baitong, Shiratuddin, Mohd Fairuz, Hamadi, Mostafa, Park, Joo Yeon, Duong, Thach-thao
Format: Preprint
Veröffentlicht: 2025
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author Xie, Baitong
Shiratuddin, Mohd Fairuz
Hamadi, Mostafa
Park, Joo Yeon
Duong, Thach-thao
author_facet Xie, Baitong
Shiratuddin, Mohd Fairuz
Hamadi, Mostafa
Park, Joo Yeon
Duong, Thach-thao
contents Gamification plays a pivotal role in enhancing user engagement in the Metaverse, particularly among Generation Z users who value autonomy, immersion, and identity expression. However, current research lacks a cohesive framework tailored to designing gamified social experiences in immersive virtual environments. This study presents a framework-oriented systematic literature review, guided by PRISMA 2020 and SPIDER, to investigate how gamification is applied in the Metaverse and how it aligns with the behavioral needs of Gen Z. From 792 screened studies, seventeen high-quality papers were synthesized to identify core gamification mechanics, including avatars, XR affordances, and identity-driven engagement strategies. Building on these insights, we propose the Affordance-Driven Gamification Framework (ADGF), a conceptual model for designing socially immersive experiences, along with a five-step design process to support its real-world application. Our contributions include a critical synthesis of existing strategies, Gen Z-specific design considerations, and a dual-framework approach to guide researchers and practitioners in developing emotionally engaging and socially dynamic Metaverse experiences.
format Preprint
id arxiv_https___arxiv_org_abs_2601_11536
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Literature Review
Xie, Baitong
Shiratuddin, Mohd Fairuz
Hamadi, Mostafa
Park, Joo Yeon
Duong, Thach-thao
Human-Computer Interaction
Computers and Society
Multimedia
68U35
H.5.1; H.5.3; K.8.0
Gamification plays a pivotal role in enhancing user engagement in the Metaverse, particularly among Generation Z users who value autonomy, immersion, and identity expression. However, current research lacks a cohesive framework tailored to designing gamified social experiences in immersive virtual environments. This study presents a framework-oriented systematic literature review, guided by PRISMA 2020 and SPIDER, to investigate how gamification is applied in the Metaverse and how it aligns with the behavioral needs of Gen Z. From 792 screened studies, seventeen high-quality papers were synthesized to identify core gamification mechanics, including avatars, XR affordances, and identity-driven engagement strategies. Building on these insights, we propose the Affordance-Driven Gamification Framework (ADGF), a conceptual model for designing socially immersive experiences, along with a five-step design process to support its real-world application. Our contributions include a critical synthesis of existing strategies, Gen Z-specific design considerations, and a dual-framework approach to guide researchers and practitioners in developing emotionally engaging and socially dynamic Metaverse experiences.
title Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Literature Review
topic Human-Computer Interaction
Computers and Society
Multimedia
68U35
H.5.1; H.5.3; K.8.0
url https://arxiv.org/abs/2601.11536