A Scoping Review of Empirical Studies in Gather.town

C. Lo, Yan-Mei Song
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Abstract

There is an increasing interest for people to meet and interact in virtual online environments, including Gather.Town, especially during the COVID-19 pandemic and in the post-pandemic world. We present a scoping review of 11 empirical studies in Gather.town—a 2D Metaverse using a game-like interface with video-chat in which people can create their own virtual spaces and act as avatars to interact with each other for various purposes. To identify knowledge gaps, we summarized the included articles in terms of their application contexts, research issues, research methods, and key findings. We found that most of them were conducted in educational settings with a focus on students’ learning experiences and perceptions. The findings of the reviewed studies generally suggested that the use of Gather.town benefited users’ engagement. However, the available evidence was mostly based on short interventions (e.g., one session) and self-reported measures (e.g., surveys and interviews). This review concluded by presenting several research gaps for future research (e.g., studies with a longer duration and using more objective measurements of learning achievement and work results).
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集镇实证研究的范围综述
人们越来越有兴趣在虚拟网络环境中见面和互动,包括Gather。特别是在2019冠状病毒病大流行期间和大流行后的世界。我们对《Gather》中的11项实证研究进行了范围审查。town——一个2D虚拟世界,使用类似游戏的视频聊天界面,人们可以在其中创建自己的虚拟空间,并扮演化身,为各种目的与他人互动。为了确定知识差距,我们从应用背景、研究问题、研究方法和主要发现等方面总结了纳入的文章。我们发现,其中大多数是在教育环境中进行的,重点是学生的学习经历和看法。综述的研究结果一般表明,使用Gather。《Town》提高了用户粘性。然而,现有的证据主要是基于短期干预(例如,一次会议)和自我报告的措施(例如,调查和访谈)。本综述最后提出了未来研究的几个研究缺口(例如,更长的研究时间和使用更客观的学习成绩和工作结果测量)。
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