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Gamification Dynamic Habit Building Model for Overcoming Metaverse Traps: Focusing on How to Build a Metaverse Space

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This paper is a follow-up to our previous work, A Gamified Dynamic Habit Formation Model to Overcome Metaverse Trap. In our December 2022 paper, we proposed a gamified dynamic habit formation model focused on designing metaverse spaces to overcome common pitfalls that can hinder user engagement. The dynamics model, which incorporated the four-stage approach we proposed at the time, consisted of four phases: a low-interaction (P4) onboarding approach, a basic interaction (P3) onboarding approach, a medium-interaction (P2) onboarding approach, and a high-interaction (P1) onboarding approach, and we outlined a simple model. In this article, we focus on a detailed study of the four phases: P4 - tutorials, seasonal events, social events and meetups; P3 - default avatar, virtual economy and item acquisition/trading, social competition and leaderboards, challenges and competitions, and community enrichment; P2 - avatar personalization and user-generated content. P1 - Enhanced reward mechanisms, feedback and progress tracking; P2 - Interactive tutorials, social interaction, narrative-driven quests, story-based achievements, and interactive story elements to promote habit formation. Each of these steps integrates gamification and game design techniques with user-centered design principles to present an onboarding approach that engages users and promotes habit formation. This paper will provide examples and strategies for each stage based on gamification and game design theory and practice to help you implement a learning environment in the Metaverse. However, due to the difficulty in making a clear distinction between the concepts and terminology of 'game' and 'metaverse', we had to cover basic theories and onboarding methodologies in the field of gamification and game design.

Abstract

This paper is a follow-up to our previous work, A Gamified Dynamic Habit Formation Model to Overcome Metaverse Trap. In our December 2022 paper, we proposed a gamified dynamic habit formation model focused on designing metaverse spaces to overcome common pitfalls that can hinder user engagement. The dynamics model, which incorporated the four-stage approach we proposed at the time, consisted of four phases: a low-interaction (P4) onboarding approach, a basic interaction (P3) onboarding approach, a medium-interaction (P2) onboarding approach, and a high-interaction (P1) onboarding approach, and we outlined a simple model. In this article, we focus on a detailed study of the four phases: P4 - tutorials, seasonal events, social events and meetups; P3 - default avatar, virtual economy and item acquisition/trading, social competition and leaderboards, challenges and competitions, and community enrichment; P2 - avatar personalization and user-generated content. P1 - Enhanced reward mechanisms, feedback and progress tracking; P2 - Interactive tutorials, social interaction, narrative-driven quests, story-based achievements, and interactive story elements to promote habit formation. Each of these steps integrates gamification and game design techniques with user-centered design principles to present an onboarding approach that engages users and promotes habit formation. This paper will provide examples and strategies for each stage based on gamification and game design theory and practice to help you implement a learning environment in the Metaverse. However, due to the difficulty in making a clear distinction between the concepts and terminology of 'game' and 'metaverse', we had to cover basic theories and onboarding methodologies in the field of gamification and game design.

참고문헌 (11)

  1. "Web magazine Medium" (2021)[URL]
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  4. Jung-Tae Kim, "Gamification Dynamic model for Habit-building to leap Metaverse Trap", Journal of The Korean Society for Computer Game, 35(4), pp.17~27 (2022)
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  7. Wendy W., "A new look at habits and the habit-goal interface", Psychology Review, 114(4), pp.843~863 (2007)
  8. Jung-Tae Kim, "Dynamical model for gamification of learning (DMGL)", Multimedia Tools and Applications, 74, pp.8483~8493 (2015)
  9. JT Kim, "Dynamical Model for Gamification@ Learning", Journal of The Korean Society for Computer Game, 26(1), pp.217~220 (2013)

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