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題名 元宇宙中的使用者體驗研究
A study of user experience in the Metaverse
作者 林桂華
Lin, Kuei-Hua
貢獻者 尚孝純
Shang, Shari
林桂華
Lin, Kuei-Hua
關鍵詞 元宇宙
使用者體驗
八角框架
遊戲化
Metaverse
User experience
Octalysis Framework
Second Life
Roblox
ZEPETO
Sandbox
Decentraland
Gamification
日期 2022
上傳時間 1-Aug-2022 17:23:28 (UTC+8)
摘要 隨著科技快速發展,元宇宙一詞從 1992 年第一次被發明以來,又再一次被熱烈提及。由於元宇宙能提供前所未有之 沉浸 式 使用者 體驗,使其成為各個企業欲跨足之領域。然而現今尚未統一元宇宙之標準,這在研究 及發展上造成了一定的阻礙。
本研究對元宇宙的定義進行了文獻回顧, 統整出五個特色來篩選預計分析之元宇宙平台。 並選定周郁凱先生提出之八角框架 為架構,分析五個較為人熟知之元宇宙平台,包括 Second Life 、 Roblox 、 ZEPETO 、 Sandbox 以及 Decentraland 。研究中也逐一介紹五個平台之特色及說明相關資訊 。
八角框架由在遊戲化領域深耕超過十載之周郁凱先生提出。 本研究依序介紹八角框架之八個核心動力,同時提供相 關案例以利理解。 該框架為周郁凱先生憑藉其豐富之實務經驗整合而成,故對於本研究所作之分析已十分完整且足夠。
透過相關工具,本研究發現元宇宙平台最常體現之核心動力有三: 賦予創造力與回饋 、 所有權與占有欲以及稀缺性與迫切 。另一方面,最少被元宇宙平台使用的核心動力為重大使命與呼召以及進度與成就。本文中也闡述及探討元宇宙平台如何透過遊戲化設計驅動相應之核心動力。
最後,本研究總結了較常被元宇宙平台使用之核心動力及遊戲化設計,並指出研究
限制。期盼本研究成果能夠為將來元宇宙平台之發展方針及相關研究方向提供參考。
With the rapid development of technology, Metaverse has been mentioned again enthusiastically since it was first invented in 1992. Because the Metaverse can provide an unprecedented immersive experience, it has become a field that many companies want to enter. However, the standard of the Metaverse has not yet been unified, which has caused certain obstacles in research.
This study conducted a literature review of the definition of the Metaverse and listed five features to scope the Metaverse platform for content analysis. These features were introduced. Then, we used the Octalysis framework to analyze five of the more well-known Metaverse platforms, including Second Life, Roblox, ZEPETO, Sandbox, and Decentraland. These five Metaverse platforms have their own highlights, and they were described in the following section.
We introduced the eight Core Drives of the Octalysis framework and gave some related examples. The Octalysis framework was proposed by Yu-kai Chou who had a lot of experience in gamification over ten years. The framework is already complete enough for this study to analyze the Metaverse platforms’ gamification designs.
With the Octalysis Tools, this study found that the Core Drives most often embodied by the Metaverse platform are empowerment and feedback, ownership and possession, and scarcity and impatience. On the contrary, the least used Core Drives are epic meaning and calling and development and accomplishment. The methods the Metaverse platform operates these Core Drives are covered in detail.
This study conducted a literature review of the definition of the Metaverse and listed five features to scope the Metaverse platform for content analysis. We used the Octalysis Framework to analyze five of the more well-known Metaverse platforms, including Second Life, Roblox, ZEPETO, Sandbox, and Decentraland. Finally, this study summarizes several Core Drives and gamification techniques that are commonly used through the analysis results. We hope that the result can be the reference for the future development direction of the Metaverse platform.
參考文獻 Au, W. J. (2022). Second Life Finally Adds Game-Like Achievement Scores -- And E-Mails Them To Users! https://nwn.blogs.com/nwn/2022/02/second-life-game-achievement-e-mail-notices.html
Bentata, R. (2014). Octalysis Tool. https://www.yukaichou.com/octalysis-tool/
Boon, S., & Sinclair, C. (2009). A world I don’t inhabit: disquiet and identity in Second Life and Facebook. Educational Media International, 46(2), 99-110.
Boulos, M. N. K., Hetherington, L., & Wheeler, S. (2007). Second Life: an overview of the potential of 3‐D virtual worlds in medical and health education. Health Information & Libraries Journal, 24(4), 233-245.
Burns, W. (2017). Everything You Know About The Metaverse Is Wrong? https://www.linkedin.com/pulse/everything-you-know-metaverse-wrong-william-burns-iii/
Chayka, K. (2021). Facebook Wants Us to Live in the Metaverse. https://www.newyorker.com/culture/infinite-scroll/facebook-wants-us-to-live-in-the-metaverse
Chohan, U. W. (2021). Non-fungible tokens: Blockchains, scarcity, and value. Critical Blockchain Research Initiative (CBRI) Working Papers.
Chou, Y.-k. (2013a). A Comprehensive List of 90+ Gamification Cases with ROI Stats. https://yukaichou.com/gamification-examples/gamification-stats-figures/
Chou, Y.-k. (2013b). The Octalysis Framework for Gamification & Behavioral Design. https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Costa, C. J., Aparicio, M., Aparicio, S., & Aparicio, J. T. (2017). Gamification usage ecology. Proceedings of the 35th ACM International Conference on the Design of Communication,
De Charms, R. (2013). Personal causation: The internal affective determinants of behavior. Routledge.
Decentraland. (2019). FAQ | Decentraland. https://docs.decentraland.org/decentraland/faq/
Dede, C. (2009). Immersive interfaces for engagement and learning. science, 323(5910), 66-69.
Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D Virtual worlds and the metaverse. ACM Computing Surveys, 45(3), 1-38. https://doi.org/10.1145/2480741.2480751
Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia,
Frey, D., Royan, J., Piegay, R., Kermarrec, A.-M., Anceaume, E., & Le Fessant, F. (2008). Solipsis: A decentralized architecture for virtual environments. 1st International Workshop on Massively Multiuser Virtual Environments,
Gadekallu, T. R., Huynh-The, T., Wang, W., Yenduri, G., Ranaweera, P., Pham, Q.-V., da Costa, D. B., & Liyanage, M. (2022). Blockchain for the Metaverse: A Review. arXiv preprint arXiv:2203.09738.
Han, J., Heo, J., & You, E. (2021). Analysis of Metaverse Platform as a New Play Culture: Focusing on Roblox and ZEPETO. Proceedings of the 2nd International Conference on Human-centered Artificial Intelligence (Computing4Human 2021). CEUR Workshop Proceedings, Da Nang, Vietnam (Oct 2021),
Heller, J., Hilken, T., Chylinski, M., de Ruyter, K., Keeling, D. I., & Mahr, D. (2022). Embracing Falsity through the Metaverse: The Case of Synthetic Customer Experiences. BUSINESS HORIZONS.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI,
Hunt, K. (2007). This land is not your land: Second life, copybot, and the looming question of virtual property rights. Tex. Rev. Ent. & Sports L., 9, 141.
Jimenez, S. (2013). Gamification Model Canvas. https://www.gamedeveloper.com/business/gamification-model-canvas
Kaid, L., & Wadsworth, A. (1989). Content analysis. Measurement ofcommunication behavior, 197-217.
Kim, J.-W. (2022). Metaverse platform Zepeto user base exceeds 300 million. https://www.kedglobal.com/metaverse/newsView/ked202203040009
Kiong, L. V. (2021). DeFi, NFT and GameFi Made Easy: A Beginner`s Guide to Understanding and Investing in DeFi, NFT and GameFi Projects. Liew Voon Kiong.
Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
Lee, Z. (2021). Animoca’s Blockchain Game Unit Raises $93 Million From SoftBank Amid Race To Build Metaverse. https://www.forbes.com/sites/zinnialee/2021/11/03/animocas-blockchain-game-unit-raises-93-million-from-softbank-amid-race-to-build-metaverse/?sh=77b78cc714a0
Linden, J. (2018, June 17,2021). Land auctions - English - Second Life Community. https://community.secondlife.com/knowledgebase/english/land-auctions-r1475/
Meier, C., Saorín, J. L., Bonnet de León, A., & Guerrero Cobos, A. (2020). Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20). https://doi.org/10.3991/ijet.v15i20.16535
Norton, M. I., Mochon, D., & Ariely, D. (2012). The IKEA effect: When labor leads to love. Journal of consumer psychology, 22(3), 453-460.
Ordano, E., Meilich, A., Jardi, Y., & Araoz, M. (2017). Decentraland: A blockchain-based virtual world. In Technical Report. Decentraland.
Osipov, I. V., Nikulchev, E., Volinsky, A. A., & Prasikova, A. Y. (2015). Study of gamification effectiveness in online e-learning systems. International Journal of advanced computer science and applications, 6(2), 71-77.
Park, S., & Kim, S. (2022). Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse. Sustainability, 14(3). https://doi.org/10.3390/su14031361
Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy.
Roblox. (2019). Roblox Reaches 100 Million Monthly Active User Milestone. https://corp.roblox.com/2019/08/roblox-reaches-100-million-monthly-active-user-milestone/
Roblox. (2020). Badges – Special Game Awards. https://developer.roblox.com/en-us/articles/Badges-Special-Game-Awards
Sandbox. (2020). The Sandbox Game - User - Generated Crypto & Blockchain Games. https://www.sandbox.game/en/roadmap/
Sandbox. (2021). About The Sandbox Team. https://www.sandbox.game/en/about/
Shang, S. S., Yeh, Y.-C., & Wu, Y.-L. (2012). An analysis of reward systems of electronic services. The International Conference on Informatics and Applications (ICIA2012),
Wang, F.-Y., Qin, R., Wang, X., & Hu, B. (2022). MetaSocieties in Metaverse: MetaEconomics and MetaManagement for MetaEnterprises and MetaCities. IEEE Transactions on Computational Social Systems, 9(1), 2-7. https://doi.org/10.1109/tcss.2022.3145165
Ynag, Q., Zhao, Y., Huang, H., & Zheng, Z. (2022). Fusing blockchain and AI with metaverse: A survey. arXiv preprint arXiv:2201.03201.
Yu, N., & Huang, Y.-T. (2022). Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention. Computers in Human Behavior, 126, 106991.
ZEPETO. (2022a). Payment Request. https://studio.zepeto.me/guides/getting-paid
ZEPETO. (2022b). What are Coins/ZEM? https://support.zepeto.me/hc/en-us/articles/360048087294-What-are-Coins-ZEM-
描述 碩士
國立政治大學
資訊管理學系
109356030
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109356030
資料類型 thesis
dc.contributor.advisor 尚孝純zh_TW
dc.contributor.advisor Shang, Sharien_US
dc.contributor.author (Authors) 林桂華zh_TW
dc.contributor.author (Authors) Lin, Kuei-Huaen_US
dc.creator (作者) 林桂華zh_TW
dc.creator (作者) Lin, Kuei-Huaen_US
dc.date (日期) 2022en_US
dc.date.accessioned 1-Aug-2022 17:23:28 (UTC+8)-
dc.date.available 1-Aug-2022 17:23:28 (UTC+8)-
dc.date.issued (上傳時間) 1-Aug-2022 17:23:28 (UTC+8)-
dc.identifier (Other Identifiers) G0109356030en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/141040-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊管理學系zh_TW
dc.description (描述) 109356030zh_TW
dc.description.abstract (摘要) 隨著科技快速發展,元宇宙一詞從 1992 年第一次被發明以來,又再一次被熱烈提及。由於元宇宙能提供前所未有之 沉浸 式 使用者 體驗,使其成為各個企業欲跨足之領域。然而現今尚未統一元宇宙之標準,這在研究 及發展上造成了一定的阻礙。
本研究對元宇宙的定義進行了文獻回顧, 統整出五個特色來篩選預計分析之元宇宙平台。 並選定周郁凱先生提出之八角框架 為架構,分析五個較為人熟知之元宇宙平台,包括 Second Life 、 Roblox 、 ZEPETO 、 Sandbox 以及 Decentraland 。研究中也逐一介紹五個平台之特色及說明相關資訊 。
八角框架由在遊戲化領域深耕超過十載之周郁凱先生提出。 本研究依序介紹八角框架之八個核心動力,同時提供相 關案例以利理解。 該框架為周郁凱先生憑藉其豐富之實務經驗整合而成,故對於本研究所作之分析已十分完整且足夠。
透過相關工具,本研究發現元宇宙平台最常體現之核心動力有三: 賦予創造力與回饋 、 所有權與占有欲以及稀缺性與迫切 。另一方面,最少被元宇宙平台使用的核心動力為重大使命與呼召以及進度與成就。本文中也闡述及探討元宇宙平台如何透過遊戲化設計驅動相應之核心動力。
最後,本研究總結了較常被元宇宙平台使用之核心動力及遊戲化設計,並指出研究
限制。期盼本研究成果能夠為將來元宇宙平台之發展方針及相關研究方向提供參考。
zh_TW
dc.description.abstract (摘要) With the rapid development of technology, Metaverse has been mentioned again enthusiastically since it was first invented in 1992. Because the Metaverse can provide an unprecedented immersive experience, it has become a field that many companies want to enter. However, the standard of the Metaverse has not yet been unified, which has caused certain obstacles in research.
This study conducted a literature review of the definition of the Metaverse and listed five features to scope the Metaverse platform for content analysis. These features were introduced. Then, we used the Octalysis framework to analyze five of the more well-known Metaverse platforms, including Second Life, Roblox, ZEPETO, Sandbox, and Decentraland. These five Metaverse platforms have their own highlights, and they were described in the following section.
We introduced the eight Core Drives of the Octalysis framework and gave some related examples. The Octalysis framework was proposed by Yu-kai Chou who had a lot of experience in gamification over ten years. The framework is already complete enough for this study to analyze the Metaverse platforms’ gamification designs.
With the Octalysis Tools, this study found that the Core Drives most often embodied by the Metaverse platform are empowerment and feedback, ownership and possession, and scarcity and impatience. On the contrary, the least used Core Drives are epic meaning and calling and development and accomplishment. The methods the Metaverse platform operates these Core Drives are covered in detail.
This study conducted a literature review of the definition of the Metaverse and listed five features to scope the Metaverse platform for content analysis. We used the Octalysis Framework to analyze five of the more well-known Metaverse platforms, including Second Life, Roblox, ZEPETO, Sandbox, and Decentraland. Finally, this study summarizes several Core Drives and gamification techniques that are commonly used through the analysis results. We hope that the result can be the reference for the future development direction of the Metaverse platform.
en_US
dc.description.tableofcontents Chapter 1 Introduction 6
1.1 Background 6
1.2 Motivation 7
1.3 Research Question and Research Objectives 7
Chapter 2 Literature Review 9
2.1 Definition of Metaverse 9
2.2 Special Features of Metaverse 11
2.3 User Experience in Digital World 12
2.4 Drives of Gamified User Experience 13
2.4.1 Epic Meaning and Calling 14
2.4.2 Development and Accomplishment 15
2.4.3 Empowerment of Creativity and Feedback 15
2.4.4 Ownership and Possession 16
2.4.5 Social influence and Relatedness 16
2.4.6 Scarcity and Impatience 16
2.4.7 Unpredictability and Curiosity 17
2.4.8 Loss and Avoidance 17
Chapter 3 Research Design 19
3.1 Research Methodology 19
3.2 Data Collection 19
3.3 Data Analysis 21
Chapter 4 Research Result 23
4.1 Second Life 23
4.2 Roblox 24
4.3 ZEPETO 26
4.4 Sandbox 28
4.5 Decentraland 30
4.6 Discussion 32
Chapter 5 Conclusion 40
5.1 Summary 40
5.2 Limitation and Future Research Directions 40
References 42
zh_TW
dc.format.extent 1401860 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109356030en_US
dc.subject (關鍵詞) 元宇宙zh_TW
dc.subject (關鍵詞) 使用者體驗zh_TW
dc.subject (關鍵詞) 八角框架zh_TW
dc.subject (關鍵詞) 遊戲化zh_TW
dc.subject (關鍵詞) Metaverseen_US
dc.subject (關鍵詞) User experienceen_US
dc.subject (關鍵詞) Octalysis Frameworken_US
dc.subject (關鍵詞) Second Lifeen_US
dc.subject (關鍵詞) Robloxen_US
dc.subject (關鍵詞) ZEPETOen_US
dc.subject (關鍵詞) Sandboxen_US
dc.subject (關鍵詞) Decentralanden_US
dc.subject (關鍵詞) Gamificationen_US
dc.title (題名) 元宇宙中的使用者體驗研究zh_TW
dc.title (題名) A study of user experience in the Metaverseen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Au, W. J. (2022). Second Life Finally Adds Game-Like Achievement Scores -- And E-Mails Them To Users! https://nwn.blogs.com/nwn/2022/02/second-life-game-achievement-e-mail-notices.html
Bentata, R. (2014). Octalysis Tool. https://www.yukaichou.com/octalysis-tool/
Boon, S., & Sinclair, C. (2009). A world I don’t inhabit: disquiet and identity in Second Life and Facebook. Educational Media International, 46(2), 99-110.
Boulos, M. N. K., Hetherington, L., & Wheeler, S. (2007). Second Life: an overview of the potential of 3‐D virtual worlds in medical and health education. Health Information & Libraries Journal, 24(4), 233-245.
Burns, W. (2017). Everything You Know About The Metaverse Is Wrong? https://www.linkedin.com/pulse/everything-you-know-metaverse-wrong-william-burns-iii/
Chayka, K. (2021). Facebook Wants Us to Live in the Metaverse. https://www.newyorker.com/culture/infinite-scroll/facebook-wants-us-to-live-in-the-metaverse
Chohan, U. W. (2021). Non-fungible tokens: Blockchains, scarcity, and value. Critical Blockchain Research Initiative (CBRI) Working Papers.
Chou, Y.-k. (2013a). A Comprehensive List of 90+ Gamification Cases with ROI Stats. https://yukaichou.com/gamification-examples/gamification-stats-figures/
Chou, Y.-k. (2013b). The Octalysis Framework for Gamification & Behavioral Design. https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Costa, C. J., Aparicio, M., Aparicio, S., & Aparicio, J. T. (2017). Gamification usage ecology. Proceedings of the 35th ACM International Conference on the Design of Communication,
De Charms, R. (2013). Personal causation: The internal affective determinants of behavior. Routledge.
Decentraland. (2019). FAQ | Decentraland. https://docs.decentraland.org/decentraland/faq/
Dede, C. (2009). Immersive interfaces for engagement and learning. science, 323(5910), 66-69.
Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D Virtual worlds and the metaverse. ACM Computing Surveys, 45(3), 1-38. https://doi.org/10.1145/2480741.2480751
Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia,
Frey, D., Royan, J., Piegay, R., Kermarrec, A.-M., Anceaume, E., & Le Fessant, F. (2008). Solipsis: A decentralized architecture for virtual environments. 1st International Workshop on Massively Multiuser Virtual Environments,
Gadekallu, T. R., Huynh-The, T., Wang, W., Yenduri, G., Ranaweera, P., Pham, Q.-V., da Costa, D. B., & Liyanage, M. (2022). Blockchain for the Metaverse: A Review. arXiv preprint arXiv:2203.09738.
Han, J., Heo, J., & You, E. (2021). Analysis of Metaverse Platform as a New Play Culture: Focusing on Roblox and ZEPETO. Proceedings of the 2nd International Conference on Human-centered Artificial Intelligence (Computing4Human 2021). CEUR Workshop Proceedings, Da Nang, Vietnam (Oct 2021),
Heller, J., Hilken, T., Chylinski, M., de Ruyter, K., Keeling, D. I., & Mahr, D. (2022). Embracing Falsity through the Metaverse: The Case of Synthetic Customer Experiences. BUSINESS HORIZONS.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI,
Hunt, K. (2007). This land is not your land: Second life, copybot, and the looming question of virtual property rights. Tex. Rev. Ent. & Sports L., 9, 141.
Jimenez, S. (2013). Gamification Model Canvas. https://www.gamedeveloper.com/business/gamification-model-canvas
Kaid, L., & Wadsworth, A. (1989). Content analysis. Measurement ofcommunication behavior, 197-217.
Kim, J.-W. (2022). Metaverse platform Zepeto user base exceeds 300 million. https://www.kedglobal.com/metaverse/newsView/ked202203040009
Kiong, L. V. (2021). DeFi, NFT and GameFi Made Easy: A Beginner`s Guide to Understanding and Investing in DeFi, NFT and GameFi Projects. Liew Voon Kiong.
Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
Lee, Z. (2021). Animoca’s Blockchain Game Unit Raises $93 Million From SoftBank Amid Race To Build Metaverse. https://www.forbes.com/sites/zinnialee/2021/11/03/animocas-blockchain-game-unit-raises-93-million-from-softbank-amid-race-to-build-metaverse/?sh=77b78cc714a0
Linden, J. (2018, June 17,2021). Land auctions - English - Second Life Community. https://community.secondlife.com/knowledgebase/english/land-auctions-r1475/
Meier, C., Saorín, J. L., Bonnet de León, A., & Guerrero Cobos, A. (2020). Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20). https://doi.org/10.3991/ijet.v15i20.16535
Norton, M. I., Mochon, D., & Ariely, D. (2012). The IKEA effect: When labor leads to love. Journal of consumer psychology, 22(3), 453-460.
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dc.identifier.doi (DOI) 10.6814/NCCU202200793en_US