Metaverse for Work and Play
Permanent URI for this collectionhttps://hdl.handle.net/10125/112514
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Item type: Item , Immersive Onboarding: A Design and Evaluation Study in Industrial VR Training(2026-01-06) Kopahs, Leonie; Marahrens, Tamino; Schumann, MatthiasThis study evaluates a virtual reality (VR) onboarding system grounded in digital twin principles for immersive industrial training. Using a mixed-methods approach with 63 participants, it examines how onboarding design features—interactivity, instructional structure, and usability—shape users’ immersive learning experiences and knowledge acquisition. Participants completed domain-specific tasks before and after training, yielding a substantial knowledge gain (Cohen’s d = 3.29), with scores improving by nearly 50 percentage points. Qualitative findings reinforced the role of onboarding in enhancing engagement, orientation, and perceived clarity, while identifying usability limitations and cybersickness as barriers. By conceptualizing the onboarding system as a socio-technical artifact, this study contributes to IS research on human-centered design, experiential system use, and training in Industry 4.0 environments. It offers practical design implications for developing immersive learning systems to support users' onboarding, cognitive processing, and system adoption in digitally transforming workplaces.Item type: Item , New Hires, New Worlds: Metaverse Onboarding and Its Impact on Organizational Socialization(2026-01-06) Walenta, Danilo; Hendriks, Patrick; Jacquemin, Philippe; Gräf, MiriamFrequent job changes and remote work have made effective onboarding more important—and more challenging—than ever before. As newcomers must quickly internalize organizational values, build relationships, and navigate unfamiliar roles, socialization becomes a critical factor in employee retention and performance. Traditional digital tools like videoconferencing often fall short in replicating key elements of in-person interaction, such as nonverbal cues, shared spatial context, and informal communication. In response, organizations are beginning to explore immersive technologies like the metaverse to bridge this gap. However, despite growing managerial interest, little is known about whether metaverse-based onboarding can meaningfully support newcomer socialization. Therefore, this study compares onboarding experiences in Zoom and a metaverse platform (Glue) through lab and online experiments. By investigating how immersive environments shape socialization processes, we offer theoretical and practical insights into designing more effective remote onboarding strategies for the future of work.Item type: Item , The Polarization of NFTs: Association between Personality Traits and Perceived Value(2026-01-06) Yang, Xinyi; Xi, Nannan; Hamari, JuhoThe rise of Internet 3.0, the metaverse, and virtual realities is accelerating the shift from a physical economy to one that is digital, decentralized, and globally accessible. While the benefits and detriments of virtual assets like non-fungible tokens (NFTs) have received attention, individuals’ opinions about them remain polarized. This study investigates how personality traits shape users’ perceived value of NFTs. Using survey data from 805 respondents, we examine how the Big Five traits (openness, conscientiousness, extraversion, agreeableness, and neuroticism) are associated with 14 value dimensions spanning technology, art, and product aspects. The findings indicate that perceptions of NFTs vary among users. Of note, individuals high in agreeableness and conscientiousness perceive NFTs more favorably across the spectrum of value dimensions, whereas those high in neuroticism exhibit opposite tendencies. Extraverted individuals are drawn to the subjective norms and financial gains related to NFTs, while those high in openness value their information transparency.Item type: Item , Introduction to the Minitrack on Metaverse for Work and Play(2026-01-06) Dincelli, Ersin; Warkentin, Merrill; Lowry, Paul; Suh, Ayoung
