Usos y efectos de las tecnologías inmersivas desde una perspectiva generacional

  1. Gema BONALES-DAIMIEL 1
  2. Eva Citlali MARTÍNEZ-ESTRELLA 2
  3. Alejandro TAPIA-FRADE 3
  1. 1 Universidad Complutense de Madrid, España
  2. 2 UNIR, España
  3. 3 Universidad de Cádiz, España
Journal:
Fonseca, Journal of Communication

ISSN: 2172-9077

Year of publication: 2024

Volume: 28

Issue: 1

Pages: 217-239

Type: Article

DOI: 10.48047/FJC.28.01.14 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: Fonseca, Journal of Communication

Abstract

This mixed-methods study aims to analyze the knowledge and utilization of the metaverse through a generational approach, to understand its impact on social, entertainment, and ethical domains. The findings reveal that Baby Boomers, Generation X and Y perceive virtual reality primarily as a form of entertainment, while Generation Z sees it as a useful workspace, and Alphas fail to distinguish between virtuality and reality.In all cases, accessing the metaverse involves creating and customizing avatars. Although this practice is common and accepted among adults, it may pose psychological problems for minors as they mimic icons or references unrelated to their real identity. In conclusion, the establishment of a regulatory framework is proposed to promote fairness, security, and responsible development of the metaverse. This will enable this emerging technology to evolve into a digital space beneficial for all generations and genders, particularly addressing the potential psychological risks among younger users.

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