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  • Journal of Metaverse
  • Issue: 6
  • Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Li...

Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Literature Review

Authors : Baitong Xie, Mohd Fairuz Shiratuddin, Mostafa Hamadi, Joo Yeon Park, Thach-Thao Duong
Pages : 57-70
Doi:10.57019/jmv.1736387
View : 339 | Download : 920
Publication Date : 2026-01-08
Article Type : Review Paper
Abstract :Gamification plays a pivotal role in enhancing user engagement in the Metaverse, particularly among Generation Z users who value autonomy, immersion, and identity expression. However, current research lacks a cohesive framework tailored to designing gamified social experiences in immersive virtual environments. This study presents a framework-oriented systematic literature review, guided by PRISMA 2020 and SPIDER, to investigate how gamification is applied in the Metaverse and how it aligns with the behavioral needs of Gen Z. From 792 screened studies, seventeen high-quality papers were synthesized to identify core gamification mechanics, including avatars, XR affordances, and identity-driven engagement strategies. Building on these insights, we propose the Affordance-Driven Gamification Framework (ADGF), a conceptual model for designing socially immersive experiences, along with a five-step design process to support its real-world application. Our contributions include a critical synthesis of existing strategies, Gen Z-specific design considerations, and a dual-framework approach to guide researchers and practitioners in developing emotionally engaging and socially dynamic Metaverse experiences.
Keywords : Metaverse, Gamification, Generation Z, eXtended Reality (XR), Affordance-Driven Gamification Framework

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