Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Literature Review
Baitong Xie, Mohd Fairuz Shiratuddin, Mostafa Hamadi, Joo Yeon Park, Thach-thao Duong

TL;DR
This paper reviews existing research on gamification in the Metaverse for Generation Z, proposing a new framework and design process to enhance socially immersive and engaging virtual experiences.
Contribution
It introduces the Affordance-Driven Gamification Framework (ADGF) and a five-step design process, filling a gap in tailored social experience design for Gen Z in the Metaverse.
Findings
Identified core gamification mechanics like avatars and XR affordances.
Synthesized strategies for identity-driven engagement.
Proposed a dual-framework approach for design guidance.
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…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Educational Games and Gamification · Augmented Reality Applications
