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Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Literature Review
Journal article   Open access   Peer reviewed

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 and Thach-Thao Duong
Journal of Metaverse, (6), pp.57-70
2026
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Published3.16 MBDownloadView
CC BY V4.0 Open Access

Abstract

Metaverse Gamification Generation Z eXtended Reality (XR) Affordance-Driven Gamification Framework
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.

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