You are on page 1of 18

4TH INTERNATIONAL CONFERENCE ON DATA

ANALYTICS FOR BUSINESS AND INDUSTRY


(ICDABI2023)

Metaverse: A Bibliometric Analysis of


Emerging Trends and Research Patterns
Authors - Mahmood A. Bazel
- Abdullah O. Baarimah Presenter:
- Fathey Mohammed Mahmood A. Bazel
- Muaadh Mukred
- Wesam Salah Alaloul 25th October 2023
- Salem Baarimah
Presentation Outline

Introduction 02

Purpose 03

Method 04

Results 05

Discussion 06

Conclusion 07
Introduction
❑ The term “Metaverse” describes an interactive and immersive virtual
environment where individuals engage with the world and objects through
their avatars.

❑ Technological advancements in virtual reality, augmented reality, mixed


reality, 5G, and related technologies enable the Metaverse to serve as a
platform for education, business, entertainment, and social interaction

❑ Metaverse Garnered attention from researchers across various disciplines.


Encompasses conceptual frameworks, technical challenges, and social
impacts
Introduction

❑ Lack of Scientometric Research


• Dearth of comprehensive synthesis of academic literature on the metaverse
• Scientometric analysis helps address subjectivity and provides quantitative
insights

❑ Benefits of Bibliometric Analysis


• Quantitative examination of impact and interconnections among scholarly works
• Mapping the intellectual structure of the research field
• Identifying influential authors and tracking publication trends
• Discovering emerging research topics
Objectives

Gather and analyze recently published research


1 on the metaverse

Provide an objective overview of advancements


2 in the field

3 Discovering the emrging trend and future


research pattern of Metaverse

3
Methodology

Database Search String Time Range Analysis tool


Scopus Database TITLE-ABS-KEY: All times until 10 VOSviewer
“Metaverse*” August 2023

✓ Documents Type: Journal Articles & Conferences Papers


✓ Language: English
Results
5

Summary of Key Bibliometric Results

1920 1846 130

Documents Authors Countries


921 301 5130
• Articles 1119
• Conference
Papers 801
Publication Authors’ Author
venues Affiliations Keywords
Results
Trend of Annual Publications

873 852

38 12 7 7 4 7 14 17 20 21 14 14 4
3 3 3 2 1 1 1 1 1
Results
Total Countries: 130

Leading Countries

Country No of documents % of total documents


China 439 22.86%
United States 308 16.04%
South Korea 228 11.88%
UK 151 7.86%
India 109 5.68%
Italy 71 3.70%
Japan 66 3.44%
Turkey 66 3.44%
Germany 65 3.39%
Singapore 62 3.23%
Results
Total Affiliations: 301

Top Affiliations

Affiliation Country No of documents


Nanyang Technological University Singapore 52
Chinese Academy of Sciences China 44
School of Computer Science and Engineering China 32
Sungkyunkwan University South Korea 25
Institute of Automation Chinese Academy of Sciences China 22
Tsinghua University China 22
University of Žilina Slovakia 20
Guangdong University of Technology China 20
Hong Kong University of Science and Technology Hong Kong 20
The Hong Kong Polytechnic University Hong Kong 19
Results
Total Citations: 10616

Top Cited Documents


Year Document Title Citations
2022 “A Metaverse: Taxonomy, Components, Applications, and Open Challenges” 312
2013 “3D virtual worlds and the metaverse: Current status and future possibilities” 309
2009 “Avatars, people, and virtual worlds: Foundations for research in metaverses” 280
2022 “Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, 233
opportunities, and agenda for research, practice and policy”
2021 “Metaverse for Social Good: A University Campus Prototype” 218
2017 “A content service deployment plan for metaverse museum exhibitions—Centering on the 122
combination of beacons and HMDs”
2008 “Making real money in virtual worlds: MMORPGs and emerging business opportunities, 119
challenges and ethical implications in metaverses”
2022 “What is XR? Towards a Framework for Augmented and Virtual Reality” 109
2022 “Definition, roles, and potential research issues of the metaverse in education: An artificial 103
intelligence perspective”
2008 “Second life and the new generation of virtual worlds” 100
Results
Total Keywords: 5130

Keywords Co-occurrence Analysis


Keyword Occurrences Keyword Occurrences
Metaverse 1099 NFT 28
Virtual Reality 308 Internet Of Things 27
Augmented Reality 149 Privacy 27
Blockchain 139 E-Learning 23
Artificial Intelligence 82 Virtual 21
Virtual Worlds 70 Visualization 19
Extended Reality 67 Healthcare 18
Digital Twin 62 Immersion 17
Mixed Reality 50 Collaboration 16
Education 48 Edge Computing 16
Second Life 43 Gamification 16
Deep Learning 40 Immersive Technology 16
Machine Learning 35 Cryptocurrency 15
Security 29 Solid Modeling 15
Avatars 28 Web 3.0 15
Results Keywords Co-occurrence Analysis

Cluster 1
Blockchain, Artificial Intelligence, Digital
Twin, Deep Learning, Machine Learning,
Security, NFT, Internet of Things, Privacy,
Cryptocurrency, Web 3.0.
Cluster 2
Virtual Worlds, Education, Second Life,
Avatars, E-Learning, Immersion,
Collaboration, Gamification.
Cluster 3
Metaverse, Virtual, Visualization, Solid
Modeling, Edge Computing.
Cluster 4
Virtual Reality, Augmented Reality,
Extended Reality, Mixed Reality,
Gamification, Immersive Technology.
Discussion
Current Trend

Metaverse Technologies

Combination of existing (VR, virtual worlds) and


emerging technologies (5G, blockchain, digital twins, IoT)

➢ Multisensory interactions through VR, AR, MR, and XR


➢ Blockchain for decentralized infrastructure, data security, and virtual goods
➢ AI for automation, user experience enhancement, and content creation
➢ IoT enabling connectivity between the physical and digital realms
➢ Digital twins for real-world data modeling and simulations
Discussion
Current Trend

Application Areas of the Metaverse


➢Education:
Immersive learning experiences, virtual laboratories, collaboration, and training simulations
➢Manufacturing:
Employee training, risk scenario simulation, and product/process development
➢Consumer Goods:
Virtual product design, virtual events, and enhanced customer experiences
➢Hospitality and Tourism:
Virtual tourism experiences and improving real-life customer experiences
➢Healthcare:
Clinical treatment, medical education, patient monitoring, and virtual consultations
➢Sustainability:
Impact on resource management, governance, smart cities, quality of life, and cultural heritage
preservation
➢Economic and Social Effects:
Disrupting consumer behavior, attention, buying patterns, and decision-making processes
Future Research
Security and Privacy Educational Applications
01 • Enhancing security in immersive virtual 04 • Pedagogical frameworks and strategies
environments • Interactive 3D learning content development
• Standardized authentication, encryption, • Assessing learning outcomes in virtual
and access control mechanisms environments
• Exploring blockchain & hardware- • Digital tutoring systems and collaborative
assisted encryption virtual classrooms

Gaming and Psychology Healthcare Integration


02 • Avatar embodiment and gameplay behaviors 05 •

Telemedicine and remote care coordination
Standardizing anatomical models & simulations
• Online communities and social interactions
• Impacts on well-being and mental health • Evaluating virtual simulations for training
• Algorithmic modeling for realistic virtual • Prototype virtual healthcare settings
elements • Ethical, legal, and social considerations

Policy and Governance Multi-Disciplinary Collaboration


03 •

Researching policy frameworks for the metaverse
Economic transactions and virtual currencies
06 • Importance of collaboration across disciplines
• Computer science, engineering, design,
• Intellectual property rights and protection healthcare, education, and social sciences
• Platform governance and regulations • Addressing emerging challenges and risks
together
Conclusion

1 The present status of Metaverse research primarily to make it


necessary to improve their chances of different fields.

2 This study contributes to the field of Metaverse by assisting


scholars and practitioners to explore the current state and
future trends of research.

3 There is an immediate need to continue advancing the


application of metaverse

3
Thank you

You might also like