[go: up one dir, main page]

Pizzo et al., 2024 - Google Patents

Opening the metaverse: the next frontier in sport and leisure

Pizzo et al., 2024

Document ID
13257859006637267207
Author
Pizzo A
Fornaciari C
Coyle P
Varzgani N
Pierce M
Publication year
Publication venue
Leisure Sciences

External Links

Snippet

The metaverse is at the forefront of digital innovations transforming sport and leisure. The metaverse, a shared digital environment accessible via the Internet, currently operates as separate entities, challenging the promise of an integrated space. This highlights a critical …
Continue reading at www.tandfonline.com (other versions)

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q10/00Administration; Management
    • G06Q10/10Office automation, e.g. computer aided management of electronic mail or groupware; Time management, e.g. calendars, reminders, meetings or time accounting
    • G06Q10/101Collaborative creation of products or services
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
    • G06Q50/01Social networking
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
    • G06Q50/10Services
    • G06Q50/20Education
    • G06Q50/205Education administration or guidance
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce, e.g. shopping or e-commerce
    • G06Q30/02Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • G09B5/02Electrically-operated educational appliances with visual presentation of the material to be studied, e.g. using film strip
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/10Control of the course of the game, e.g. start, progess, end

Similar Documents

Publication Publication Date Title
Kaddoura et al. The rising trend of Metaverse in education: Challenges, opportunities, and ethical considerations
Anderson et al. The metaverse in 2040
Gursoy et al. Metaverse in services marketing: an overview and future research directions
Bauerlein The digital divide: Arguments for and against Facebook, Google, texting, and the age of social networking
Pratten Getting started with transmedia storytelling
Skinner et al. Fostering innovative cultures in sport
Kumar et al. Exploring the use of metaverse in business and education
Castro Soeiro et al. Network-based innovation: the case for mobile gaming and digital music
Foxman Playing with virtual reality: early adopters of commercial immersive technology
Joseph Distributing productive play: A materialist analysis of steam
Pizzo et al. Opening the metaverse: the next frontier in sport and leisure
Burrows Your Life In The Metaverse: Everything you need to know about the virtual internet of tomorrow
Huang et al. The metaverse era: the fourth transformation in the age of internet communication
Hung Beyond the player: A user-centered approach to analyzing digital games and players using actor-network theory
Stewart et al. The industry and policy context for digital games for empowerment and inclusion: Market analysis, future prospects and key challenges in videogames, serious games and gamification
Hedditch et al. Crossing the threshold: pathways into makerspaces for women at the intersectional margins
Graylin et al. Our Next Reality: How the AI-powered Metaverse Will Reshape the World
Uribe Larach et al. Creative problem solving in Second Life: An action research study
Arruda Filho et al. For every “game over” there is a “play again”: Analysis of user preferences regarding 7th-and 8th-generation video games consoles
Martins et al. Metaversed: See beyond the hype
Sutopo Developing teaching materials based on Metaverse
Lu Understanding and Supporting Live Streaming in Non-Gaming Contexts
Samit Disrupt you!: Master personal transformation, seize opportunity, and thrive in the era of endless innovation
Poore Leadership in the Metaverse: Creating the future of WebWe through strategy and community building
Novak et al. Virtual worlds as settings for avatar-based innovation processes