Usos y efectos de las tecnologías inmersivas desde una perspectiva generacional
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2024
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Gema Bonales-Daimiel, Eva Citlali Martínez-Estrella, & Alejandro Tapia-Frase. (2024). Usos y efectos de las tecnologías inmersivas desde una perspectiva generacional. Fonseca, Journal of Communication, (28.1), 217–239. https://doi.org/10.48047/fjc.28.01.16
Abstract
Este estudio mixto busca, a través de un enfoque generacional, analizar el conocimiento y la utilización del metaverso, para comprender su impacto en ámbitos sociales, de entretenimiento y éticos.
Los resultados revelan que los Baby Boomers, la Generación X e Y, perciben la realidad virtual principalmente como una forma de entretenimiento; la Generación Z como un espacio útil para trabajar, y los Alphas no distinguen la diferencia entre la virtualidad y la realidad.
En todos los casos, el acceso al metaverso implica la creación y personalización de avatares. Aunque esta práctica es común y aceptada entre los adultos, puede plantear problemas psicológicos en menores al imitar iconos o referentes ajenos a su identidad real. Como conclusión, se propone la creación de un marco regulador que promueva la equidad, la seguridad y el desarrollo responsable del metaverso. Esto permitirá que esta tecnología emergente evolucione en un espacio digital beneficioso para todas las generaciones y géneros, abordando especialmente los posibles riesgos psicológicos en usuarios más jóvenes.
This mixed-methods study aims to analyze the knowledge and utilization of the metaverse through a generational approach, to understand its impact on social, entertainment, and ethical domains. The findings reveal that Baby Boomers, Generation X and Y perceive virtual reality primarily as a form of entertainment, while Generation Z sees it as a useful workspace, and Alphas fail to distinguish between virtuality and reality.In all cases, accessing the metaverse involves creating and customizing avatars. Although this practice is common and accepted among adults, it may pose psychological problems for minors as they mimic icons or references unrelated to their real identity. In conclusion, the establishment of a regulatory framework is proposed to promote fairness, security, and responsible development of the metaverse. This will enable this emerging technology to evolve into a digital space beneficial for all generations and genders, particularly addressing the potential psychological risks among younger users.
This mixed-methods study aims to analyze the knowledge and utilization of the metaverse through a generational approach, to understand its impact on social, entertainment, and ethical domains. The findings reveal that Baby Boomers, Generation X and Y perceive virtual reality primarily as a form of entertainment, while Generation Z sees it as a useful workspace, and Alphas fail to distinguish between virtuality and reality.In all cases, accessing the metaverse involves creating and customizing avatars. Although this practice is common and accepted among adults, it may pose psychological problems for minors as they mimic icons or references unrelated to their real identity. In conclusion, the establishment of a regulatory framework is proposed to promote fairness, security, and responsible development of the metaverse. This will enable this emerging technology to evolve into a digital space beneficial for all generations and genders, particularly addressing the potential psychological risks among younger users.