Khaled Alhasan, Khawla Alhasan, Sama’a Al Hashimi,
Roblox is widely recognized as one of the most popular metaverse games, boasting millions of users across ... of this paper is on the impact of Roblox on higher education, exploring how it can be ... by students and educators when attempting to integrate Roblox into curricula. Previous research has primarily focused on Roblox’s impact on elementary schools, leaving unexplored its ... gaps, and draw conclusions. The study reveals that Roblox can be an effective tool for higher education ... a challenging task for them. The potential of Roblox as a learning platform for higher education has ...
Tópico(s): Virtual Reality Applications and Impacts
2023 - kassel university press | International Journal of Emerging Technologies in Learning (iJET)
Jining Han, Geping Liu, Yuxin Gao,
... the Metaverse has drawn much attention in education. Roblox, as an important platform in the Metaverse, attracts ... overview of the current research on learning in Roblox by exploring its benefits, challenges, and existing gaps. ... our questions. The research findings show that: (1) Roblox could be combined with social interactive learning or ... programming in STEM education; (2) the use of Roblox in learning has the advantages of attracting a ...
Tópico(s): Online Learning and Analytics
2023 - Multidisciplinary Digital Publishing Institute | Education Sciences
... facilitate the development of educational experiences in the Roblox metaverse, specifically focusing on the electrical machine course. ... creation of immersive and interactive learning environments within Roblox and to evaluate the efficacy of these experiences ... of various effects and interactions. Upon completing our Roblox-based educational experience, the resulting code will be ... that integrating chatGPT into the development process of Roblox-based electrical machine-learning experiences can lead to ...
Tópico(s): Virtual Reality Applications and Impacts
2023 - Insight Society | International Journal on Advanced Science Engineering and Information Technology
Svend Hollensen, Philip Kotler, Marc Oliver Opresnik,
... The Metaverse concept is explained by the Nike–Roblox case study, where the authors explore the customer ... provided by the Nikeland project. Findings The Nike–Roblox case study is showing that virtual platforms, content ... to the Nikeland visitors (customers) in the Nike–Roblox alliance. The Metaverse is gaining popularity among the ...
Tópico(s): Virtual Reality Applications and Impacts
2022 - Emerald Publishing Limited | Journal of Business Strategy
Dong‐Hyun Kang, Haram Choi, Sang-Hun Nam,
... effect of creating a virtual art museum using Roblox Studio, a metaverse platform, on the acquisition of ... to learn to create virtual spatial content using Roblox Studio and also visited an actual art museum. ...
Tópico(s): Diverse Topics in Contemporary Research
2022 - kassel university press | International Journal of Emerging Technologies in Learning (iJET)
Cécile Meier, José Luis Saorín Pérez, Alejandro Bonnet de León, Alberto Guerrero Cobos,
... in-teractive three-dimensional worlds. For this research, Roblox Studio has been used, a simple and intuitive ... capable of creating their own interactive worlds with Roblox.
Tópico(s): Augmented Reality Applications
2020 - kassel university press | International Journal of Emerging Technologies in Learning (iJET)
Yun Kyung Oh, J. B. Yi, Jong-Dae Kim,
... authors analyzed user reviews and rating data from Roblox, a representative modern metaverse platform. They applied BERTopic ...
Tópico(s): Media Influence and Health
2023 - Emerald Publishing Limited | Internet Research
Ilaria Mancuso, Antonio Messeni Petruzzelli, Umberto Panniello, Chiara Nespoli,
... innovating their BMs in metaverse setting (i.e., Roblox and Meta), the article provides and discusses a ...
Tópico(s): Innovation Diffusion and Forecasting
2023 - Institute of Electrical and Electronics Engineers | IEEE Transactions on Engineering Management
Lorena Hernández von Wobeser, Verónica Hernández, Farah Neyra, Julieta Carrillo,
... massively multiplayer online games such as Minecraft and Roblox has aroused the attention of teachers and educational ... paper is to provide preliminary classroom experience using Roblox in game-based learning activities through action research. ... school, and 2 colleges. The learning activities with Roblox were conducted during the 2020-2021 academic year ... pandemic that forced Mexican schools to go digital. Roblox was used to learn content (like dinosaurs, contagious ... qualitative data. Findings suggest that students enjoyed the Roblox learning activity as it allowed social interaction between ...
Tópico(s): Impact of Technology on Adolescents
2022 - | Revista Innova Educación
... is considered 2021 mainly because the gaming company Roblox was listed on March 10, 2021. Different from the traditional games, in the Roblox metaverse, the game players can construct their own ...
Tópico(s): AI in Service Interactions
2022 - Institute of Electrical and Electronics Engineers | IEEE Consumer Electronics Magazine
Gema Bonales Daimiel, Eva Citlali Martínez Estrella, Sheila Liberal Ormaechea,
... conocedoras de este dato, utilizan los videojuegos como Roblox para impactar en ellos. Objetivos: realizar una aproximación ... análisis de contenido -estudio de 4 marcas en Roblox- y una encuesta exploratoria (n=300). Resultados: los ...
Tópico(s): Media Influence and Health
2022 - University of La Laguna | Revista Latina de Comunicación Social
... since. Today, online games such as Fortnite and Roblox are continuing that trend. Especially among younger populations, ... the metaverse.6Prompted by the pandemic, videogame companies Roblox and Epic Games, which produces "Fortnite," have begun ...
Tópico(s): Digital Mental Health Interventions
2021 - Mary Ann Liebert, Inc. | Cyberpsychology Behavior and Social Networking
... also for teens and children. For example, the Roblox game, a favorite among children aged 9–12 ... creating a theme park with a buddy on Roblox and building Legos with a classmate, or visiting ...
Tópico(s): Child and Adolescent Psychosocial and Emotional Development
2021 - Mary Ann Liebert, Inc. | Cyberpsychology Behavior and Social Networking
... background and, based on data analysis, takes the Roblox platform as an example. Through the research, it ... game screens, providing personalized game recommendations, expanding the Roblox platform ecosystem, and accelerating platform transformation is proposed, providing certain references for the future development of Roblox and other game industry companies.
Tópico(s): Virtual Reality Applications and Impacts
2023 - | Highlights in Business Economics and Management
Felix R. Raimondo, Alexandra T. Wolff, Alexander J. Hehr, Matthew A. Peel, Margaret Wong, Erin K. Chiou, Mustafa Demir, Nancy J. Cookea,
... the boundaries of Human-Robot Teams (HRTs) using Roblox. Virtual testbeds can simulate USAR task environments and ... interactions. After assessing alternative STE platforms, we discovered Roblox not only met our research capabilities but also ...
Tópico(s): AI-based Problem Solving and Planning
2022 - SAGE Publishing | Proceedings of the Human Factors and Ergonomics Society Annual Meeting
... negatively impacts continuance intentions. The differences between platforms (Roblox and Zepeto) further explored the relationships of the ...
Tópico(s): Consumer Perception and Purchasing Behavior
2024 - Taylor & Francis | International Journal of Human-Computer Interaction
Irma Himmatul Aliyyah, Basrowi Basrowi, Akhmad Junaedi, Syahyuti Syahyuti,
This study examines the robust relationships between Roblox's business model, collaborative learning, participation in the decision-making process, and cooperative literacy within the Indonesian Roblox community. All hypotheses were substantiated, emphasizing the significance ... intervention studies. Cross-cultural research comparing the Indonesian Roblox community with other cultural contexts is also encouraged. ... collaborative learning and decision-making participation within the Roblox platform. Collaboration between educational institutions and Roblox to ...
Tópico(s): FinTech, Crowdfunding, Digital Finance
2024 - Growing Science | International Journal of Data and Network Science
Zinan Zhang, Sam Moradzadeh, Xinning Gui, Yubo Kou,
An increasing number of game platforms, such as Roblox, enable game creators to develop user-generated games ( ... To address this question, we studied an online Roblox creator community, where Roblox creators collectively engage in design ideation to brainstorm ... thematic analysis, we found three primary ways where Roblox creators' design ideation becomes risky, including how Roblox creators generate risky game design ideas, navigate through ...
Tópico(s): Sexuality, Behavior, and Technology
2024 - Association for Computing Machinery | Proceedings of the ACM on Human-Computer Interaction
T. Silvana Sinar, Mohammad Andri Budiman, Rohani Ganie, Rusdi Noor Rosa,
... digital literacy and their perceptions of using the Roblox game as the learning media to improve their ... digital literacy and their good perceptions of using Roblox as the learning media in improving their English ...
Tópico(s): Digital Storytelling and Education
2023 - Sciedu Press | World Journal of English Language
... real-world case studies, including Horizon Worlds, Decentraland, Roblox, Sansar, and Rec Room. The examination reveals recurring ...
Tópico(s): Adversarial Robustness in Machine Learning
2024 - Springer Nature | AI and Ethics
Ruchi Payal, Nitika Sharma, Yogesh K. Dwivedi,
... are the main adopters of metaverse. 'Nikeland' in Roblox (one of the successful early versions of metaverse) ...
Tópico(s): Consumer Behavior in Brand Consumption and Identification
2024 - Elsevier BV | Electronic Commerce Research and Applications
... of metaverse behaviors through virtual games such as Roblox, and other virtual reality technologies. This research aims ...
Tópico(s): Virtual Reality Applications and Impacts
2023 - Canadian Center of Science and Education | International Journal of Marketing Studies
... sense of reality. Proto-metaverse platforms such as Roblox and Minecraft face similar questions, but have not ...
Tópico(s): Hate Speech and Cyberbullying Detection
2023 - Springer Nature (Netherlands) | Philosophy & Technology
Nitin Liladhar Rane, Saurabh Choudhary, Jayesh Rane,
... digital realms. Leveraging Metaverse platforms such as Decentraland, Roblox, and VRChat, businesses can create branded spaces, host ...
Tópico(s): Virtual Reality Applications and Impacts
2023 - RELX Group (Netherlands) | SSRN Electronic Journal
John King, Dan Fitton, Brendan Cassidy,
... within video clips of gameplay from a popular Roblox game. Thematic analysis of the responses revealed six ...
Tópico(s): Creativity in Education and Neuroscience
2023 - Association for Computing Machinery | Proceedings of the ACM on Human-Computer Interaction
... participants utilizing prominent metaverse platforms such as Zepeto, Roblox, and Ifland. In Study 2, we establish a ...
Tópico(s): Digital Marketing and Social Media
2023 - Elsevier BV | Computers in Human Behavior Reports
JooHyun Lee, Tae Seon Lee, Su Young Yoo, Seung Woo Lee, Ji Hye Jang, Ye jin Choi, Yu Rang Park,
... training programme was delivered via the metaverse platforms (Roblox) and Zoom. Children in the intervention group completed ...
Tópico(s): Cerebral Palsy and Movement Disorders
2023 - Elsevier BV | EClinicalMedicine
... asked whether the participants had experienced Metaverse, including Roblox and Zepeto, before participating in the survey. The ...
Tópico(s): Evolutionary Psychology and Human Behavior
2023 - Emerald Publishing Limited | Asia Pacific Journal of Marketing and Logistics

Yogesh K. Dwivedi, Laurie Hughes, Abdullah M. Baabdullah, Samuel Ribeiro‐Navarrete, Mihalis Giannakis, Mutaz M. Al‐Debei, Denis Dennehy, Bhimaraya Metri, Dimitrios Buhalis, Christy M.K. Cheung, Kieran Conboy, Ronan Doyle, Rameshwar Dubey, Vincent Dutot, Reto Felix, D.P. Goyal, Anders Gustafsson, Chris Hinsch, Ikram Jebabli, Marijn Janssen, Young‐Gab Kim, Joo-Young Kim, Stefan Koos, David Kreps, Nir Kshetri, Vikram Kumar, Keng‐Boon Ooi, Savvas Papagiannidis, Ilias O. Pappas, Ariana Polyviou, Sang‐Min Park, Neeraj Pandey, Maciel M. Queiroz, Ramakrishnan Raman, Philipp A. Rauschnabel, Anuragini Shirish, Μαριάννα Σιγάλα, Konstantina Spanaki, Garry Wei‐Han Tan, Manoj Kumar Tiwari, Giampaolo Viglia, Samuel Fosso Wamba,
... and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of ...
Tópico(s): Consumer Retail Behavior Studies
2022 - Elsevier BV | International Journal of Information Management
The Metaverse: "a computer-generated universe that his computer is drawing" (Stephenson, 1992: p23) "an embodied internet where you're in the experience, not just looking at it" (Zuckerberg, 2021) "a networked collection of inexpensive, self-configuring, immersive environments" (Jaynes et al, 2003: p115) 2021 may well turn out to be the inflection point when the use of virtual reality became widely recognised as the gateway to the metaverse.The rebranding of the world's largest online social network from ...
Tópico(s): Digital Games and Media
2022 - Taylor & Francis | Interactive Learning Environments