Executive Guide
Research Summary: The impact of design factors of virtual and augmented reality on tertiary students user experience in Metaverse
- Original authors
- Attribution requires verification
- Original source
- arXiv — Computers and Society
- Summary & Analysis prepared by
- Aziz Shuaib Ausi
- Resource type
- Research Summary / Knowledge Resource
- Resource published on AZIZ OS
- 12 August 2026
- Last updated
- 22 September 2026
- Reading time
- 1 min
- Publication type
- Executive Guide
- Availability
- Open access
About this Summary & Analysis
AZIZ OS provides independently prepared summaries and analytical interpretations of externally published research and knowledge sources. The underlying works remain attributable to their original authors and rights holders. This resource is intended to improve accessibility and understanding and does not replace the original publication.
Research from arXiv highlights that the Metaverse market is projected to grow substantially from $65.5 billion in 2022 to $1.3 trillion by 2030, with increasing adoption in education. Despite this growth, specific design factors such as visual elements, environmental design, and communication features in Virtual Reality (VR) and Augmented Reality (AR) environments have not been thoroughly examined regarding their impact on user experience (UX) in educational Metaverse platforms. A correlational study, based on 321 tertiary students, aimed to explore these relationships to inform evidence-based design and resource allocation.
Why it matters
Understanding the design factors that enhance user experience in immersive technologies like the Metaverse is critical for effective resource allocation and strategic development in rapidly expanding digital sectors. This knowledge directly supports the creation of more engaging and impactful virtual environments, which is essential for maximizing return on investment in a market projected for exponential growth.
Key insights
- The Metaverse market is forecast for significant expansion, from $65.5 billion in 2022 to $1.3 trillion by 2030, indicating substantial economic and technological growth.
- Adoption of Metaverse technologies is increasing within the education sector.
- There is a recognized gap in understanding how specific VR/AR design factors (visual elements, environmental design, communication features) influence user experience in Metaverse platforms.
- A correlational research design was employed, surveying 321 tertiary students from engineering and computer science departments across four higher education institutions, all familiar with the technology.
Source
arXiv — Computers and Society — https://arxiv.org/abs/2608.09940
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- Verification ID
- ASA-EXG-2026-00192
- Version
- v1.0 · r0
- Issued
- 12 August 2026
- Resource prepared by
- Aziz Shuaib Ausi
- Resource status
- Research Summary / Knowledge Resource
- Underlying work
- The impact of design factors of virtual and augmented reality on tertiary students user experience in Metaverse
- Original authors
- Attribution requires verification
- Original source
- arXiv — Computers and Society
- Provenance status
- Attribution requires verification
- Rights
- Underlying publication rights remain with the respective copyright holder(s). Refer to the original source for authoritative publication and licensing information.
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