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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.

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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

Citation

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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
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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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