Designing Gamified Social Interaction for Gen Z in the Metaverse: A Framework-Oriented Systematic Literature Review

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Authors: Baitong Xie, Mohd Fairuz Shiratuddin, Mostafa Hamadi, Joo Yeon Park, Thach-Thao Duong
Cited by: 1
References: 52

Abstract

Gamification plays a pivotal role in enhancing user engagement in the Metaverse, particularly among Generation Z users who value autonomy, immersion, and identity expression. However, current research lacks a cohesive framework tailored to designing gamified social experiences in immersive virtual environments. This study presents a framework-oriented systematic literature review, guided by PRISMA 2020 and SPIDER, to investigate how gamification is applied in the Metaverse and how it aligns with the behavioral needs of Gen Z. From 792 screened studies, seventeen high-quality papers were synthesized to identify core gamification mechanics, including avatars, XR affordances, and identity-driven engagement strategies. Building on these insights, we propose the Affordance-Driven Gamification Framework (ADGF), a conceptual model for designing socially immersive experiences, along with a five-step design process to support its real-world application. Our contributions include a critical synthesis of existing strategies, Gen Z-specific design considerations, and a dual-framework approach to guide researchers and practitioners in developing emotionally engaging and socially dynamic Metaverse experiences.

Fields of Study & Subjects

Virtual Reality Applications and Impacts Educational Games and Gamification Augmented Reality Applications

Publication details

Journal / source
Journal of Metaverse
Publisher
Izmir Akademi Dernegi
Issue
6
Pages
57–70
Publication date
8 January 2026
Language
EN