Gamification and digital equity: analysis of educational designs in the metaverse for vulnerable populations

This research critically examines the challenges and opportunities of educational gamification in the metaverse for vulnerable populations by exploring how structural inequalities—technological, cultural, and pedagogical—shape its implementation. Through a thematic analysis of academic literature, case studies, and public policies (2019–2024), five key dimensions are identified: accessibility, ethical dilemmas in personalization, cultural anchoring of gamified narratives, the teacher's role in technological mediation, and digital equity. Despite the metaverse's democratizing potential, findings reveal its tendency to replicate physical exclusions, particularly in contexts of poverty and ethnic marginalization. The study underscores the urgency of co-creative approaches prioritizing community agency and epistemic justice. It proposes redefining gamification as a space for political contestation where technology fosters expanded educational rights.

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Publication Details

Journal
Metaverse Basic and Applied Research
Published
2024-12-31
DOI
https://doi.org/10.56294/mr2024.105
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Gamification and digital equity: analysis of educational designs in the metaverse for vulnerable populations

Jennifer Mejía Ríos, Yhadira Huicab García, Ángel Saúl Díaz Téllez, Elisabeth Viviana Lucero Baldevenites et al.
1 citations
Metaverse Basic and Applied Research
Educational Games and Gamification
0.79
article

Gamification and digital equity: analysis of educational designs in the metaverse for vulnerable populations

Jennifer Mejía Ríos, Yhadira Huicab García, Ángel Saúl Díaz Téllez, Elisabeth Viviana Lucero Baldevenites, Pedro Luis Bracho-Fuenmayor
article en
1 citations

Abstract

This research critically examines the challenges and opportunities of educational gamification in the metaverse for vulnerable populations by exploring how structural inequalities—technological, cultural, and pedagogical—shape its implementation. Through a thematic analysis of academic literature, case studies, and public policies (2019–2024), five key dimensions are identified: accessibility, ethical dilemmas in personalization, cultural anchoring of gamified narratives, the teacher's role in technological mediation, and digital equity. Despite the metaverse's democratizing potential, findings reveal its tendency to replicate physical exclusions, particularly in contexts of poverty and ethnic marginalization. The study underscores the urgency of co-creative approaches prioritizing community agency and epistemic justice. It proposes redefining gamification as a space for political contestation where technology fosters expanded educational rights.

Metaverse Basic and Applied ResearchVol. 3
Universidad de Las Palmas de Gran Canaria (ES), Instituto Tecnológico Superior de Xalapa (MX), Metropolitan University of Technology (CL), Universidad Nacional Abierta y a Distancia (CO)
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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