A new frontier for higher education: exploring the metaversity and immersive virtual reality foronline education

Purpose This paper aims to discuss the potential for developing an educational campus in the metaverse, provides a demonstration of an immersive virtual learning environment, and presents a description of the interdisciplinary collaboration focused on incorporating immersive serious game development in online education. Design/methodology/approach The paper presents a description of a prototype immersive virtual reality environment that was created using Unity Game Engine (v.2022.3), with massive loop handling multiplayer functionality. Due to technical instability in the immersive platform, students in an online organizational behavior course did not ultimately participate in the immersive environment; instead, students were surveyed regarding their perceptions of engagement during synchronous online class sessions that incorporated interactive and simulation-based activities. Findings The prototype immersive virtual reality learning environment demonstrates the potential for immersive serious games within a Metaversity context. Survey results indicate that students perceive synchronous online sessions incorporating interactive and simulation-based activities as engaging and valuable, suggesting design implications for future immersive learning environments. Research limitations/implications The small sample size and the unstable platform hosting the immersive environment limit the ability to draw generalizable conclusions. However, the prototype immersive environment does provide a demonstration of the potential of the metaverse for serious game education. Originality/value This paper further develops the literature of online learning and student engagement by illustrating the impacts of immersive virtual reality as an online learning tool. In addition, the interdisciplinary approach to developing the prototype environment expands, not only the application of technology, but also demonstrates the quality of serious game development for use in the metaverse that goes beyond standard off-the-shelf immersive environments for online educational purposes.

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Institutions

Publication Details

Journal
Organization Management Journal
Published
2026-02-18
DOI
https://doi.org/10.1108/omj-10-2025-2765
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

A new frontier for higher education: exploring the metaversity and immersive virtual reality foronline education

Scott E. Hamm, Doug Darby, Brian G. Burton, Nancy Kucinski et al.
Organization Management Journal
Virtual Reality Applications and Impacts
article

A new frontier for higher education: exploring the metaversity and immersive virtual reality foronline education

Scott E. Hamm, Doug Darby, Brian G. Burton, Nancy Kucinski, Jr Chaz McKell, Rich Tanner
article en

Abstract

Purpose This paper aims to discuss the potential for developing an educational campus in the metaverse, provides a demonstration of an immersive virtual learning environment, and presents a description of the interdisciplinary collaboration focused on incorporating immersive serious game development in online education. Design/methodology/approach The paper presents a description of a prototype immersive virtual reality environment that was created using Unity Game Engine (v.2022.3), with massive loop handling multiplayer functionality. Due to technical instability in the immersive platform, students in an online organizational behavior course did not ultimately participate in the immersive environment; instead, students were surveyed regarding their perceptions of engagement during synchronous online class sessions that incorporated interactive and simulation-based activities. Findings The prototype immersive virtual reality learning environment demonstrates the potential for immersive serious games within a Metaversity context. Survey results indicate that students perceive synchronous online sessions incorporating interactive and simulation-based activities as engaging and valuable, suggesting design implications for future immersive learning environments. Research limitations/implications The small sample size and the unstable platform hosting the immersive environment limit the ability to draw generalizable conclusions. However, the prototype immersive environment does provide a demonstration of the potential of the metaverse for serious game education. Originality/value This paper further develops the literature of online learning and student engagement by illustrating the impacts of immersive virtual reality as an online learning tool. In addition, the interdisciplinary approach to developing the prototype environment expands, not only the application of technology, but also demonstrates the quality of serious game development for use in the metaverse that goes beyond standard off-the-shelf immersive environments for online educational purposes.

Organization Management Journal
Lubbock Christian University (US), Abilene Christian University (US)
Quality Education
Openalex Percentile: Top 57%
Virtual Reality Applications and Impacts
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