Metaverse: Post Gaming Effect and Confirmation Biased Behavior Analysis on Gen Y & Z in Bengaluru, India
Authors/Creators
- 1. Department of Professional Accounting and Finance, Kristu Jayanti College, Bengaluru, Karnataka
Description
Abstract: India is reflected as one of the youngest country in the world with an average age of 29. This young crowd has seen all three revolutions from computer to Internet and mobile. Sector AVCG (Animation, Visual Effects, and Gaming & Comics) is exploring and targeting, Generation Y and Z. This Gen is witnessing the fourth revolution, Metaverse. Metaverse is a virtual world, where one can join the place with their friends and share a live experience in education, games, e-commerce etc. These Metaverse platforms are equipped with AR and VR tools. This paper focuses on the post effect of Metaverse on behavior of Generation Y & Z. It explores the digital Inhabitants and their harnessing capabilities towards different platforms.
Keywords: Immersive Technology, Second Life, Web 4.0, Extended Reality (XR), Block Chain. NFTs, Confirmation Biased Behavior, Gen y, Gen Z.
JEL Classification Number: D91