GAMIFIED METAVERSES: PLAYING FOR REAL IN VIRTUAL WORLDS WITHIN THE VIC PROJECT
1 Escuela de Nuevas Tecnologías Interactivas (ENTI-UB) (SPAIN)
2 Instituto Superior de Novas Tecnologias (ISTEC) (PORTUGAL)
3 Politecnico di Milano (Polimi) (ITALY)
About this paper:
Conference name: 20th International Technology, Education and Development Conference
Dates: 2-4 March, 2026
Location: Valencia, Spain
Abstract:
The Virtual Innovation Consortium (VIC in http://vic-eu.com/) addresses Europe’s advanced digital-skills gap by fostering high-impact training ecosystems in Extended Reality (XR). Within this framework, this contribution examines how *gamified metaverses* can be strategically designed to support learning, engagement, and behavioural change across educational and professional domains. Drawing on insights from game-design research and from practical experience within the VIC project, the lecture presented a structured reflection on why metaverses must be conceived not as technology-driven “containers”, but as meaningful, experience-centred “contents” where engagement occurs.
Using different frameworks, the paper argues that effective XR environments must trigger curiosity, agency, social connection and experiential coherence. These qualities enable users to navigate virtual spaces not as passive visitors, but as active participants capable of developing competencies, exploring narratives, and transferring knowledge to real-world contexts in educational XR developments. The analysis emphasises the need to move beyond purely technical narratives and instead adopt holistic approaches integrating game design, storytelling, art direction, UX/UI, and production management.
Within VIC’s educational mission, such gamified metaverses offer an opportunity to prototype authentic learning scenarios, simulate complex processes, and support behavioural training. Their development requires interdisciplinary co-creation, reflecting the project’s emphasis on collaboration between universities, providers, industry stakeholders and learners. Co-creation ensures that metaverses remain adaptable, inclusive and aligned with diverse user profiles, particularly when designing for non-traditional or non-technical audiences.
In fact, XR experiences become pedagogically valuable when they are intentionally gamified, narratively meaningful, and designed around user-centred motivational patterns. As VIC deploys new curricula, XR labs, and applied training programmes, gamified metaverses represent a promising pathway to bridge advanced digital skills with real-world needs, enabling participants to “play for real” in immersive virtual worlds.Keywords:
XR, Extended Reality, Gamification, Metaverse, Education.