## 6 Results
### Discussion
\begin{table}
\begin{tabular}{l p{284.5 pt}} \hline \hline User experience & The first metric evaluated is the user experience with VR, which can analyze whether the participants who had a previous experience of the use of VR and video games demonstrated a higher satisfaction of the gameplay in contrast to the other groups. See Figure 8a. \\ User experience & The evaluation included 20 participants. The most interesting information obtained from the tests is that 88\% of the males had good response in terms of user experience and playability, while 70\% of the females had an affirmative response. \\  & On average, men spent 2.8 h using VR, while women averaged 2.4 h. \\  & In terms of meeting expectations, all participants would use VR again as a training and coaching practice. \\ \hline Preparation and control of devices & In the second metric preparation and the control of the devices and start of the application, it can be analyzed that the users who had previous experience had less preparation and learning time, and for the first group, difficulty in the preparation was totally new and their adaptation was possible in several sessions with the VR application. See Figure 8a. \\ Control of devices & The evaluation included 20 participants. The most interesting data obtained from the tests is that 95\% of men and 89\% of women were able to quickly adapt to the preparation and control of VR devices. \\  & For the new participants who used the VR devices for the first time, learning took longer; however, for the second time they used the VR devices, everything went faster and without complications. \\ \hline Multi-user & For metric 3 (multi-user), the group experience, communication, collaboration, connectivity, and avatars were evaluated, and this metric in its analysis shows that all students made a favorable evaluation according to their experience. See Figure 8a. \\ Multi-user & The most interesting data obtained from the tests is that 93\% of males and 90\% of females had a good experience using the multi-user mode both at the level of communication and group collaboration. \\  & Multi-user proved to be very practical for group practices in metaverse, as all participants stated that during the test session, they could feel a realism reminiscent of the real world. \\ \hline Immersion effect & The metrics defined for immersion effects were performed taking as reference some of the items of the Virtual Reality Sickness Questionnaire (VRSQ) presented in [51]. Particularly, since our study focuses on the proposal of a VR system framework for an experimental metaverse, the most approximate items in the general evaluation of the questionnaire proposed in this research were considered, which included general discomfort, dizziness, sweating, nausea, fatigue, stomach sensitization, difficulty focusing, and blurred vision. \\  & The fourth metric of effects caused by immersion in VR was evaluated for the side effects that VR may cause after use. The evaluation involved 20 participants; the most interesting data obtained from the tests are: \\  & The analysis showed that the participants of the third group mostly did not present dizziness or serious side effects; on the contrary, the first group which did not have any experience with VR equipment and video games, presented slight sensations of dizziness and eye fatigue, which is also due to the time of use of the VR goggles as shown in (Figure 8a,b). Some side effects caused by VR devices may disappear after then frequent use of VR, which was a manifestation of the more experienced participants who had been using these devices for a long time. \\ \hline \hline \end{tabular}
\end{table} 
Table 5: Main metrics evaluation results. seek the simulation of interaction on virtual platforms [2]. The challenge to the practical potential, as presented in this paper, could be successfully applied with any type of user or by companies with metaverses based on real experiences without incurring costs or risks due to lack of training.