# Virtually Connected in a Multiverse of Madness?--Perceptions of Gaming, Animation, and Metaverse
## 2 Background
### Related Work--A Comprehensive Review of Main Concepts  
To understand the relationships between the main concepts, in this section, we connect these concepts with the objectives of the present study. Tables 1-4 were structured to help us to observe the relations of the concepts (gaming, virtual reality, animation, and metaverse) and their definitions studied by scientific authors according to our objectives, which are to: (1) verify how the metaverse is being represented and characterized; (2) identify which technologies stimulate the immersion experience; (3) identify the main dimensions that influence the acceptance of the metaverse concept; (4) understand the perceptions of the metaverse and virtual reality regarding socialization and wellbeing; (5) verify the perceptions of a gamer's daily life regarding the metaverse, virtual reality, and gaming concepts; (6) understand the impact of social representations on the gaming concept; and (7) to understand the perceived role of animation regarding the metaverse, virtual reality, and gaming concepts. \begin{table}
\begin{tabular}{c c c c} \hline \hline
**Author** & **Description** & **Concept Relation** & **Objective Alignment** \\ \hline
[8] & has responded to all our wishes, offering new environments, experiences, and opportunities & Gaming & (3) (4) \\
[5] & Gaming has been considered the founder of the & & \\
[5] & metaverse as an entertainment tool since it was one of the first solutions where this concept was applied & Gaming vs. Metaverse & (3) (4) (5) \\
[9] & Playing is a free activity where joy and fun exist & Gaming & (4) \\
[11] & becoming more social and sharing experiences & Gaming & (4) (5) (6) \\  & It is also essential to understand the social & & \\
[13] & importance of the gaming area because most people & Gaming & (4) (5) \\  & play video games with others & & \\
[15] & communication is more fun, involvement, and bond & & \\  & when people are connected & Gaming & (2) (4) (5) (6) \\ \hline \hline \end{tabular}
\end{table} 
Table 1: Related Work—Concept Gaming. \begin{table}
\begin{tabular}{c c c c} \hline \hline
**Author** & **Description** & **Concept Relation** & **Objective Alignment** \\ \hline
[17] & The term engineers use is virtual, which means substitute computers and peripherical devices instead of human senses virtual reality can be seen as a technology that can replace a user’s primary senses for computer data considered an electronic simulation of experienced environments & Virtual Reality & (2) \\
[19] & Virtual reality relies on computer graphic systems combined with different displays and interface devices that allow immersion through a 3D computer-generated environment & Virtual Reality & (2) (5) \\  & It is considered a new medium only possible by the technological advances creating practical applications and new ways of communication & Virtual Reality & (2) (4) (5) \\
[21] & Physical immersion is considered a characteristic that defines virtual reality & Virtual Reality & (2) (4) (5) \\  & This interactivity can also be defined as communication media because users can modify a form or content mediated by the environment in real time & Virtual Reality & (2) (4) (5) \\  & This concept can have different forms, such as cab simulation, projected reality, augmented reality, telepresence (the feeling of being physically somewhere other than where the user is) desktop virtual reality (keyboard, mouse, monitor, headphones) & Virtual Reality & (2) (2) \\ \hline \hline \end{tabular}
\end{table} 
Table 2: Related Work—Concept Virtual Reality.