# Developing a Virtual World for an Open-House Event: A Metaverse Approach
## 5 Conclusions
### Limitations and Future Works  
The current investigation has some limitations, which need to be addressed in future works and are listed below. * This is the first iteration development, meaning that there is room for improvement. * The platform does not currently have blockchain connectivity, which is considered one of the essential elements in the metaverse. \begin{table}
\begin{tabular}{l c c c} \hline \hline
**Feature** & **Evidence** & **Comment** & **Description** \\ \hline Interactive & ✓ & & Respondents reported having fun with interaction with NPCs and minigame event in the metaverse. \\ \hline Embodied & & ✓ & Participants want more avatar customisation options and opportunities for social interaction. \\ \hline Persistent & & & Not mentioned \\ \hline Realistic & ✓ & & The platform’s graphics rendering is great. \\ \hline Ubiquitous & & & Not mentioned \\ \hline Interoperable & & & Not mentioned \\ \hline Scalable & & & Not mentioned \\ \hline Immersive & ✓ & & Respondents reported feeling attracted to the activities happening and chatted with others in the metaverse. \\ \hline Accessible & & & Not mentioned \\ \hline Synthesised & & & Not mentioned \\ \hline Multi-layered & ✓ & & Participants reported enjoying the minigame event and other sorts of entertainment within the metaverse. \\ \hline Collaborative & & ✓ & Participants want more opportunities for social interaction on the platform. \\ \hline \hline \end{tabular}
\end{table} 
Table 10: Evidence or comments from the results related to the key metaverse features. * The features that have been implemented are limited and only include the basic functionalities of the metaverse. * The investigation was conducted in a special situation where participants were invited to use the platform at the university computer lab during a site visit to the on-site open-house event. To enhance the platform and provide a more comprehensive solution, future work should focus on integrating additional game elements into the metaverse, such as minigames, and competitive and cooperative mechanics. Furthermore, incorporating XR technologies (VR and AR) [28], blockchain connectivity [64], and virtual currency would be beneficial. Finally, features specifically designed for education, including a meeting room, virtual classroom, presentation mechanism, and student evaluation mechanism, should be developed to improve the platform's functionality and usability in an academic setting. Conceptualisation, K.S. and S.G.; methodology, K.S. and S.G.; software, K.S., N.W., and K.K. ; validation, K.S. and S.G.; formal analysis, K.S. and S.G.; investigation, K.S. ; resources, K.S. and N.W. ; data curation, K.S. ; writing--original draft preparation, K.S. ; writing--review and editing, K.S. and S.G.; visualisation, K.S. ; project administration, K.S., S.G., N.W., and K.K. All authors have read and agreed to the published version of the manuscript. This research received no external funding. Consents were obtained from all participants during the questionnaire acquisition, and their personal identities will remain anonymous. The data in this study are available upon request from the corresponding author. The data are not publicly available due to privacy. We would like to thank the College of Arts, Media and Technology, Chiang Mai University, for its facilities and financial support. We are also grateful to the participants who joined our study. The authors declare no conflicts of interest. The following abbreviations are used in this manuscript: