Emerging technologies for basic human needs
A TCCM approach to systematically reviewing metaverse intervened wellness
Bibliographic Data
| ID | 21401465 |
|---|---|
| Authors | Pawandeep Kaur (0000-0002-3073-326X, Dr. B. R. Ambedkar National Institute of Technology Jalandhar), Gyan Prakash (0000-0002-1028-2764, Dr. B. R. Ambedkar National Institute of Technology Jalandhar), Reeti Agarwal (0000-0003-3627-2182, Jaipuria Institute of Management, corresponding author), Naveen Virmani (0000-0002-3912-0742, Institute of Management Technology), Rsha Alghafes (0000-0001-9517-7463, Princess Nourah bint Abdulrahman University) |
| Year | 2025 |
| Volume | 217 |
| Pages | 124190 |
| Publication date | 2025-08-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Technological Forecasting and Social Change (JOURNAL) |
| Journal identifiers | ISSN: 0040-1625 • E-ISSN: 1873-5509 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.techfore.2025.124190 |
| OpenAlex | W4410218611 |
| Language | EN |
| References cited | 91 |
Emerging technologies · Human–computer interaction · Knowledge management · Metaverse · Political science · Public relations · Behavioral Health and Interventions · Computer Science · Death Anxiety and Social Exclusion · Virtual Reality Applications and Impacts
The Metaverse
Can the Affective Response to Exercise Predict Future Motives and Physical Activity Behavior? A Systematic Review of Published Evidence
Social Foundations of Thought and Action
A review of research on outward foreign direct investment from emerging countries, including China
A hedonic motivation model in virtual reality tourism
Metaverse beyond the hype
Social interactions in the metaverse
Gradual Internationalization vs Born-Global/International new venture models
Common method biases in behavioral research
Examining the potential of virtual reality to deliver remote rehabilitation
The effects of exergames on emotional well-being of older adults
Feelings of presence and perceived social support in social virtual reality platforms
Restoration in a virtual reality forest environment
Shaping health behaviors beyond reality
‘What lies behind the filter?’ Uncovering the motivations for using augmented reality (AR) face filters on social media and their effect on well-being
Impact of perceived social support on pain perception in virtual reality
Effects of physical, non-immersive virtual, and immersive virtual store environments on consumers' perceptions and purchase behavior
Increasing motivation in social exercise games
Playing location-based games is associated with psychological well-being
Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups
Virtual game Changers
Augmented reality fitness games and subjective well-being of players
Examining virtual meditation as a stress management strategy on college campuses through longitudinal, quasi-experimental research
Crafting user experiences in the metaverse
My doctor is an avatar! The effect of anthropomorphism and emotional receptivity on individuals' intention to use digital-based healthcare services
A framework for gamification in the metaverse era
The impact of metaverse for business model innovation
How augmented reality (AR) is transforming the restaurant sector
The role of embodiment, experience, and self-image expression in creating continuance intention in the metaverse
Elderly patients' reactions to gamification-based digital therapeutics (DTx)
Digitalisation, social entrepreneurship and national well-being
Interacting in virtual reality
Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being
Uses and Gratifications
The impact of interaction on continuous use in online learning platforms
Design elements in immersive virtual reality
Virtual reality exergaming improves affect during physical activity and reduces subsequent food consumption in inactive adults
Prolonging the influence of a vacation experience on consumers' wellbeing - Is there a role for virtual reality
The moderator–mediator variable distinction in social psychological research
Happiness is everything, or is it? Explorations on the meaning of psychological well-being
Social Identity, Health and Well-Being
An adoption framework for mobile augmented reality games
Subjective well-being
A Model of Consumers' Preventive Health Behaviors
| Citation velocity | historical |
|---|---|
| Highly cited | No |