Please use this identifier to cite or link to this item: https://gnanaganga.inflibnet.ac.in:8443/jspui/handle/123456789/16851
Full metadata record
DC FieldValueLanguage
dc.contributor.authorSubaveerapandiyan, A-
dc.contributor.authorBaiju, Arunima-
dc.contributor.authorAhmad, Naved-
dc.contributor.authorVerma, Manoj Kumar-
dc.contributor.authorSinha, Priyanka-
dc.date.accessioned2024-12-12T09:38:15Z-
dc.date.available2024-12-12T09:38:15Z-
dc.date.issued2024-
dc.identifier.citationVol. 18, No. 2; pp. 39-63en_US
dc.identifier.issn1932-2909-
dc.identifier.urihttps://doi.org/10.1080/19322909.2024.2382688-
dc.identifier.urihttps://gnanaganga.inflibnet.ac.in:8443/jspui/handle/123456789/16851-
dc.description.abstractThis study aims to assess the familiarity, understanding, and perceptions of immersive technologies such as Virtual Environments (VEs), Augmented Reality (AR), and Virtual Reality (VR) among library professionals in India. It seeks to determine the importance of Metaverse literacy for librarians, explore their attitudes toward integrating Metaverse concepts into library services, identify potential benefits, and examine perceived barriers hindering the adoption of Metaverse technologies in libraries. A quantitative research approach was employed, involving a stratified random sampling method to gather data from library professionals across various universities and colleges in India. Familiarity with VEs, AR, and VR technologies was high, with mean scores above 4.0 for most items, indicating respondents’ strong interest and understanding. The importance of Metaverse literacy was emphasized, with high mean scores (above 4.2) on its significance for enhancing library services and user engagement. Critical barriers identified included cost (mean = 4.13), lack of expertise (mean = 4.01), and privacy concerns (mean = 3.51). The results underscore the need for targeted training programs and resource allocation to support adopting immersive library technologies. Adopting Metaverse literacy in libraries can help bridge the digital divide and promote digital inclusion. © 2024 Subaveerapandiyan A, Arunima Baiju, Dr. Naved Ahmad, Manoj Kumar Verma, Priyanka Sinha.en_US
dc.language.isoenen_US
dc.publisherJournal of Web Librarianshipen_US
dc.publisherRoutledgeen_US
dc.subjectAugmented Reality (Ar)en_US
dc.subjectDigital Inclusionen_US
dc.subjectImmersive Technologiesen_US
dc.subjectIndian Librariesen_US
dc.subjectLibrary Professionalsen_US
dc.subjectLibrary Servicesen_US
dc.subjectMetaverseen_US
dc.subjectTechnology Adoptionen_US
dc.subjectUser Engagementen_US
dc.subjectVirtual Environments (Ves)en_US
dc.subjectVirtual Reality (Vr)en_US
dc.titleExploring Metaverse Literacy: Immersive Technologies In Library Environmentsen_US
dc.typeArticleen_US
Appears in Collections:Journal Articles

Files in This Item:
There are no files associated with this item.


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.