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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Analysis of Metaverse Platform as a New Play Culture: Focusing on Roblox and ZEPETO⋆</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Copyright © by the paper's author. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). In: N. D. Vo, O.-J. Lee, K.-H. N. Bui</institution>
          ,
          <addr-line>H. G. Lim, H.-J. Jeon, P.-M. Nguyen, B. Q. Tuyen, J.-T. Kim, J. J. Jung</addr-line>
          ,
          <institution>T. A. Vo (eds.): Proceedings of the 2nd International Conference on Human-centered Artificial Intelligence (Computing4Human 2021)</institution>
          ,
          <addr-line>Da Nang</addr-line>
          ,
          <country country="VN">Viet Nam</country>
          ,
          <addr-line>28-October-2021, published at</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kookmin University</institution>
          ,
          <addr-line>Seoul</addr-line>
          ,
          <country>Republic of Korea</country>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>At the end of 2019, due to the emergence of COVID-19, individuals' outdoor activities have been restricted. Due to this phenomenon, demand for online activities has been increasing and the interaction in the metaverse environment is attracting great attention. The MZ generation and the alpha generation who are active in online activities are main users of the metaverse platform, but there is not enough research that studied the main activities of users on the metaverse yet. In this study, we observe how the MZ generation and the alpha generation utilize the metaverse 0and form cultures by deploying ethnography methodology. Traditional ethnography is characterized by in-depth observations of groups of individuals, recognizing the impact of historical and cultural contexts on social interactions. This has the advantage of enabling new insights through an in-depth understanding of phenomena or topics that are still perhaps only superficially understood [1]. Since the space where users of the Metaverse platform take place has been specifically a digital environment, from the perspective of digital ethnography, we selected YouTube as a platform on which the observation and research were conducted.</p>
      </abstract>
      <kwd-group>
        <kwd>Metaverse</kwd>
        <kwd>Virtual World</kwd>
        <kwd>MZ Generation</kwd>
        <kwd>Alpha Generation</kwd>
        <kwd>SNS</kwd>
        <kwd>Roblox</kwd>
        <kwd>Zepeto</kwd>
        <kwd>Digital Ethnography</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        As the untact(non-contact) era due to Covid-19 continues, interest and demand for
metaverses that can be active and communicate in virtual reality are increasing [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This
study conducts a digital ethnography study using the YouTube platform to investigate
⋆
the use and culture of Roblox and ZEPETO, which are currently recognized as two of
the most representative platforms of Metaverse. Ethnography is one of the
methodologies for closely observing people's social interactions. In that respect, it is judged
appropriate to observe metaverse users. Unlike traditional ethnography, researchers can
conduct research through observation without revealing themselves in the online space,
so this study used an observation method that excludes participation. This paper is
structured as follows. Chapter 2 shows the introduction of metaverse and ethnography
through literature research. Chapter 3 introduces ZEPETO and Roblox as platforms for
observation. Chapter 4 includes the rationale for selecting YouTube for digital
ethnography, selecting keywords, and extracting content accordingly. Chapter 5 shows the
analysis of observations on YouTube within a specified range through derived
keywords. In Chapter 6, insights are drawn according to play theory.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Literature review</title>
      <sec id="sec-2-1">
        <title>Concept of metaverse</title>
        <p>
          The term “metaverse” was first introduced in 1992 in Neal Stephenson’s science fic
tion novel “Snow Crash.” It is an immersive, three-dimensional virtual world that is
based on the real world but has no physical limitations and enables interaction between
people using avatars [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The metaverse acts as a virtual spatial background that enables
users to engage in social, economic, and cultural activities through avatars [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. After
Stephenson’s novel appeared, the development of technology made it possible to
realize the virtual world in real life, and a more complex and broader concept of the
metaverse was developed [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. An early metaverse platform “Second Life” started in
2003, and various facilities such as lecture rooms, libraries, and hospitals were built.
People interacted with each other by, for example, teaching or running an election
campaign [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Today, every user can make money with the items and content they create in
the metaverse. The American singer Travis Scott held an avatar concert in April 2020
with a 12.3 million strong live audience and Gucci sells bags items on a metaverse
platform. This shows the expectations and activities of individuals and companies for
new markets as economic activity spreads in the metaverse.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Introduction to digital ethnography</title>
        <p>
          Good ethnographies uncover tacit knowledge, referring to the largely unarticulated,
contextual understandings that are manifest in routines, nods, silences, humor, postures,
and gestures as well as statements about belief and values [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. As digital media is
closely related to our lives today, ethnographers have the opportunity to explore new
communication phenomena that occur in various ways across online and offline spaces.
“Digital ethnography” encompasses the fields of virtual ethnography, cyberspace
ethnography, online ethnography, and social media/new media ethnography [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>As a method for practicing digital ethnography, social networking sites (SNS) are
very helpful in that they contain a vast amount of multimedia material about the most
limited social movements or groups. Through SNS, researchers have the advantage of</p>
        <sec id="sec-2-2-1">
          <title>Analysis of Metaverse Platform as a New Play Culture:</title>
          <p>
            Focusing on Roblox and ZEPETO 29
being able to collect previously unavailable types of data by observing the social
interactions of members in detail [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]. In ethnography, the level of interaction with the study
subject depends on the intensity of the observer's participation [
            <xref ref-type="bibr" rid="ref10">10</xref>
            ]. In this study, we
observe Roblox and ZEPETO users through digital ethnography using a simple
observation method without direct contact between the researcher and the subject.
3
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Roblox and ZEPETO as metaverse platforms</title>
      <p>In this study, as the representative metaverse platform for observation, Roblox, where
the alpha generation is known as the main user in US, and ZEPETO which has the most
users of the MZ generation world widely, were selected.</p>
      <p>
        Roblox launched its service in 2006, and according to ComScore (as of December
2017), it was ranked as one of the best online entertainment platforms for users under
the age of 18 based on average monthly visits and usage duration. ZEPETO, launched
in 2018 by Snow owned by the company Naver, has been selected as a platform with a
large growth rate [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] as it is used by 20,000 cumulative global subscribers as of March
2021.
      </p>
      <p>
        Roblox supports block-shaped avatars, and users can decorate and operate avatars and
maps using the cryptocurrency, Robux. More than 50 million games can be played on
the map, and anyone can design, develop, and share games through “Roblox Studio.”
Roblox helps users to build their own space by providing various resources for
individuals to develop games (Roblox Corporation, 2021). ZEPETO supports avatars that have
a human appearance, and users can decorate them using facial recognition and
augmented reality functions. Users can use coins and gems as virtual currencies to decorate
their avatars and maps for space. They can also explore maps of various concepts or
build and share maps themselves, although ZEPETO does not support game creation
with coding (as of June 2021). ZEPETO recommend trendy poses through avatars,
popular maps and other crews supporting “crew classification” according to users’
interests. They also support concentrated communication activities by sharing content using
avatars such as My Photobooth and live streaming [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
4
4.1
      </p>
    </sec>
    <sec id="sec-4">
      <title>Research Method</title>
      <sec id="sec-4-1">
        <title>Ethnography through Youtube</title>
        <p>
          In this study, for objective indicators, an observation method through the YouTube
platform was used. This is because, as digital immigrants and digital natives, generation
MZ and generation alpha, who are familiar with the online environment, tend to record
their activities on the metaverse and then show the results and communicate on social
media [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. We had the advantage of being able to observe the behavior for a longer
time than other platforms in that we can view this activity as a video.
A total of 10 keywords were derived from 4 perspectives by focusing on activities in
the metaverse space [Fig. 1]. These keywords are services commonly provided by
Roblox and ZEPETO. Basically, “map,” “studio,” and “customizing” to form a space for
activities and avatars were selected as observation keywords. To observe the culture
formed through play in the metaverse, we used “game” and “challenge” keywords.
“Friends”, “Group (Roblox)” and “Crew (ZEPETO)” were for forming social
relationships. The “game currency” required for continuous activities was additionally
examined. As a name for the virtual currency, Roblox used the keyword “Roblox'” and
ZEPETO used the keyword “coin.”
4.2
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Observation and content extraction from YouTube</title>
        <p>[Fig. 2] shows the content extraction criteria established for accurate observation. The
search was conducted for seven days, and the brand name of the platform was put in
front of all keywords when searching. Images were counted according to the mouse
scroll standard with an error range. Due to the nature of a YouTube search, the main
content according to the filter is shown at the top, and when you scroll down more than
a certain number of times, the overlapping video is repeated. Therefore, as a result of
the above table arrangement, we observed the content mainly for “map,” which had the
most content in common, “custom,” and “game,” which had a large difference in the
number and ranking of videos, to derive the characteristic usage culture of Roblox and
ZEPETO, respectively. Scrolling about 20 times was judged to be appropriate, and in
all searches, more than one duplicate image was not counted. However, in the case of
“crew” and “challenge,” which indicate groups in ZEPETO, the majority of the hits
were less than 1,000 within the count range, but they were compiled together with the
reasoning that it is worth research because the exchange culture unique to the platform
can be observed. For an accurate comparison, Roblox’s “group” also applied the same
criteria.</p>
        <sec id="sec-4-2-1">
          <title>Analysis of Metaverse Platform as a New Play Culture: Focusing on Roblox and ZEPETO 31</title>
          <p>5</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Analyze extract content</title>
      <p>As a result of the search, the number and ranking of content that has passed the se
lection condition are shown in Fig. 3. The characteristic usage culture of Roblox and
ZEPETO was derived by observing the content of six subjects, focusing on “map,”
which had the most content in common, and “custom” and “game,” which revealed a
large difference in the number and ranking of videos.</p>
      <p>Map: As a result of searching with the keyword “map,” the most related videos were
observed with no significant difference between the two platforms. The reason can be
explained as content that is in high demand from the point of view of content sharing
and introduction because the space itself can show a lot.</p>
      <p>First, 24 out of 36 Roblox videos were about exploring maps and playing games.
Mainly, the behaviors of playing with other users, escaping together, and performing
missions were found. Various maps were introduced, such as a map that destroys
everything and a map that is good to deceive friends, and it can be seen that the user’s
interest is focused on the properties of games or maps created so that they can be
enjoyed together.</p>
      <p>In ZEPETO also, game content in which users escape by using functions in the map
was the most with 12, and there were 11 videos with map exploration and introduction
properties. Through this phenomenon, it was found that, unlike Roblox, it was separated
for two purposes: (1) gameplay and (2) map exploration and introduction. In (1)
gameplay, ZEPETO has no game elements that users can create unless it is an official map,
unlike Roblox, so the most common games using the basic “jump” function were 11
out of 12 games. (2) Map exploration and introductions mainly consisted of subjective
reviews while walking around the map, and it was a typical Vlog format. These maps
are mainly generated in collaboration with other brands or are official maps of high
quality, so they can attract the attention of many users. Users showed the characteristic
of wanting to show their individuality by visiting in costumes that matched the concept
of the map or by walking around the maps they made by themselves. As a result, unlike</p>
      <p>Roblox, which focuses on game activity and map properties, ZEPETO users are
observed to visit the map for sightseeing and the map for play separately and take Vlogs
to show others.</p>
      <p>Game: In “Game,” there were 15 more Roblox videos than ZEPETO. Among them, 10
were “gameplay and review,” and the other 10 were “game recommendation” videos
observed, so it can indicate that users focus on enjoying various games. In particular, a
great deal of content was found that “talk and play together” or cooperate to achieve a
purpose. The other five videos are content that plays situational plays while playing the
game, such as “When my girlfriend is late” or “Police and Thief Role Play”. This was
focused on their own activities rather than game functions in the map. Through this, it
is discovered that Roblox users perceive the maps as “places for game activities” in
themselves. Moreover, the fact that the metaverse space is playing a role in a new
situational play is a differentiating point from existing online games.</p>
      <p>On the other hand, only five instances were found where users enjoyed the game only
on the official map opened for the game in ZEPETO. This number is much smaller than
that of Roblox because ZEPETO supports a variety of play elements and functions only
in the official game map, as introduced earlier. However, even if it was not an official
map, individual users could be seen completing the race within the time limit on a map
with many high stairs and jump elements. In addition, it was possible to observe users
creating their own fun elements, such as making rules or missions, playing with other
users, and playing hide-and-seek. While the expected role of maps in Roblox and
ZEPETO may differ, players can find common ground in that they act as creative
groups that create various “stories” on their own within the different worlds created by
the producers.</p>
      <p>Customizing: “Customizing” can be explained mainly by decorating the avatar. If
Zepeto users choose concepts such as “Cherry Blossom Girl” and “Snow Fairy” and
use them as a way to express themselves, it is emphasized that Roblox users “invest
with Robux” and customize it. Unlike Zepeto, in the case of customized content such
as “animal” and “being an insider,” the content is aimed at showing that the concept
has not been set in detail and that money has been invested mainly in fashion items. As
a result, ZEPETO supports various elements to change the avatar’s specific appearance
as with a real person, so it is explained that users project themselves on their avatars
and use them as the most effective way to express themselves. Roblox users can also
decorate their avatars in a variety of ways, but it seems that the desire to show them
how much they have invested in Roblox is not simply limited to customization.
Friends: In “Friends,” Roblox also had the largest number of videos of playing games
with other users, so users’ attention was focused on games and interactions with other
users. The main content was to play together, fight, and bear a level together. The next
most popular content was the “situational play.” This encompassed planned situations
such as bullying, scary friends, and selling at a department store, and users conducted
role-playing with friends talking through a microphone. In ZEPETO, “drama” contents
were 8 which was the most. The content was mainly about conflicts with friends in a
school setting, and users can take on roles with other users and create dramas by making
customs and gestures that fit the situation. Users upload each episode to YouTube like
a real drama and interact with subscribers through comments. In the case of the</p>
      <sec id="sec-5-1">
        <title>Analysis of Metaverse Platform as a New Play Culture:</title>
        <p>Focusing on Roblox and ZEPETO 33
ZEPETO drama, users can see that the metaverse and SNS platform are inevitably
related by making videos entirely for YouTube users. Ultimately, Roblox and ZEPETO
users had in common the desire to role-play using space and show it to third parties
through other platforms.</p>
        <p>Challenge: In the case of the challenge, as stated above, even the videos with a lower
number of views than the set were added up. In Roblox, “challenges that are active on
the map” were the most with 6 out of 15 videos. Mostly these were challenges that map
builders made for visitors and the content was all about gameplay, such as “a battle to
build a ship, a successful jump, and a new record.” In content with fewer views,
humorous or bragging videos such as “180-degree kick, jump only with direction keys”
were found. On the other hand, ZEPETO’s challenge had a distinctly different attribute
from that of Roblox.</p>
        <p>If Roblox users mainly performed game-related challenges on the map, ZEPETO
users posted the most mission videos such as short dances or acting through avatars along
with background music like Tiktok. It was a challenge using avatars to dance to popular
songs or notes, such as “expression challenge,” “cat arigato,” and “any song challenge,”
or using new poses that are officially supported. That being the case, users do the
challenge alone or with other users with their own avatars and post them on the feed. Most
of the contents had less than the number of views selected for this paper, but since
ZEPETO itself not only induces various challenges, but also supports self-sharing
within the platform, it is possible to create, share, and communicate sufficiently within
the platform. Thus, if Roblox shows results focused on the game as well as the
challenge, ZEPETO creates content through collaboration within the community, and it can
be confirmed that it leads to communication such as to click hearts or commenting
through the created creations.</p>
        <p>Group / Crew: In “Group” and “Crew,” there were many videos on Roblox showing
how to open a group and how to create a group fund, and at the same time, the number
of views was high. In this case, there was a lot of tutorial content that showed how to
use less Robux or for free.</p>
        <p>On the other hand, ZEPETO had the most content created by users in collaboration with
the crew. There were many videos and ZEPETO dramas that imitate artists’ music
videos in the ZEPETO version, and the rest were promotional videos such as individuals
recruiting new crews or introducing crew members.</p>
        <p>Unlike ZEPETO, Roblox users have to use Robux to create a group, but they appear to
want to create or join a group for the game. On the other hand, it seems that ZEPETO
users create or reprocess and share their works in their own way with the crew the most,
showing that users have diverse ways to present themselves, and collaboration has
become a natural culture. As a result, Roblox shows that users’ attention is focused on
“games,” “groups,” and “play with other users,” whereas ZEPETO stands out for
sharing and communicating various works made with avatars rather than “games”. It can
be seen as a culture that users of both platforms use YouTube to film and show their
actions.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Insights</title>
      <p>
        The biggest commonality between Roblox and ZEPETO is that players create their own
various “stories” by creating games such as “creating and performing missions” and
“role-playing” in different worlds created by the creators. As a creative group, they try
to show their play itself as a creation to others through other platforms. In the metaverse,
users project themselves onto their avatars to express themselves in various ways and
compete through this. In the end, this act allowed the metaverse to exist as a new play
space and at the same time established itself as a culture within the metaverse. Johan
Huizinga stated that culture is “to be played” in the first place, and that play serves as
a foundation for the existence of culture [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        Caillois has divided play activities into four main categories: competition (agon),
simulation (mimicry), dizziness (ilinx), and chance (alea) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and this includes the act of
showing their own games through SNS. Regarding games in the metaverse, content
such as “reaching the destination first through jumping” and “escape first” can be
viewed as competition (agon). Also, the desire to receive a lot of attention by uploading
one’s activities, such as customizing a challenge, directly to SNS, is a competition. The
simulation (mimicry) is a basic property and the biggest characteristic of the metaverse
because the metaverse is a new world that imitates the real world as it is through various
virtual objects. Users create play by freely following various memes and missions or
role-playing here, role-playing according to the concept of space, and improvising the
story in a situation where no lines are set at all. It also has the property of being
“accidental” (alea). Vertigo (Ilinx) means entering into a state of convulsions, fainting
(excitement) or terrified (quivering) that temporarily destroys perceptual stability and
bewilders the sense of reality [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The obstacle-climbing activity on the “Jump Map”
that users on both platforms enjoy in common can be classified as “Ilinx,” just like
feeling dizzy while riding a fairground ride. This also applies to sharing your creations
on social media. All of these actions correspond to all four items in that they upload
their appearance using SNS. Therefore, the metaverse is welcomed as a new playground
for the MZ and alpha generations in that it enables play activities as they are in real life.
Combining the behaviors of users on both platforms through each keyword, the
difference between Roblox and ZEPETO is that Roblox has developed into a
game-focused communication and ZEPETO majors in social communication through creation
and collaboration. This is evident in the group of Roblox and Crew (which means
group) of ZEPETO. In the case of Crew (ZEPETO), the relationship between content
creation and collaboration is very close, therefore, the community for content creation
could be activated. On the other hand, it can be seen that the two platforms have
distinctly different characteristics in that the group (Roblox) has an active community for
performing “play,” including missions and games.
      </p>
      <p>
        The metaverse is an evolved form of online game [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. In terms of the connection
between reality and virtuality, the metaverse has a stronger connection between reality
and virtuality. The form of participation of metaverse users (for example, content
production and consumption methods) is also different from before. Users compete in
“catching a tag” and “jumping quickly” just like in real life, making it more enjoyable
to play. An advanced form is attempted in the metaverse. Users can participate more
      </p>
      <sec id="sec-6-1">
        <title>Analysis of Metaverse Platform as a New Play Culture:</title>
        <p>Focusing on Roblox and ZEPETO 35
freely than in existing online games by the way they create their own stories, not
narratives, such as role-playing and making dramas using space. In addition, the level of
activity within the metaverse continues to rise in the sense that a new culture is created
by projecting oneself onto the avatar and sharing the act of playing.
7</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Conclusions and Future Studies</title>
      <p>This study confirmed that users’ activities through the metaverse platform constituted
the metaverse’s own culture through play. In addition, when looking at the usage status
of the two platforms, the difference between ZEPETO and Roblox was that ZEPETO
had different personalities in the form of “Social communication” and Roblox in the
form of “Game,” which enabled different communities. What we found on both
platforms was that users wanted to create their own play and share what they were doing.
As a result of examining these actions based on Caillois’ play theory, it was revealed
that the metaverse has value and meaning as a new play space. As a study limitation,
we used YouTube as a method to investigate the behavior of metaverse users, but
YouTube was unable to have “observe participation.” However, to know and
understand the cultural enjoyment of the MZ generation, a method for observing it from
various angles must be devised. In the next study, we plan to observe platform users
directly and within the metaverse and conduct user interviews in this regard.
Acknowledgments. This study has developed the paper submitted to the 2021 KSDS
Spring International Conference.</p>
    </sec>
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