Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionPosibilidades y limitaciones de los medios de comunicación en el metaverso: posicionamiento estratégico, exploración narrativa e inmersión doxa.comunicación | nº 41, pp. 95-115 | 95 July-December of 2025ISSN: 1696-019X / e-ISSN: 2386-3978How to cite this article: Fieiras Ceide, C.; Crespo Pereira, V. and Túñez López, M. (2025). Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersion. Doxa Comunicación, 41, pp. 95-115.https://doi.org/10.31921/doxacom.n41a2663César Fieiras Ceide. FPI contracted researcher at the University of Santiago de Compostela (USC) and a lecturer at the same university. His research focuses on innovation proposals, articial intelligence, and new technologies in the eld of international media and OTT audiovisual platforms. He has over 30 publications and participations in high-impact international journals, books, and conferences. He has undertaken research stays at UFP in Porto (2022, 3 months) and at LSE in Riga (1 month). He is part of the research team for the I+D+i project “Public Audiovisual Media in the Platform Ecosystem: Management Models and Evaluation of Public Value for Spain” (PID2021-122386OB-100), and serves as the technology coordinator for the RTVE-USC Chair.University of Santiago de Compostela, Spain cesar.[email protected]ORCID: 0000-0001-5606-3236Verónica Crespo Pereira. Degree in Advertising and Public Relations and a PhD in Communication from the University of Vigo. She is currently a lecturer in the Marketing and Market Research Area at the University of A Coruña, where she teaches in the undergraduate programs of Industrial Fashion Management, Business Administration and Management, as well as the Master’s program in Video Game Design, Development, and Commercialization. She is a member of the research team for the I+D+i project “Public Audiovisual Media in the Platform Ecosystem: Management Models and Evaluation of Public Value for Spain” (PID2021-122386OB-100), funded by MCIN, AEI, and FEDER, EU. Her main research areas include marketing and innovation in the media enterprise. She is the editor-in-chief of Redmarka: Applied Marketing Academic Journal and a researcher in the iMARKA research group at the University of A Coruña.University of A Coruña, Spain [email protected]ORCID: 0000-0001-7373-7204is content is published under Creative Commons Attribution Non-Commercial License. International License CC BY-NC 4.0

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96 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónMiguel Túñez López. Professor of Journalism at the University of Santiago de Compostela. He currently directs the RTVE-USC Institutional Chair and is the Deputy Director of the International Doctoral School of USC (EDIUS), where he also coordinates the Social and Legal Sciences area. He is the Principal Investigator of the VALCOMM project, focused on public audiovisual media in the platform ecosystem. He also leads the VALUEbot project, aimed at creating a platform for generating chatbots using articial intelligence to communicate the public value of PSM (PDC2023-145885-I00), funded by MCIN/AEI/10.13039/501100011033 and the European Union “NextGeneration EU”/PRTR. He is the author of over a hundred reports, articles, and books on communication. He was Dean of the Faculty of Communication Sciences at USC (2004-2009). He has been awarded the National Journalism Prize Reina.University of Santiago de Compostela, Spain [email protected]ORCID: 0000-0002-5036-9143Received: 03/05/2024 - Accepted: 23/07/2024 - Early access: 09/09/2024 - Published: 01/07/2025Recibido: 03/05/2024 - Aceptado: 23/07/2024 - En edición: 09/09/2024 - Publicado:: 01/07/2025Abstract: is research explores the possibilities that the metaverse currently provides for the media, as well as the limitations or obstacles that condition or slow down its development and implementation in the coming years. To this end, semi-structured in-depth interviews were conducted with 15 global technology experts specialising in virtual reality and the metaverse, who agreed that the rst wave of journalism in the metaverse will be based mainly on immersive entertainment, gamied and experimental content. ey also stress that the integration of the metaverse into news routines will be limited and conditioned by the optimisation of VR technology, the democratisation in the acquisition of devices, the progressive migration of the audience to virtual environments for the daily consumption of information, and the establishment and maturation of virtual communities, regulatory frameworks and social norms. It is concluded that this process will be slow and gradual, composed of two phases: a rst phase of mass adoption of solutions and familiarisation with the systems; and a second phase that will be characterised by practices and developments of solutions in specic elds, such as those linked to journalistic narrative.Keywords: Metaverse; journalism; virtual reality; media; innovation; media en-terprise.Resumen: Esta investigación profundiza en las posibilidades que ofrece actual-mente el metaverso para los medios de comunicación, así como en las limitaciones u obstáculos que condicionan o ralentizan su desarrollo e implementación en los próximos años. Para ello, se realizan entrevis-tas semiestructuradas en profundidad a 15 expertos en tecnología del ámbito global especializados en realidad virtual y metaverso, que coin-ciden en que la primera ola del periodismo en el metaverso se asentará principalmente sobre contenidos inmersivos de entretenimiento, gami-cados y de experimentación. También inciden en que la integración del metaverso en las rutinas informativas se verá limitada y condicionada por la optimización de la tecnología VR, la democratización en la ad-quisición de los dispositivos, la migración progresiva de la audiencia a entornos virtuales para el consumo diario de información, y al establec-imiento y maduración de las comunidades virtuales, marcos regulato-rios y normas sociales. Se concluye que este proceso será lento y gradual, y estará compuesto por dos fases: una primera de adopción masiva de soluciones y de familiarización con los sistemas; y una segunda que es-tará protagonizada por prácticas y desarrollos sobre soluciones en cam-pos especícos, como las vinculadas a la narrativa periodística.Palabras clave: Metaverso; periodismo; realidad virtual; medios de comunicación; innovación; empresa mediática.1. Introductione concept of the metaverse refers to an emerging digital ecosystem that provides a space for creative and commercial freedom for users. is new digital dimension is geared towards constructing a collective virtual environment. One of the most prominent aspects of the metaverse is its ability to oer an immersive experience and empower its participants, granting them

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doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 97 the autonomy to securely commercialize their digital assets. is feature will signicantly impact the redenition of dynamics between media and consumers within the context of the metaverse and articial intelligence. In summary, the metaverse opens multiple debates regarding the role of traditional actors in contemporary digital society, such as the media in general and television in particular.From this perspective, it is crucial for media organizations to evaluate and capitalize on the opportunities the metaverse oers to innovate in their business models. However, it is important to recognize that the exploration and implementation of virtual solutions by the media are still in the early stages of development. e main initiatives implemented so far in the metaverse are related to marketing campaigns, digital product design, events, and conferences (McKinsey, 2022). e direct connection of these proposals with the communication sector does not translate into a prolic production of scientic literature on the use of the metaverse in the media industry (Crespo-Pereira et al., 2023). is highlights the need for the present research, which aims to analyze the strategic, narrative, and creative possibilities that the metaverse and virtual environments oer to the media. is article, based on interviews with internationally renowned technological experts, explores in depth the opportunities and challenges involved in adopting these innovative platforms.2. eoretical Framework 2.1. Denition of Metaversee denition of the metaverse refers to the existence of virtual representatives of users in the form of avatars that operate in 3D virtual spaces, allowing digital immersion through virtual reality, augmented reality, or mixed reality (though compatible with other traditional devices like the PC) (Hadi et al., 2023; Dwivedi et al., 2022; Lu & Mintz, 2023; Schöbel & Leimeister, 2023; Ball, 2022).Although the term metaverse gained popularity with Mark Zuckerberg’s announcement in 2021, in the absence of technological tools, literature and art, such as movies and books, became the conceptual bearers of the metaverse. Works such as “e Lord of the Rings,” “Dungeons and Dragons,” “True Names,” “Neuromancer,” and “Snow Crash” are behind the formation of virtual worlds (Dionisio et al., 2013). e early 1990s science ction novel “Snow Crash,” highly cited by those addressing the origin of the metaverse, coined the term (Wang et al., 2023; Sidorenko, 2023).Virtual experiences have been studied in academia, with the rst publication related to the metaverse in 1995 in the Scopus database, primarily tied to computer sciences (Crespo-Pereira et al., 2023). e rst publication in Web of Science appeared in 1998 and analyzed the virtual human in the novel “Snow Crash,” including its appearance, clothing, accessories, bodily actions, etc., thereby paving the way for the study of the metaverse (Wang et al., 2023).In the early 21st century, rapid development in virtual reality technology and computer graphics laid the technical foundations for the development of the metaverse (Wang et al., 2023). Dionisio et al. (2013) provide a detailed historical overview of the evolution of the metaverse, noting a signicant expansion in the user base of virtual worlds thanks to commercial worlds. e early developments, known as proto-metaverses, have their roots in virtual worlds such as Second Life, characteristic of the Web 2.0 era, fostering interactivity among users and enabling user-generated content (JP Morgan, 2022; Richter & Richter,
98 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicación2023). Video games also became a new medium for initial exploration of the metaverse. e game Roblox, launched in 2006, and the development of Minecraft in 2009, inspired a rst wave of discussions on this concept (Wang et al., 2023).Interest in research declined after 2013, as development was still limited by the technology of the time, among other factors. However, 2021 has been considered by some (Wang et al., 2023) as “e Year of the Metaverse,” as the concept has once again captured attention and discussion in the technological and academic sectors. Platforms like Fortnite and Roblox are expanding these social experiences through events and shopping spaces, attracting users and enhancing the protability of virtual events (McKinsey, 2022). Organizations of various kinds have incorporated these platforms into their businesses through advertising, events, meetings, prototyping, training, and simulations of real-world environments (Dwivedi et al., 2022).Technological development, including extended reality (XR), articial intelligence (AI), and internet infrastructure (5G/6G, IoT, cloud computing), is paving the way for an advanced version of the metaverse (Wang et al., 2023). IAB (2024, 7) proposes its own denition, highlighting the key role of technologies for the existence of the metaverse: “e Metaverse is the new spatial internet where it is possible to create new digital products and services capable of amplifying our senses through three-dimensional interactive experiences. An internet that combines, to varying degrees of immersion, the real world and the virtual world, and which can be enjoyed under a customizable identity from dierent devices and visual, haptic, auditory, or other technologies.” However, the identity elements of the metaverse go beyond its technological nature.2.2. Metaverse: Technologies for Socialization and Marketinge term metaverse (or metaverses, as there is not just one) refers to a network of digital spaces that immerse an unlimited number of users in real-time, interoperable shared experiences, and include commercial and socializing activities (Hadi et al., 2023; Dwivedi et al., 2022; Lu & Mintz, 2023; Schöbel & Leimeister, 2023; Ball, 2022).e metaverse is a space that adapts to gamication, understood as a strategy that uses game design elements and principles in non-game contexts to increase user motivation, participation, and performance (Deterding et al., 2011), but also for socialization. In this sense, it is worth reiterating that the social aspect is central to its conception. e metaverse is conceived as a space where users adopt avatars that interact with each other (Ball, 2022). From a social perspective, the development of immersive virtual experiences is contributing to the formation of communities based on shared values, where individuals can express their most authentic selves. e capacity for self-expression and communication are the main motivations for individuals to use the metaverse (Yu, 2024).While the metaverse (Web 3.0 version) is a virtual space with multiple possibilities for socializing, the ability to interoperate between worlds is a key aspect of the phenomenon, so that users must have the capability to freely access and experience with their avatars or virtual assets across various platforms and virtual worlds (Dionisio et al., 2013; Ball, 2022). us, it can be stated that the starting point of the metaverse is “to achieve total or partial interoperability of identity and personal assets” (IAB, 2024:7). e goal of interoperability is to provide users with greater accessibility and exibility, allowing them to experience seamless virtual interactions across platforms.Today, the lack of interoperability is a crucial aspect that needs to be addressed. Each platform operates in isolation, creating fragmented virtual experiences that are not interconnected. is starkly contrasts with the concept of the metaverse (Web 3.0),
doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 99 which envisions a unied virtual environment where users can seamlessly move from one world to another, interacting uidly with other users, objects, and information (Richter & Richter, 2023). is aspect ties in with another signicant concept of the phenomenon, decentralization, referring to the independent operation of any central authority; an aspect that centers and empowers the user/individual against the control exerted by large organizations and companies on the Web 2.0 platforms (JP Morgan, 2022).e state of social interaction, decentralization, and interoperability pose real obstacles to the development of the metaverse from its most advanced conception. Although platforms already exist under both perspectives (Table 1), interoperability has so far not been possible between platforms like Roblox or Sandbox. is prevents the realization of a true metaverse, according to authors such as Richter & Richter (2023).Beyond conceptual discussions, the intersection of technological, social, and economic drivers fosters a growing and signicant interest in the business world (JP Morgan, 2022). Companies nd in the Web 2.0 metaverse a space where they can concentrate their product oerings due to increasing demand (Hernández, 2023). e metaverse, whether centralized or decentralized, cannot be understood without the existence of a parallel economy where the community can create and commercialize their own products, as well as acquire physical or virtual goods and services (IAB, 2024). Centralized gaming platforms such as Minecraft, World of Warcraft, and Fortnite already have extensive user communities and robust internal economies. However, there are other decentralized platforms that embody the most comprehensive denition and the most advanced state of development of the metaverses (JP Morgan, 2022), where users not only consume content but can also create and sell their own products, opening up a wide range of possibilities for the digital economy.Participants are not only part of a dynamic community but also of an evolving economy (Richter & Richter, 2023). In the wake of these virtual communities, there is immense potential for companies and brands that, although traditionally not part of the video game industry, now have the opportunity to reinvent their business models (JP Morgan, 2022). e entry of businesses into the metaverse manifests in various forms, ranging from investment in virtual spaces to the commercialization of digital products and services. Indeed, the ourishing economic activity in the metaverse is another primary reason for the presence of companies and individuals (Yu, 2024).
100 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónTable 1. Characteristics of Web 2.0 and Web 3.0Web 2.0Web 3.0Platform CharacteristicsExamples of Virtual WorldsSecond LifeDecentralandRoblox e SandboxFortniteSomnium SpaceWorld of WarcraftCryptovoxelsOrganizational StructureCentralización Gobernado por la comunidad, generalmente a través de una organización autónoma descentralizada (DAO, por sus siglas en inglés). Decisions are based on adding value for shareholdersTokens nativos. Participation in governance.Decisions are based on user consensus.Data StorageCentralizedDecentralizedPlatform FormatPC/consolaHardware VR/ARMóvil/app PC/consolaHardware VR/ARMóvil/app (por llegar)Payment InfrastructureTraditional payments (credit/debit card…)Crypto walletSource: adapted from JP Morgan (2022)2.3. Media Experiences and Innovation in Virtual WorldsSeveral critical determinants inuence the use of the metaverse by media companies. Organizations that exhibit high digital agility are more likely to adopt the metaverse due to their adaptability, exibility, and rapid response to technological changes. e perception of the metaverse as an advanced and sophisticated environment may encourage viewing it as a platform oering innovative and unique solutions, attracting users who demand cutting-edge technologies (Kumar et al., 2024).Today, media companies face the challenge of competing for the attention of young audiences already immersed in platforms like Fortnite and Roblox. Moreover, public media organizations have an additional commitment to ensure that their mission to educate, inform, and entertain provides safe content for younger audiences (CSI Magazine, 2022). ey are exploring and
doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 101 implementing public service algorithms that mimic the characteristic values of these media (Fieiras, Vaz, Túñez, 2023), or exploring new narratives and formats related to virtual environments such as esports (Fieiras, Túñez, Maroto, 2022).However, technological innovation does not guarantee success. Previous experiences incorporating high technology in the media eld (immersive journalism) in Spain have had a short trajectory and do not always respond to a narrative strategy linked to the immersive nature of the technology (Pérez-Seijo, 2020).Media companies must analyze whether the metaverse is a space with strategic value in their connection with audiences, especially younger ones, and make decisions about the level of integration they wish to have in this domain. is can range from inaction to creating a digital representation of the corporation in the metaverse (CSI Magazine, 2022), and even the possibility of developing their own metaverse.Whatever the case, the initiatives already underway in the virtual world environment could be the catalyst for new dynamics in content production, distribution, and commercialization among media. e introduction of innovative formulas among competitors increases the perception that the use of the metaverse is a practice that the industry should adopt. Additionally, the possibility of conducting real-world tests on the platform provides valuable information about the technology’s viability and suitability for the organization (Kumar et al., 2024).Despite the possibilities oered by the metaverse in terms of native 3D approaches, media companies are reluctant to make the necessary eorts for this transition (Newman, 2023). Furthermore, the lack of use cases hinders editors’ interest in developing applications for the metaverse, with only 5% showing interest compared to 72% who prefer to focus on formats like podcasts and digital audio.Innovation is crucial for traditional media in a digital environment dominated by video-on-demand (VOD) platforms (D’Arma, Raats, Steemers, 2021), multiplayer platforms, and social networks. Media must understand the needs of new generations to oer tailored products to this segment while integrating the codes of the platforms where they operate. Broadcasting professionals must pay attention to these disruptive trends to maintain their relevance in the entertainment world.Although media investment in metaverse applications is currently limited, improvements in the user experience with AR and VR devices could change this trend (Newman, 2024). It is expected that media and entertainment will dedicate a signicant portion of their digital budget to the metaverse in the coming years (McKinsey, 2022). Media initiatives in the metaverse encompass a wide range of areas. From marketing campaigns to digital product design, this new virtual territory is being explored in multiple ways. Experimental interfaces are closer thanks to improved user experience with AR and VR glasses. is could boost journalistic use of the metaverse, especially with the development of new tools and standards like Web XR, which expand content distribution methods (Newman, 2024).Extended reality (XR) technologies, such as VR, AR, and MR, are beginning to integrate into the strategies of both public and private media to create immersive experiences and recreate events and situations of interest (Ortega Rodríguez, 2022; Tejedor et al., 2020). e metaverse opens the door to new forms of storytelling, production, distribution, and consumption of television content. is has led to the emergence of new phenomena under the term BroadcastMetaverse, referring to the use of virtual worlds by media organizations. BroadcastMetaverse includes the immersive experience of live events, similar to a television program, but within an interactive articial universe. Advanced 3D graphics and articial intelligence are employed
102 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónto enhance the broadcast of events, such as sports competitions, thereby increasing realism and viewer engagement. In this regard, use cases have been observed in golf championships in South Korea (Anitua, n.d.).In Europe, the rst initiatives for digital twins are already underway (France Tv, 2022; France.tvlab, 2023), a practice that involves reproducing digital versions of physical products, allowing their visualization and the integration of games in the virtual environment (McKinsey, 2022). Movistar Plus+ oers immersive experiences with original content to enjoy in virtual reality (with VR glasses) where users can exercise full control over their experience, ranging from interacting with friends to visiting the set of “La Resistencia” or participating in an Escape Room (Chaou, n.d.).e way content is produced is also changing with the metaverse. e episode “META” of the German series “Doppelhaushälfte,” produced by ZDF, was lmed entirely in virtual reality within Somnium Space. Each actor used virtual reality glasses, and traditional sets were replaced by locations and accessories created by Somnium users. is demonstrates unlimited innovation and creativity, giving users a signicant role in content creation (MRTV, 2023).Fox’s television program “Alter Ego” presents a talent show with a technological twist. Contestants perform behind a curtain using motion capture suits to control their augmented reality avatars. e technology used includes advanced cameras and video game design software to render the avatars in real-time, creating a unique competition experience where physical appearance is not prioritized (Hissong, 2021).e exploration of innovative business models and the creation of new revenue streams (Park; Kim, 2022) is of interest to evaluate the viability of virtual worlds. Regarding monetization, while it may be necessary to oer new formulas and products designed for this new environment to generate income, media organizations have been able to experiment with products with a long tradition and acceptance in the traditional market. e nostalgia element of BBC products could factor into attracting gamer audiences and stimulating the virtual economy (BBC Studios, 2023).In-game strategies by networks could be successful in attracting new audiences and monetizing products. ITV launched an exclusive experience of the program “I’m A Celebrity... Get Me Out Of Here!” in Fortnite Creative. Some of its most iconic sets were recreated, and the experience was gamied with challenges and trials that run parallel to the television program. “e Voice” is also part of ITV’s in-game strategy (ITV Media, n.d.).Today, immersive 360-degree content and holographic videos in mixed reality are also being explored (CSI Magazine, 2022). Traditional television, with 2D images and sound, contrasts with new possibilities. In the future, immersive technologies could be used as screens. e sensation of being immersed in virtual environments (telepresence) oers new perspectives in creating user experiences (Kim & Biocca, 2006). Holograms, through augmented reality, will become a reality for domestic use and could eventually replace traditional screens, being particularly useful in virtual meetings, family video calls, and remote learning sessions, providing a stronger sense of presence than traditional videoconferencing (Rauschnabel et al., 2022; Lu & Mintz, 2023).Virtual worlds themselves become an asset for communication and branding. e metaverse is becoming a space of great interest for brand creation and advertising space management. is new space oers unprecedented opportunities for brand promotion and visibility (Rauschnabel et al., 2022). Experiences in virtual worlds can be monitored, allowing the collection
doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 103 and analysis of business-relevant data, including biometric data that can be used to personalize user experiences (Dwivedi et al., 2022) and enhance advertising actions.To date, the projected and organized experiences in the metaverse have been limited, mainly linked to marketing actions or event planning and execution. erefore, it will be of interest to monitor their progress and development over the next decade. is is an initial study that outlines the possibilities and potential that journalism and media may explore and exploit, according to international technology experts.3. Methodologyis study delves into the strategic, creative, and narrative possibilities currently oered by the metaverse for global media, as well as the anticipated advancements and limitations that may hinder or obstruct its implementation or utilization. To this end, the following research questions are addressed: Q1. How can the current version of the metaverse be useful for international media? What conditions hinder or slow its implementation? Q2. What types of content or services can or will media oer in the metaverse, and how can they optimize or enhance their relationship with audiences in these digital environments? Q3. Is there a place for journalism in the metaverse? Q4. How will news evolution in the metaverse and the conversation and interaction around it develop over the next ve years? Q5. Is the metaverse a more suitable space for public media, private media, or new native media born within this virtual space?To address these questions, this project is designed as an exploratory descriptive study with a blind hypothesis. Qualitative methods are employed, and semi-structured in-depth interviews are conducted with 15 global technology experts specializing in virtual reality and the metaverse. e selection of these professionals was carried out in two rounds through the LinkedIn employment portal, followed by the snowball method based on recommendations and responses from the initial interviewees. is number of interviews achieved the desired point of saturation, dened as the moment when eldwork can be considered complete, as interviewees repeated what previous ones had expressed (Callejo, 1998). Two of the experts expressed their desire to participate anonymously, while the nal conguration of the sample of the remaining 13 interviewees is presented in Table 2.
104 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónTable 2. Intentional Convenience SampleNameAliationCompanyKarthik Krishnan Vice President of BusinessMEAAlex van der BaanChief Executive OcerYOM (Your Open Metaverse)Salman HalawiFounder and Chief Executive OcerMetadesignerzSergio G. Gómez Co-founderFLOCProfessor of Metaverse, NFT, and Digital Asset ManagementIEBS Business SchoolNoel MyersCo-founder and Chief Operations OcerMetaverse SolarEmilio Blanque MartínezHead of SalesUnion AvatarsAntovany RezaCEOSuzuverse IndonesiaVikrant Argade Metaverse Expert. New Media ConsultantIndependent ProfessionalFatemeh MonfaredFounder and Chief Metaverse ArchitectSpacesGiuseppe Vásquez Senior ConsultantNTT DATATerry xR. Schussler Senior Director of ComputingDeutsche TelekomValéria Carrete Metaverse DirectorConvergeTommaso GuerzoniBrand DirectorFormulesSource: own elaboratione interviews were conducted between September 15, 2023, and January 15, 2024, via Microsoft Teams, with an average duration of 20 minutes. A semi-structured questionnaire, never exceeding 8 questions, was used, containing specic questions depending on the professional or company interviewed. Nevertheless, the common blocks in all interviews were: current possibilities of journalism in the metaverse; limitations or obstacles to its integration into the media; and the future of news, informational content, and entertainment in virtual environments.e interviews were recorded and then transcribed to allow for an exhaustive analysis of their content in relation to the research objectives. is analysis was carried out using Atlas.ti version 9.1.7 for Windows, in four consecutive stages: rst, the information was recorded from the interview transcriptions; then, the data was coded; next, relevant information related to each of the aspects linked to the stated objectives was identied; nally, a detailed interpretation of the obtained results

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doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 105 was conducted. It is important to highlight that the coding and categorization of the data were performed in a replicated and consensual manner to minimize possible subjective biases and ensure the reliability of the obtained results. Additionally, all interviewees gave their explicit consent to use their responses and personal information.4. Results 4.1. Possibilities and Limitations of Media in the Metaversee existence of innovative actions that implement high technology presents a competitive advantage for reaching fragmented audiences. In this sense, the metaverse could follow the trend of so-called “VIGI” content: visual, interactive, gamied, and immersive (López-García et al., 2020). ere are precedents of media experimenting with technologies that allow them to narrate and distribute content in diverse ways. e use of immersive journalism in Spain, in the mid-2010s, already introduced multiple possibilities concerning cultural and entertainment storytelling and consumption through virtual reality and 360º video. However, this approach proved limited in both time and content oered, predicting a short future trajectory (Pérez-Seijo, 2021).e initial initiatives of media companies in the metaverse are mainly focusing on immersive, gamied, and experimental entertainment content. All 15 experts consulted for this study agree that there will indeed be a space for informative journalism in these virtual worlds. However, they believe its progressive integration and utility will be limited and slowed by the complex optimization of VR technology and the democratization of device acquisition. Certainly, the migration of audiences to virtual environments is crucial to motivating media companies to multiply their eorts and consolidate rm strategies in these spaces, as well as the establishment and maturation of virtual communities, regulatory frameworks, and social norms.Karthik Krishnan (MEA): “As the metaverse evolves into a shared virtual space where people spend time and interact, the need for accurate and reliable information will remain essential. Just like in the physical world, journalism in the metaverse can promote transparency, facilitate informed decision-making, and contribute to an informed and engaged virtual society.”Issues such as privacy, consent in the use of personal data, algorithmic bias, and digital rights will be key to developing new ethical frameworks in an information landscape that is expected to have a higher degree of decentralization due to the citizen’s value contribution to the conversation. Experts predict that the relationship between media and the metaverse will be established essentially on four axes: Verication of information, detection of manipulation, and assurance of credibility. Immersive, innovative, engaging, and bidirectional storytelling. Co-creation of content with user contributions through the involvement, selection, aggregation, and contextualization of user-generated pieces. News coverage of events developed in virtual spaces (virtual conferences, esports tournaments, art exhibitions, political or social events), or on improper behaviors in these environments (cybercrimes, fraud, personal data breaches).
106 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónCurrently, companies have found in the metaverse a new way to conduct branding and provide hedonistic experiences related to events and shopping (Bourlakis, Papagiannidis, Li, 2009; Dincelli, Yayla, 2022), making this direction more promising than other alternatives linked to information and hard news.In a later stage of development, the metaverse could establish itself as a new social sphere that acts as a meeting point between digital and physical life. us, journalism, along with curated, accurate, and reliable information provided by media companies, will remain necessary in a context of communication disorder where citizens interact, create content, participate in various activities, and where citizen journalism may play a more prominent role.However, doubts arise about the real journalistic application of the metaverse at present, being in an embryonic phase and dependent on public involvement. is could be stimulated by factors such as decentralization and remote consumption of news on the ground, and slowed by the emergence of fake news in unregulated spaces.Antovany Reza: “e development of the metaverse is ongoing, and the way journalism will integrate into it and the productive dynamics that will settle will evolve over time. In the next ve years, we will notice changes. ere will be a place for media in the metaverse, although with unique considerations and adaptations, dierent from those of other sectors with dierent characteristics.”4.2. Construction of Immersive News in Virtual EnvironmentsIn the informational segment of news production and distribution, the next ve years are anticipated to be a period of experimentation and exploration where media companies, technology rms, and users will navigate the opportunities and challenges presented by virtual environments. is process of normalization and assimilation will be slow and gradual, comprising two phases: the rst phase involves the mass adoption of solutions and familiarization with the systems; the second phase will focus on practices and developments in specic elds, such as those related to journalistic narrative.Salman Halawi: “I feel that news will be more immersive and much more personalized. Metaverse and AR/VR experiences will allow us to see events in a more practical and on-site manner, and NFT ownership distributed by journalists/companies will optimize the user experience.”Sergio G. Gómez: “With the settlement of the latest mixed reality prototype from Apple, the Vision Pro, everything will move very quickly. Devices will evolve and become easier to use. Traditional media will have to adapt, and native media to this technology will emerge. e support of AI will also be fundamental.”Experts are cautious when predicting how the evolution of news in the metaverse will unfold, understanding that instances of immersive journalism in virtual environments have so far been sporadic and not very representative or conclusive. e greatest changes and potential impacts expected are related to increased user-generated content, the possible establishment of virtual news platforms, personalized news delivery, and engagement with social and collaborative news.However, traditional modes of consuming information will remain a priority, at least for the next decade. ese virtual news experiences will be primarily demanded for viewing specic events with high-quality recreation that requires leisurely consumption beneting from immersion, rather than for immediate news consumption as in the current model.
doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 107 Emili Blanque Martínez: “I believe that news and content will be more relevant to the consumer prole thanks to the use of data. Today, most virtual platforms do not deliver data-driven products, but I think that with decentralization, digital identity, and the freedom this will give users to share certain levels of data, the content they receive will be more rened and more relevant to them than it has been so far.”Despite the less visible action of articial intelligence to the public compared to metaverse actions, currently, over 75% of media use AI in their value chain to gather content, produce it, and distribute it (Beckett & Yaseen, 2023). Media companies will use AI to oer customized products for each user, so that the content can be tailored (Túñez-López, Fieiras Ceide, Vaz-Álvarez, 2020). How AI will integrate into the metaverse is a topic of interest in this study.e role of articial intelligence in the metaverse could also become signicant if informational formats consolidate in virtual environments. In this way, AI could transfer its current newsroom capabilities to immersive formats and their distribution. By integrating AI into virtual platforms, it could help analyze the volume of content and generate personalized news programs that provide the themes and formats of information desired by users, leading to greater interaction with the news, requiring less time to obtain feedback, and creating a conversation that generates value.ese experiences, fueled by augmented reality and virtual reality, will enable the remote consumption of events in a more practical way. e added value provided by NFTs distributed by journalists or media companies will allow their holders to gain benets within this space, enhancing their user experience.Adding value and dierentiating oneself is indispensable for the survival of any media outlet. Currently, AI implementation is accessible to small media outlets; however, larger media organizations have a superior capacity to scale eectively and oer more personalized content (Túñez-López, Fieiras Ceide, Vaz-Álvarez, 2020). e value proposition in the context of AI seems more complex to achieve, considering that although AI-generated content is relevant, truly unique stories will still be created by humans. Media face the challenge of dierentiating themselves through data-driven content, unless it is highly specialized or niche (Túñez-López, Fieiras Ceide, Vaz-Álvarez, 2020).Terry xR. Schussler: “ere is already a trend towards AI-generated content on social media platforms. It is easy for automation and algorithm-generated content to introduce biased news into the conversation, so there must be regulation in personalization to avoid the lter bubble. Optimizing the user experience through personalization will also be strongly linked to the acquisition of NFTs, allowing even more dierentiated virtual identities.”4.3. Public, Private, and Native Media in the Metaversee experts consulted agree that the current version of the metaverse still does not provide optimized features for media workows. However, they do not rule out that beyond the current isolated uses and attempts, applications and tools could be established for public, private, or native media created in this space to coexist and evolve, oering benecial features to improve their relationship with their audience.is transition towards virtual structures will cause substantial changes for media over the next decade. e specic suitability and impact of each type of media in the metaverse will depend on factors such as the governance structures of these virtual
108 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónenvironments, user preferences, regulatory frameworks, and the balance between public interest, commercial viability, and creative exploration.Salman Halawi: “I feel that the idea of native media depends on user acquisition and how many people use the platforms. ey t within the vision of Web3, but thinking about them today is far-fetched. In my opinion, the metaverse is suitable for both public and private media as long as they have sustainable strategies and a positive and transformative approach.”e group of professionals interviewed highlights that there is already a real interest from various media outlets in activating initiatives on virtual platforms. For example, Los 40 Principales and Cadena Ser are trying to nd new methods to create communities and reach Generation Z and Alpha, who are moving away from conventional media consumption patterns. El País and CNN are also using emerging immersive technologies to explore new transmedia formats such as 360º video or augmented reality to produce documentaries, increase user interaction, or tell news stories in dierent ways, attempting to teleport the user to hard-to-access places like war zones or nuclear areas.Immersive journalism in Spain began in the mid-2010s using virtual reality and 360º video. However, this approach proved limited by various factors, including the lack of a narrative strategy that exploited the immersive nature of the technology (Pérez-Seijo, 2021).Emili Blanque Martínez: “Media should leverage the features of the metaverse to benet and optimize society’s informational consumption. Although there is still a long way to go, I envision breaking down access barriers to complex, conict areas to view the reality of those places with greater precision and detail.”Tommaso Guerzoni: “In my opinion, virtual worlds are more suitable for private media than public ones. I believe we are still quite far from the establishment of new native and fully virtual media, which will take more than a decade and will go hand in hand with the maturity of young people who have grown up farther from traditional consumption and are more accustomed to digital or disruptive consumption.”4.4. Media Projects and Initiatives in the MetaverseAlthough so far initiatives related to informational content in the metaverse are few and practically non-existent, various global media outlets have already projected dierent proposals in virtual environments and platforms, exploring this eld to improve content distribution, organize events, and create immersive experiences for their audiences.ese initiatives range from the creation of virtual oces to the organization of concerts and festivals in digital environments, thus transforming the way users consume information and entertainment and providing new experiences. e adoption of virtual reality (VR) and augmented reality (AR) technologies by these organizations not only enriches the user experience but also opens new avenues for education and global collaboration.Among the highlighted projects are the interactive experiences of El País and BBC, the virtual music events organized by Radio Nacional de España and Los 40 Principales, and the virtual oces of Reuters in Decentraland. Additionally, platforms like CNN VR and Al Jazeera in VR have revolutionized news presentation by allowing full immersion in reported events. Warner Music Group has taken music to new dimensions through concerts on Roblox, while Forbes has used the metaverse to facilitate global business conferences. ese examples illustrate how media outlets are integrating advanced technologies to redene
doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 109 their strategies and oer unique experiences to their audiences. Table 3 below describes a total of 10 media projects on virtual platforms and scenarios.Table 3. Media Projects in the MetaverseProject or Media NameDescriptionEl País VRVirtual environments and interactive reports that allow users to immerse themselves in the news. El País has explored the use of the metaverse for education, where students can interact with content in an immersive and personalized way, thus fostering greater motivation and participation. is initiative underscores the importance of security and privacy in the use of emerging technologies.Radio Nacional de EspañaConcerts and events on metaverse platforms like Second Life and Decentraland. ese events not only allow listeners to virtually attend live performances but also facilitate social interaction among attendees, creating a richer and more dynamic concert experience.Los 40 Principalesis broadcaster has taken music to the metaverse by organizing virtual festivals and concerts on platforms like Roblox and Fortnite. ese events allow fans to enjoy performances by their favorite artists while interacting with avatars and exploring themed digital environmentsBBCe BBC has created documentaries and educational programs in virtual reality, allowing viewers to deeply immerse themselves in stories and events. ey have used VR to recreate historical and natural moments, oering a unique and educational perspective that cannot be experienced through traditional media.e New York TimesNYT has implemented augmented reality (AR) to complement its reports, allowing readers to interact with 3D models of news scenes. is technology has been used in articles about natural disasters, space explorations, and war reports, oering a more visual and immersive reading experience.Warner Music Group in Robloxis company has collaborated with the Roblox platform to hold virtual concerts where artists can connect with their fans in an interactive environment. ese events are not only globally accessible but also oer unique experiences, such as the ability to customize avatars and participate in concert-related activities.Reuters in DecentralandReuters has established virtual oces on the Decentraland VR platform, oering users access to news, reports, and press events in an interactive 3D environment. is space allows users to explore content innovatively and participate in discussions and events in real time.CNN VRCNN has developed a virtual reality platform that allows users to watch news and special reports in an immersive format. Viewers can explore news events and locations in 360 degrees, enhancing the understanding and impact of the stories. ey have covered signicant events such as elections and natural disasters.
110 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónAl Jazeera en VRAl Jazeera uses virtual reality to create documentaries and interactive reports, oering viewers a profound way to experience and understand the news. ey have produced content on international conicts and humanitarian crises, allowing for total immersion in the reported contexts.Forbes and the Metaverse ConferenceForbes organizes conferences and business events in the metaverse, facilitating global collaboration and knowledge exchange in a virtual environment. ese conferences include discussion panels, presentations, and networking opportunities, attracting industry leaders and experts from around the world.Source: own elaboration5. Conclusions and DiscussionIt is a reality that virtual worlds are beginning to establish themselves as occasional alternatives for socialization, shared content consumption, and human interaction. ey are also becoming spaces for the free creation and development of messages, products, and ideas. is is why content creators are entering a period of exploration regarding the possibilities and features oered by these environments. Similarly, independent producers, media organizations, and the journalism sector are monitoring the advances of this solution and remain intelligent followers of the possibilities that the metaverse can oer to renew their services and stay competitive in the hyper-competitive attention market, where public interest is the most coveted asset.is article stems from the need to initiate a research line that tracks the relationship and incorporation of the metaverse and virtual worlds into the workows of media organizations. To date, contributions are scarce and mainly linked to the business or marketing eld. e same applies to the initial and most advanced brand or project experiences in the metaverse, closely related to advertising campaigns or events in virtual scenarios.Upon completing this study, the main objective is achieved: to delve into the strategic, creative, and narrative possibilities and limitations that the metaverse can oer to media organizations considering its current evolutionary trend. To this end, qualitative interviews were conducted with 15 international technology experts who agree that the initial media experiences in the metaverse will mainly focus on producing immersive, gamied, and experimental entertainment content. However, their progressive integration into informational functions or aspects will be closely linked to the improvement of virtual reality (VR) technology, the democratization of device acquisition, the gradual migration of audiences to virtual environments in their daily consumption routines, and the establishment and development of virtual communities, regulatory frameworks, and social norms (Q1/Q2).Crucial issues such as privacy, consent, algorithmic bias, and digital rights will be paramount in developing new ethical standards for an information landscape that will likely become decentralized due to citizen participation in the conversation. In the realm of news production and dissemination, the next ve years will involve experimentation in virtual environments, where media, technology companies, and users will explore opportunities and challenges. According to the consulted experts, the normalization process will be gradual, with two phases: rst, widespread adoption of solutions and familiarization with
doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 111 the systems; and then, a phase focused on specic practices and developments, such as innovation in journalistic storytelling (Q3/Q4).e forecast is that this behavior of the media will follow the same roadmap regardless of their public or private nature, as the potential of the metaverse can be leveraged by any communicative agent by directly linking with the journalistic essence of oering the public content and information through appropriate, eective, and attractive channels, and reinventing narrative formulas and formats. As the metaverse becomes more relevant in people’s lives, its strategic importance in media priorities will grow in parallel, with media organizations already beginning to include it in their operations (Q5).e analysis conducted in this study underscores the importance of continuing to explore the possibilities that the metaverse and virtual worlds oer to media organizations. As these technologies evolve, several promising research areas emerge that deserve attention. Firstly, it is crucial to monitor how human-computer interaction adapts to immersive virtual environments and the psychological and social impacts associated with prolonged immersion. is line of research can provide valuable insights into optimizing these experiences to improve user well-being and satisfaction.Another relevant aspect is the integration of articial intelligence (AI) in the metaverse to signicantly enhance content personalization and create realistic avatars, as well as contribute to the safety and moderation of these environments. Investigating how AI can be used to create more customized and secure experiences will be fundamental to developing sustainable and attractive virtual environments.Furthermore, it is necessary to deepen the understanding of regulatory frameworks and social norms that will emerge with the expansion of the metaverse. Issues such as privacy, consent, algorithmic bias, and digital rights will be crucial for establishing robust ethical standards in these new spaces, where experimenting with new forms of narrative and immersive content production in media should be a continuous focus. is includes exploring how virtual environments can transform journalistic storytelling and oer new ways to engage and educate audiences. By observing these lines of research, media organizations can stay at the forefront in an increasingly competitive and dynamic market.6. Acknowledgmentsis article was translated into English by Martín Vaz Álvarez, to whom we extend our thanks for his work. is article is part of the activities of the project PDC2023-145885-I00, funded by MCIN/AEI/10.13039/501100011033 and by the European Union “NextGeneration EU”/PRTR, and within the activities of the RTVE-USC Chair on Public Service Media in Europe. e author César Fieiras Ceide has an FPI contract from the Ministry of Science and Innovation of Spain with reference (PRE2022-103954).
112 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicación7. Specic contributions of each authorName and SurnameConception and design of the workCésar Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezMethodologyCésar Fieiras Ceide and Verónica Crespo PereiraData collection and analysisCésar Fieiras CeideDiscussion and conclusionsCésar Fieiras CeideDrafting, formatting, version review and approvalCésar Fieiras Ceide; Verónica Crespo Pereira and Miguel Túñez López8. Conict of Intereste authors declare no conict of interest.9. Bibliographic referencesAnitua, A. (n.d.). ¿Meta universo en el Broadcast? Recuperado de https://bit.ly/3MzqndPBall, M. (2022). e metaverse: and how it will revolutionize everything. Liveright Publishing.Barta, S., Gurrea, R., & Flavián, C. (2023). Telepresence in live-stream shopping: An experimental study comparing Instagram and the metaverse. Electron Markets, 33(1), 29. https://doi.org/10.1007/s12525-023-00643-6BBC Studios. (2023). Doctor Who: Worlds Apart digital trading cards available now. Recuperado de: Doctor Who: Worlds Apart digital trading cards available now (bbcstudios.com)Bourlakis, M., Papagiannidis, S., & Li, F. (2009). Retail spatial evolution: paving the way from traditional to metaverse retailing. Electronic Commerce Research, 9(1-2), 135-148. https://doi.org/10.1007/s10660-009-9030-8Callego, J. (1998). Los límites de la formalización de las prácticas cualitativas de investigación social. Sociológica. Revista de pensamiento social, 3, 93-119. http://hdl.handle.net/2183/2707Chaou, J. (n.d.). Movistar Experiencia Inmersiva: un mundo virtual con las Meta Quest. Recuperado de https://bit.ly/3Z9RVy3Crespo-Pereira, V., Sánchez-Amboage, E., & Membiela-Pollán, M. (2023). Facing the challenges of metaverse: A systematic literature review from Social Sciences and Marketing and Communication. Profesional de la Información, 32(1), e320102. https://doi.org/10.3145/epi.2023.ene.02CSI Magazine. (2022). Broadcasting in the metaverse. Spring 2022. Recuperado de: CSISpring2022-Digital.pdf (csimagazine.com)

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114 | nº 41, pp. 95-115 | July-December of 2025Possibilities and limitations of media in the metaverse: strategic positioning, narrative exploration and immersionISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónKumar, A., Shankar, A., Agarwal, R., Agarwal, V., & Alzeiby, E. A. (2024). With enterprise metaverse comes great possibilities! Understanding metaverse usage intention from an employee perspective. Journal of Retailing and Consumer Services, 78, 103767. https://doi.org/10.1016/j.jretconser.2024.103767López-García, X., Pérez-Seijo, S., Vázquez-Herrero, J., & García-Ortega, A. (2020). New narratives in the age of visualization. En C. Toural-Bran, Á. Vizoso, S. Pérez-Seijo, M. Rodríguez-Castro, & M.-C. Negreira-Rey (Eds.), Information visualization in the era of innovative journalism (pp. 93-119). New York: Routledge. https://doi.org/10.4324/9780367809638Lu, S., & Mintz, O. (2023). Marketing on the metaverse: Research opportunities and challenges. AMS Review, 13, 151–166. https://doi.org/10.1007/s13162-023-00255-5McKinsey. (2022). Value creation in the metaverse. e real business of the virtual world.MRTV. (2023). We shot a real TV show in the Metaverse! - is Has NEVER Been Done Before! YouTube. Recuperado de https://bit.ly/3Zk3zqhNewman, N. (2023). Journalism, media, and technology trends and predictions 2023. Reuters Institute. Recuperado de: Journalism, media, and technology trends and predictions 2023 | Reuters Institute for the Study of Journalism (ox.ac.uk)Newman, N. (2024). Journalism, media, and technology trends and predictions 2024. Reuters Institute. Recuperado de: https://bit.ly/47fbCXgOrtega-Rodríguez, P. J. (2022). De la realidad extendida al metaverso: una reexión crítica sobre las aportaciones a la educación. Teoría de la Educación. Revista Interuniversitaria.Park, S.-M., & Kim, Y.-G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. IEEE Access, 10, 4209–4251.Pérez-Seijo, S. (2021). Uso del vídeo 360º por los medios nativos digitales. Análisis exploratorio de los primeros pasos en el ecosistema periodístico español. Profesional de la Información, 30(3), e300304. https://doi.org/10.3145/epi.2021.may.04Rauschnabel et al. (2022). What is augmented reality marketing? Its denition, complexity, and future.Richter, S., & Richter, A. (2023). What is novel about the Metaverse? International Journal of Information Management, 73, Article 102684.Schöbel, S. M., & Leimeister, J. M. (2023). Metaverse platform ecosystems. Electronic Markets, 33(12). https://doi.org/10.1007/s12525-023-00623-wSidorenko, P. (2023). El metaverso: passado, presente y futuro. e Conversation. Recuperado de: https://bit.ly/3AUGC2yTejedor-Calvo, S., Romero-Rodríguez, L. M., Moncada-Moncada, A.-J., & Alencar-Dornelles, M. (2020). Journalism that tells the future: possibilities and journalistic scenarios for augmented reality. Profesional de la Información, 29(6), e290602. https://doi.org/10.3145/epi.2020.nov.02Túñez-López, J. M., Fieiras Ceide, C., & Vaz-Álvarez, M. (2021). Impacto de la Inteligencia Articial en el Periodismo: transformaciones en la empresa, los productos, los contenidos y el perl profesional. Communication & Society, 34(1), 177-193.

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doxa.comunicación | nº 41, pp. 95-115 July-December of 2025César Fieiras Ceide, Verónica Crespo Pereira and Miguel Túñez LópezISSN: 1696-019X / e-ISSN: 2386-3978| 115 Wang, H., Ning, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J., & Daneshmand, M. (2023). A Survey on the Metaverse: e State-of-the-Art, Technologies, Applications, and Challenges. IEEE Internet of ings Journal, 10(16), 14671-14688. https://doi.org/10.1109/JIOT.2023.3278329Yu, H. (2024). Why do people use Metaverse? A uses and gratication theory perspective. Telematics and Informatics, 89, 102110. https://doi.org/10.1016/j.tele.2024.102110

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