Analysis of metaverse utilization from creative industry and social perspectives
Main Article Content
Abstract
The rapidly growing digital era has made the Metaverse concept a subject that must be developed within the creative industry and social activities. This article aims to examine how Metaverse is used from creative industry and social viewpoints. The method employed is a literature review, collecting information from a range of related sources. The Metaverse allows creators to produce and distribute their work in a safer, more transparent, and decentralized manner without third‑party involvement, unlike earlier models that required many intermediaries. It grants them greater control over their output and fairer royalty distribution. On the social side, Metaverse also creates interactive spaces where people can meet, interact, and collaborate in real time in ways never experienced before. This shapes how we build social relationships, cooperate in project‑based settings, and even attend events together virtually. Therefore, Metaverse can serve as a bridge between the physical and digital worlds that are becoming increasingly close, enabling individuals to merge within immersive virtual experiences.
Downloads
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain copyright of their work and grant Jurnal Ilmiah Teknologi Informasi Asia the right of first publication. The work is simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
While the editorial board endeavors to ensure accuracy, they accept no responsibility for the content of articles. Liability rests solely with the respective authors.
This is an open-access journal. All articles are immediately available to read and reuse upon publication under the CC BY 4.0 license. Users may share and adapt the material for any purpose, including commercial use, provided they comply with the license terms.
References
Bao, T., Ma, M., & Wen, Y. (2023). Herding in the non-fungible token (NFT) market. Journal of Behavioral and Experimental Finance, 39, 100837. https://doi.org/10.1016/j.jbef.2023.100837
Bellalouna, F., & Puljiz, D. (2023). Use case for the Application of the Industrial Metaverse Approach for Engineering Design Review. Procedia CIRP, 119, 638–643. https://doi.org/10.1016/j.procir.2023.03.116
Chalmers, D., Fisch, C., Matthews, R., Quinn, W., & Recker, J. (2022). Beyond the bubble: Will NFTs and digital proof of ownership empower creative industry entrepreneurs? Journal of Business Venturing Insights, 17, e00309. https://doi.org/10.1016/j.jbvi.2022.e00309
Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M. K., Conboy, K., Doyle, R., Dubey, R., Dutot, V., Felix, R., Goyal, D. P., Gustafsson, A., Hinsch, C., Jebabli, I., … Wamba, S. F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66, 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542
Far, S. B., Bamakan, S. M. H., Qu, Q., & Jiang, Q. (2022). A Review of Non-fungible Tokens Applications in the Real-world and Metaverse. Procedia Computer Science, 214, 755–762. https://doi.org/10.1016/j.procs.2022.11.238
Flick, C. (2022). A critical professional ethical analysis of Non-Fungible Tokens (NFTs). Journal of Responsible Technology, 12, 100054. https://doi.org/10.1016/j.jrt.2022.100054
Garavand, A., & Aslani, N. (2022). Metaverse phenomenon and its impact on health: A scoping review. Informatics in Medicine Unlocked, 32, 101029. https://doi.org/10.1016/j.imu.2022.101029
Giang Barrera, K., & Shah, D. (2023). Marketing in the Metaverse: Conceptual understanding, framework, and research agenda. Journal of Business Research, 155, 113420. https://doi.org/10.1016/j.jbusres.2022.113420
Huynh-The, T., Gadekallu, T. R., Wang, W., Yenduri, G., Ranaweera, P., Pham, Q.-V., da Costa, D. B., & Liyanage, M. (2023). Blockchain for the metaverse: A Review. Future Generation Computer Systems, 143, 401–419. https://doi.org/10.1016/j.future.2023.02.008
Liu, F., Fan, H.-Y., & Qi, J.-Y. (2022). Blockchain Technology, Cryptocurrency: Entropy-Based Perspective. Entropy, 24(4), 557. https://doi.org/10.3390/e24040557
Malik, N., Wei, Y. “Max,” Appel, G., & Luo, L. (2023). Blockchain technology for creative industries: Current state and research opportunities. International Journal of Research in Marketing, 40(1), 38–48. https://doi.org/10.1016/j.ijresmar.2022.07.004
Piñeiro-Chousa, J., Šević, A., & González-López, I. (2023). Impact of social metrics in decentralized finance. Journal of Business Research, 158, 113673. https://doi.org/10.1016/j.jbusres.2023.113673
Prieto, J. de la F., Lacasa, P., & Martínez-Borda, R. (2022). Approaching metaverses: Mixed reality interfaces in youth media platforms. New Techno Humanities, 2(2), 136–145. https://doi.org/10.1016/j.techum.2022.04.004
Ramadan, Z. (2023). Marketing in the metaverse era: toward an integrative channel approach. Virtual Reality, 27(3), 1905–1918. https://doi.org/10.1007/s10055-023-00783-2
Rinaldi, A. R., & Purnamasari, S. D. (2023). Simulasi Metaverse Konser Musik Virtual Berbasis Roblox. Cakrawala Repositori IMWI, 6(2), 988–1002. https://doi.org/10.52851/cakrawala.v6i2.296
Scheiding, R. (2023). Designing the Future? The Metaverse, NFTs, & the Future as Defined by Unity Users. Games and Culture, 18(6), 804–820. https://doi.org/10.1177/15554120221139218
Schumacher, P. (2022). The metaverse as opportunity for architecture and society: design drivers, core competencies. Architectural Intelligence, 1(1), 11. https://doi.org/10.1007/s44223-022-00010-z
Triandini, E., Jayanatha, S., Indrawan, A., Werla Putra, G., & Iswara, B. (2019). Metode Systematic Literature Review untuk Identifikasi Platform dan Metode Pengembangan Sistem Informasi di Indonesia. Indonesian Journal of Information Systems, 1(2), 63. https://doi.org/10.24002/ijis.v1i2.1916
Yang, S. (2023). Storytelling and user experience in the cultural metaverse. Heliyon, 9(4), e14759. https://doi.org/10.1016/j.heliyon.2023.e14759
Yaqoob, I., Salah, K., Jayaraman, R., & Omar, M. (2023). Metaverse applications in smart cities: Enabling technologies, opportunities, challenges, and future directions. Internet of Things, 23, 100884. https://doi.org/10.1016/j.iot.2023.100884
Zhang, X., Chen, Y., Hu, L., & Wang, Y. (2022). The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics. In Frontiers in Psychology (Vol. 13). Frontiers Media S.A. https://doi.org/10.3389/fpsyg.2022.1016300
Zhao, Y., Jiang, J., Chen, Y., Liu, R., Yang, Y., Xue, X., & Chen, S. (2022). Metaverse: Perspectives from graphics, interactions and visualization. Visual Informatics, 6(1), 56–67. https://doi.org/10.1016/j.visinf.2022.03.002