Abstract

The metaverse has been evolving the internet-based education represented by e-learning. Metaverse technology is currently being developed as a platform centered on content-based information industries. It can be classified into four categories: augmented reality, lifelogging, mirror worlds, and virtual worlds. Although current research finds that the potential of the metaverse is not small in the education world, and metaverse technology is already being used in the sports world, concrete applications have not been investigated. The main aims of this study, which started with this purpose, can be summarized as follows. The metaverse environment is still in its rudimentary stage, and its use related to physical education subjects is only at the game level. In the future, the utilization of the metaverse by physical education subjects will be possible in universities only when more specialized technology is grafted into various sports. Ultimately, this study contributes to expanding the scope and depth of follow-up research by offering basic data showing the direction of metaverse-based physical education.

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