Submitted:
03 December 2025
Posted:
03 December 2025
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Abstract
Keywords:
1. Introduction
2. Materials and Methods
- ISO/IEC 25000 family of standards (SQuARE): This was adopted as the base framework because it is the international standard for software product quality assessment. SQuARE provides a hierarchical, robust, and validated quality model with characteristics (e.g., functional adequacy, usability, reliability, security) and sub-characteristics that offer a solid and generic basis for evaluation (ISO/IEC, 2011).
- Metaverse Maturity Model [32]: To incorporate the evolutionary dimension, this model was integrated, which allows platforms to be classified according to their degree of development towards a fully realized metaverse. This approach considers that quality attributes vary depending on the maturity of the platform.
- Typology for Characterizing Metaverses [33]: In order to contextualize the assessment, this typology was used, which classifies metaverses according to their purpose (e.g., social, gaming, business) and their underlying technological characteristics. This allows the assessment to be context-sensitive, recognizing that not all platforms pursue the same goals nor should they be judged by the same priority criteria.
- Evaluation Processes: Structured steps to guide the evaluator from data collection to the issuance of results.
- Comparison Matrices: Structures that cross-reference quality characteristics with metaverse typologies to weigh the relevance of each attribute according to the context.
- Quality Criteria Matrices: A unified set of characteristics, sub-characteristics, and quality indicators specific to metaverses at each maturity level.
- Measurement and Analysis Mechanisms: Rating scales and methods for calculating aggregate and partial quality scores.
3. Results
3.1. Results of Objective 1


| Category | Attribute | ID | ISO 25010 |
|---|---|---|---|
| Technical Aspects | Immersive Realism | AT1 | Usability (User Interface Aesthetics, Accessibility, Operability), Functional Suitability, Performance Efficiency |
| Spatiotemporal Management | AT2 | Functional Suitability, Usability, Performance Efficiency | |
| Dynamic Interactivity | AT3 | Usability (Operability, Error Protection, Learnability), Functional Suitability, Performance Efficiency | |
| Environment Persistence | AT4 | Reliability (Availability, Recoverability), Functional Suitability | |
| Real-Time Experience | AT5 | Performance Efficiency (Time-behaviour), Usability, Reliability (Availability) | |
| System Scalability | AT6 | Performance Efficiency (Capacity, Resource utilization), Reliability | |
| Technological Convergence | AT7 | Compatibility (Co-existence, Interoperability), Functional Suitability | |
| Infrastructural Evolution | AT8 | Maintainability (Modifiability, Analysability), Portability (Adaptability), Performance Efficiency (Capacity, Resource utilization) | |
| License | AT9 | Maintainability (Modifiability, Analysability), Portability (Installability, Replaceability, Scalability) | |
| Identity and Representation | Persona Representation | AT10 | Usability (User Interface Aesthetics, Appropriateness Recognizability), Functional Suitability, Security (Authenticity) |
| User Authentication and Anonymity Options | AT11 | Security (Confidentiality, Authenticity, Accountability), Usability (Operability, Accessibility) | |
| Avatar Embodiment and Interaction | AT12 | Usability (Operability, User Interface Aesthetics, Accessibility), Functional Suitability, Performance Efficiency | |
| Digital Rights Management | AT13 | Security (Confidentiality, Integrity, Non-repudiation), Functional Suitability | |
| Content and Economy | User-Generated Content (UGC) | AT14 | Functional Suitability (Completeness, Correctness), Usability (Operability, Learnability) |
| Economic Development | AT15 | Functional Suitability, Security (Integrity, Confidentiality), Reliability (Availability) | |
| Imaginative Creation | AT16 | Functional Suitability (Completeness, Relevance), Usability (Operability, User Interface Aesthetics) | |
| Governance and Accountability | Policy Development | AT17 | Functional Suitability (Completeness, Relevance), Maintainability (Modifiability) |
| Regulatory Compliance | AT18 | Security (Accountability), Functional Suitability (Correctness, Relevance) | |
| Stakeholder Participation | AT19 | Usability (Operability, Learnability), Functional Suitability | |
| Operational Transparency | AT20 | Security (Accountability), Usability (Appropriateness Recognizability) | |
| Environment Security | AT21 | Security (Confidentiality, Integrity, Non-repudiation, Accountability, Authenticity), Reliability (Fault tolerance) | |
| Uncertainty Management | AT22 | Reliability (Maturity), Maintainability (Modifiability, Analysability), Functional Suitability | |
| Credibility Generation | AT23 | Security (Authenticity, Accountability, Non-repudiation), Reliability (Maturity) | |
| Interoperability | Standardization | AT24 | Compatibility (Interoperability, Co-existence), Portability (Adaptability) |
| Platform Compatibility | AT25 | Compatibility (Interoperability, Co-existence), Portability (Adaptability) | |
| Data and Identity Portability | AT26 | Portability (Installability, Replaceability), Security (Confidentiality, Integrity), Compatibility (Interoperability) | |
| API Integration | AT27 | Compatibility (Interoperability), Maintainability (Modularity, Reusability) | |
| Literacy and Support | Educational Resources | AT28 | Usability (Learnability, Appropriateness Recognizability), Functional Suitability (Completeness, Correctness) |
| Change Management and Cultural Adoption | AT29 | Usability (Learnability), Maintainability (Modifiability), Portability (Adaptability) | |
| Community Support | AT30 | Usability (Operability, User Error Protection), Functional Suitability (Completeness) | |
| User Competency Evaluation | AT31 | Usability (Learnability), Functional Suitability (Correctness) | |
| Accessibility and Inclusion | Software Access | AT32 | Usability (Accessibility, Operability), Portability (Installability, Adaptability) |
| Network and Community | AT33 | Usability (User Interface Aesthetics, Accessibility), Functional Suitability (Completeness) | |
| Awareness and Education | AT34 | Usability (Appropriateness Recognizability), Functional Suitability (Correctness) | |
| Inclusive and Adaptive User Experience | AT35 | Usability (Accessibility, User Interface Aesthetics, Operability), Portability (Adaptability) |
| Category | Rigor Requirement | Description |
|---|---|---|
|
Evaluation Design |
Clarity of Objectives and Questions | The evaluation objectives must be specific, measurable, achievable, relevant, and time-bound (SMART). The research questions must be explicit and directly addressable by the design [37]. |
| Robust Theoretical Framework | The evaluation must be based on recognized theoretical and technological frameworks. This ensures that the criteria are well-founded [37]. | |
| Defined and Operationalized Evaluation Criteria | Each criterion (e.g., usability, immersion, security) must be clearly defined and translated into measurable indicators, including detailed rubrics or rating scales [38]. | |
| Participant Selection | If users are involved, the sample must be representative of the target population. The selection process must be transparent and unbiased, with well-defined inclusion and exclusion criteria [39]. | |
|
Data Collection |
Multiple Collection Methods (Triangulation) | Use a combination of qualitative and quantitative methods (e.g., surveys, interviews, observation, interaction logs, biometric data, validated scales) for a well-grounded understanding [40]. |
| Validated Measurement Instruments | Employ questionnaires, scales, and tools that have demonstrated their validity. | |
| Consistency in Collection | Establish standardized protocols for data collection, ensuring that all evaluators follow the same procedures to minimize bias and variability [41]. | |
| Controlled Evaluation Conditions | Conduct the evaluation in environments that minimize external variables that could influence the results, ensuring that participants experience the platform under similar conditions [42]. | |
|
Data Analysis |
Appropriate Analysis Methods | Select appropriate statistical analysis techniques (quantitative) and thematic or content analysis methods (qualitative) for the research questions and data type [43]. |
| Transparency in Analysis | Document the analysis steps in detail, including the justification for analytical decisions, to allow for reproducibility and peer review [44]. | |
| Analysis of Biases and Limitations | Explicitly identify and discuss any potential biases in the design, collection, or analysis of the data. Acknowledge the inherent limitations of the study [42]. | |
| Rigorous Interpretation | Conclusions must be derived directly from the data and analysis, avoiding excessive generalizations or inferences not supported by evidence [37]. | |
|
Ethics and Replicability |
Exhaustive Ethical Considerations | Ensure that all aspects comply with the highest ethical standards, including informed consent, data privacy, confidentiality, and protection of vulnerable participants. Approval from an ethics committee is mandatory [45]. |
| Detailed and Transparent Documentation | Maintain an exhaustive record of the entire process, from design to final results (plan, instruments, anonymized raw data, analysis scripts, reports) [44]. | |
| Replicability | The design and methodology must be described in sufficient detail for an independent third party to replicate the evaluation and potentially obtain similar results [46]. |
3.2. Results of Objective 2

| Platform | Radar Area | (%) | Relative Quality | Score |
|---|---|---|---|---|
| Roblox | 52.76 | 67.54 | Very High | 5 |
| Decentraland | 50.98 | 65.26 | Very High | 5 |
| Overte | 47.32 | 60.57 | Very High | 5 |
| Webaverse | 46.07 | 58.97 | Very High | 5 |
| OpenSimulator | 41.78 | 53.49 | Very High | 5 |
| Second Life | 41.43 | 53.03 | High | 4 |
| Engage VR | 39.19 | 50.17 | High | 4 |
| Resonite | 37.05 | 47.43 | High | 4 |
| Sinespace / Breakroom | 35.53 | 45.49 | High | 4 |
| Frame VR | 33.39 | 42.74 | Medium | 3 |
| Fornite | 33.03 | 42.29 | Medium | 3 |
| VRChat | 26.43 | 33.83 | Medium | 3 |
| Rec Room | 25.36 | 32.46 | Medium | 3 |
| Bigscreen | 19.82 | 25.37 | Low | 2 |
| Spatial | 19.02 | 24.34 | Low | 2 |
| Horizon Worlds | 18.84 | 24.11 | Low | 2 |
| vTime XR | 18.3 | 23.43 | Low | 2 |
| Vircadia | 18.03 | 23.09 | Low | 2 |
| Renyland | 17.23 | 22.06 | Very Low | 1 |
| Hubs | 17.05 | 21.83 | Very Low | 1 |
| WorkAdventure | 16.07 | 20.57 | Very Low | 1 |
| Sansar | 12.86 | 16.46 | Very Low | 1 |
| JanusXR | 9.11 | 11.66 | Very Low | 1 |
| Cluster | Designation | Estimated Relevance | Value |
|---|---|---|---|
| 6 | Mature and robust platforms | Very relevant (benchmark) | 5 |
| 3 | Advanced with technological integration | Very relevant | 4 |
| 2 | Consolidated in immersive experience | Relevant | 3 |
| 4 | Emerging with innovative potential | Interesting but weak | 2 |
| 1 | Rigid or closed architecture | Limited | 1 |
| 5 | Lagging or experimental | Possible discard or niche | 0 |



| id | Platform | Radar | Cluster | PCA |
|---|---|---|---|---|
| 1 | Decentraland | 50.98 | 5 | 1 |
| 2 | Overte | 47.32 | 5 | 1 |
| 3 | Resonite | 37.05 | 5 | 1 |
| 4 | Roblox | 52.76 | 5 | 0.75 |
| 5 | OpenSimulator | 41.78 | 5 | 0.81 |
| 6 | Engage VR | 46.07 | 5 | 0.55 |
| 7 | Second Life | 41.43 | 5 | 0.53 |
| 8 | Frame VR | 33.39 | 3 | 0.35 |
| 9 | Fornite | 33.03 | 4 | 0.05 |
| 10 | Sinespace | 35.53 | 3 | 0.16 |
| 11 | Webaverse | 39.19 | 3 | -0.02 |
| 12 | Rec Room | 25.36 | 4 | -0.37 |
| 13 | WorkAdventure | 16.07 | 1 | 0.3 |
| 14 | Vircadia | 18.03 | 2 | 0.05 |
| 15 | VRChat | 26.43 | 4 | -0.59 |
| 16 | Hubs | 17.05 | 1 | 0.09 |
| 17 | Bigscreen | 19.82 | 2 | -0.35 |
| 18 | Renyland | 17.23 | 2 | -0.38 |
| 19 | vTime XR | 18.3 | 2 | -0.6 |
| 20 | JanusXR | 9.11 | 1 | -0.69 |
| 21 | Spatial | 19.02 | 0 | -0.74 |
| 22 | Sansar | 12.86 | 2 | -1.14 |
| 23 | Horizon Worlds | 18.84 | 0 | -1.19 |
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| VW | Virtual World |
| VWLE | Virtual World Learning Environments |
| AI | Artificial Intelligence |
| APIs | Application Programming Interfaces |
| AR | Augmented Reality |
| MR | Mixed Reality |
| VR | Virtual Reality |
| XR | Extended Reality |
| DSR | Design Science Research |
| ICT | Information and Communication Technologies |
| ISO | International Organization for Standardization |
| ISO | International Organization for Standardization |
| IEC | International Electrotechnical Commission |
| NFTs | Non-Fungible Tokens |
| UGC | User-Generated Content |
| SQuaRE | Software Quality Assessment and Requirements |
Appendix A
Appendix A. Validation Questionnaire by Expert Judges
| Name | |
| Area of Expertise | |
| Years of Experience |
- Relevance (R): How essential is this attribute in defining the specified maturity level?
- Clarity (C): Is the attribute description clear, concise, and easy to understand?
- Relevance (P): Do you consider that the attribute is correctly located at this maturity level (e.g., NM1) or would it belong to another (a lower or higher one)?
| Relevance | Clarity | Relevance of the Level |
| 1 = Not relevant | 1 = Unclear | 1 = Incorrect (belongs to another level) |
| 2 = Not very relevant | 2 = Clear | 2 = Adequate |
| 3 = Relevant | 3 = Very clear | |
| 4 = Very relevant |
| ID | Main Attribute | Level | Key Attribute Description | R | C | P | Observations |
| AT1.1 | System Scalability | NM1 | Supports ≤ 10 concurrent users without failure | ||||
| AT1.2 | System Scalability | NM1 | There is no load balancing or fault tolerance | ||||
| AT1.3 | System Scalability | NM1 | Maximum CPU usage > 95% in basic tests | ||||
| AT2.1 | System Scalability | NM2 | Supports up to 50 users with limited stability | ||||
| AT2.2 | System Scalability | NM2 | Basic balancing without dynamic monitoring | ||||
| IR1.1 | Representation of the Person | NM1 | Default generic rendering only | ||||
| IR1.2 | Representation of the Person | NM1 | No avatar customization option | ||||
| CE1.1 | Imaginative Creation | NM1 | There are no creation or design tools | ||||
| GO1.1 | Policy Development | NM1 | There are no documented policies | ||||
| AS1.1 | Educational Resources | NM1 | Total absence of educational resources |
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| Category | Expected Product | Description |
|---|---|---|
| Data | Maturity Matrix | Maturity level classification of the metaverse platform |
| Scoring Module by Criteria | Matrix of quality criteria by maturity level | |
| Scoring Module by Indicators | Matrix of quality indicators by maturity level | |
| Results of the Multi-criteria Analysis | Aggregated Rating per Platform | Global score per platform based on weightings and maturity levels. |
| Results of the Cluster Analysis and Dimensionality Reduction | PCA Representation | 2D/3D visualization of platforms according to principal components. |
| Hierarchical Clustering (Dendrogram) | Hierarchical groups based on distances between platforms. | |
| K-means Clustering | Explicit grouping into categories: leaders, advanced, intermediate, laggards, and experimental. | |
| Evaluation with Silhouette Score | Measure of grouping quality; allows validation of the number and cohesion of clusters. | |
| Quality Evaluation Report | Purpose, Methods, Data Sources | Introduction and methodological justification. Source matrices by platform. |
| Results by Attribute and Category | Table with assigned levels and explanation by dimension. | |
| Final Ranking of Platforms | Overall classification with total score. | |
| Cluster Analysis | Interpretation of groups and recommendations. | |
| Limitations and Recommendations | Critical reflection and possible applications of results. |
| ID | Activity | Description |
|---|---|---|
| 1 | Platforms selection | A matrix of candidate platforms was constructed based on a systematic review and a comprehensive search in specialized sources. |
| 2 | Researcher Panel Composition | To ensure comprehensive evaluation, the roles of participating researchers were specified. A panel was formed consisting of two software engineers with experience in metaverses and one researcher specializing in educational technology. |
| 3 | Researcher Training | The training included an in-depth review of the research objectives, methodology, methods, and expected products. Four sessions were dedicated to validatingthe criteria and three sessions focused on the evaluation of a randomly selected platform. Inter-rater reliability was subsecuently evaluated, yielding a Quadratically Weighted Kappa index of 0.7643. |
| 4 | Preparation of metaverse platforms for evaluation | The selected metaverse platforms were installed or accessed to ensure full functionality prior to the evaluation process. |
| 5 | Evaluation of subcategories | Each of the subcategories was evaluated based on the researcher’s direct experience within the metaverse, supplemented by an analysis of the official documentation, and relevant community documentation. |
| 6 | Definition of maturity levels across metaverse categories | The Analytic Hierarchy Process was applied to determine the maturity level of each category within the studied metaverse platforms. |
| 7 | Determination of the relative quality of each platform | The individual evaluations of each platform were compared to define a weighted matrix that stablished the relative quality. |
| 8 | Review of results | The results from the platform evaluation and the comparison were subjected to a peer review process to ensure quality and implement any necessary adjustments. |
| 9 | Preparation the evaluation report. | The final evaluation report was prepared, summarizing the methodology, the criteria validation, the assessment results, and the key findings. |
| ID | Name | Licence | Comment |
|---|---|---|---|
| P1 | Bigscreen | Closed Source | Commercial product with no open-source repository. |
| P2 | Decentraland | Open Source/Servidor Closed source | Client, server, and smart contracts available on GitHub. |
| P3 | Engage VR | Closed Source | Private commercial application. |
| P4 | Fornite | Closed Source | From Epic Games; completely proprietary. |
| P5 | Frame VR | Closed Source | A web-based platform with no accessible open-source components. |
| P6 | Horizon Worlds | Closed Source | Platform from Meta, without open repositories. |
| P7 | Hubs | Open Source | Repository available on GitHub; open version of Mozilla Hubs. |
| P8 | JanusXR | Open Source | Active project on GitHub with an open license. |
| P9 | OpenSimulator | Open Source | Mature project with several use cases. |
| P10 | Overte | Open Source | A subsecuent fork of Vircadia, its code is available on GitHub. |
| P11 | Rec Room | Closed Source | Closed virtual reality platform. |
| P12 | Renyland | Closed Source | Closed platform with no publicly available code. |
| P13 | Resonite | Closed Source | Public access platform but without open-source code. |
| P14 | Roblox | Closed Source | Closed platform; users create content but do not access the base code. |
| P15 | Sansar | Closed Source | Commercial virtual world system without open-source code. |
| P16 | Second Life | Closed Source | The viewer was open source, but the platform is closed. |
| P17 | Sinespace / Breakroom | Closed Source | Closed platform for commercial purposes. |
| P18 | Spatial | Closed Source | Has no open versions; oriented towards professional collaboration. |
| P19 | Vircadia | Open Source | Active project originated as a fork of High Fidelity, which itself was derived from Second Life. Thecode is available under the Apache 2.0 license. |
| P20 | VRChat | Closed Source | Closed platform oriented towards virtual communities. |
| P21 | vTime XR | Closed Source | Closed system oriented towards social experiences in VR. |
| P22 | Webaverse | Open Source | Active project on GitHub with an open license. |
| P23 | WorkAdventure | Open Source | Virtual collaboration project with a repository on GitHub. |
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