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Harnessing the Metaverse for corporate training: Identifying critical competencies through SF-BBWM and GINA

Published online by Cambridge University Press:  31 July 2025

Swati Garg
Affiliation:
Department of Business Administration, National Institute of Technology, Kurukshetra, Haryana, India
Chandra Sekhar*
Affiliation:
Department of Business Administration, National Institute of Technology, Kurukshetra, Haryana, India
Deepak Kumar
Affiliation:
Department of Computer Science and Information Technology, La Trobe University, Melbourne, Victoria, Australia
*
Corresponding author: Chandra Sekhar; Email: chandrasekhar0021@gmail.com
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Abstract

While conventional technologies like Zoom have limitations in interpersonal communication and a risk-free training environment in delivering comprehensive corporate training, the Metaverse provides immersive, face-to-face, interactive, and simulated learning opportunities. However, the literature highlights significant Metaverse adoption barriers and emphasises the need for interdisciplinary research-driven competency integration solutions. Furthermore, the present study investigates essential competencies human resource development professionals need to develop to implement Metaverse-based training, as a literature research gap. Anchored in the Critical Success Factor theory, the study has utilised the Spherical Fuzzy-Bayesian Best Worst Method and Grey Influence Analysis to prioritise and analyse the influential relations of the identified competencies. The findings highlight the significance of technical and gamification competency categories and competencies related to privacy and security, content loss, scripting, playability, and ethical and social responsibility. These findings signify the competencies for implementing the Metaverse for training by the human resource development professionals.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press in association with Australian and New Zealand Academy of Management.
Figure 0

Table 1. Metaverse definition(s)

Figure 1

Table 2. Metaverse competencies

Figure 2

Figure 1. Methodological flowchart.

Figure 3

Table 3. Details of the expert’s profile

Figure 4

Figure 2. Credal ranking of gamification competencies.

Figure 5

Table 4. Assignment of final weights and rankings under SF-BBWM

Figure 6

Figure 3. Grey responsibility, influence, and total coefficients four Metaverse competency categories.

Figure 7

Table 5. Grey responsibility, influence, and important coefficients

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