This research identifies critical competencies for implementing metaverse training in human resource development, highlighting gamification and security.
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.
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Garg et al. (2025) studied this question.
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