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Ne Clark Kentim Ne Süpermenim: Sanal Gerçeklik Perspektifinden Metaverse Etkinlik Deneyimi Üzerine Bir Çalışma

Year 2023, Volume: 6 Issue: 1-Cumhuriyet'in 100. Yılı Özel Sayısı, 420 - 438, 29.10.2023
https://doi.org/10.38021/asbid.1349809

Abstract

Günümüzde metaverse, sanal gerçeklik/artırılmış gerçeklik gibi teknolojilerin gelişmesiyle dünyanın dört bir yanından büyük ilgi görmektedir. Eğlence sektöründe de önemli bir yere sahip olan metaverse, fiziksel gerçekliği dijital sanallıkla birleştiren sürekli ve kalıcı çok kullanıcılı bir ortam olan gerçeklik sonrası evren olarak ifade edilmektedir. Bu çalışmanın amacı, üniversite öğrencilerinin sanal gerçeklik perspektifinden metaverse etkinlik deneyimine ilişkin deneyimlerini, düşüncelerini ve etkinlik sırasında yaşadıkları duyguları belirlemeye yöneliktir. Bu amaç doğrultusunda, Muş Alparslan Üniversitesi Spor Bilimleri Fakültesinde lisans öğrenimi gören 34 öğrenci araştırmaya dahil edilmiştir. Araştırma katılımcılarının seçiminde amaçlı örnekleme yöntemi kullanılmıştır. Katılımcılara yaklaşık 5 dakika süren Roller Coaster metaverse videosu izlettirildikten sonra derinlemesine görüşme tekniği kullanılmıştır. Katılımcıların Roller Coaster metaverse etkinliğine yönelik deneyimlerini keşfetmek için yapılan nitel araştırmada Süpermen, haz yolculuğu, korkusuz korkak, akış, duygu kuşağı ve FoMO olmak üzere altı ana tema ortaya çıkmıştır. Sonuç olarak, öğrencilerin bu deneyimden oldukça haz aldıkları ve bu sırada zamanın nasıl geçtiğini anlayamadıkları, korkularının üstesinden gelme aşamasında bu deneyimin bir basamak olduğu, yaşadıkları deneyim sayesinde farklı dünyalara ve duygulara geçiş yaptıkları, bu deneyimi yaşayan kişilerden eksik kalma korkularının olduğu ve gerçek dünyadaki tüm kısıtlamalardan uzaklaşarak özgür olma hissini yaşadıkları ortaya çıkmıştır.

References

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  • Kim, D., & Ko, Y. J. (2019). The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction. Computers in Human Behavior, 93(2019), 346-356. https://doi.org/10.1016/j.chb.2018.12.040
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  • Patton, M. Q. (2014). Qualitative research & evaluation methods: Integrating theory and practice. Sage publications, ThousandOaks, CA.
  • Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. Ieee Access, 10, 4209-4251. https://doi.org/10.1109/ACCESS.2021.3140175
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I am neither Clark Kent nor Superman: A Case Study of Experience in Virtual Activity in the Metaverse

Year 2023, Volume: 6 Issue: 1-Cumhuriyet'in 100. Yılı Özel Sayısı, 420 - 438, 29.10.2023
https://doi.org/10.38021/asbid.1349809

Abstract

The metaverse has gained attention as an important aspect of virtual word, but little is known about user experiences. This study aims to determine university students' experiences, thoughts, and feelings regarding the metaverse event experience from a virtual reality perspective. A qualitative research method including in-depth interview was utilized to collect data from 34 university students, using purposive sampling method. The interviews were applied after the participants experienced the Roller Coaster metaverse game, which lasted for about 5 minutes. In the qualitative research conducted to explore the participants' experiences with the Roller Coaster metaverse activity, six main themes emerged: Superman, Pleasure Journey, Fearless Coward, Flow, Emotion Zone, and Fear of Missing Out (FoMO). As a result, it was concluded that the students thoroughly enjoyed this experience. Moreover, they couldn't believe how quickly time passed, that this experience was a step toward overcoming their fears. They also added that the experience transitioned them to different worlds and emotions. Additionally, they had FoMO when someone else had this experience before them. Finally, it was revealed that they experienced the feeling of freedom by removing all real-world restrictions. This study might enable to the advancement of virtual reality environments, Metaverse, and leisure-based activities in particular and may reveal many potential research opportunities.

References

  • Argan, M., & Tokay Argan, M. (2018). Fomsumerism: A theoretical framework. International Journal of Marketing Studies, 10(2), 109-117. https://doi.org/10.5539/ijms.v10n2p109
  • Argan, M., & Tokay Argan, M. (2019). Toward a new understanding of FoMO: Fomsumerism. Journal of Theory and Practice in Marketing, 5(2), 277-302.
  • Argan, M., & Tokay Argan, M. (2020). Share or worry! Relationship among FOMO, social visibility and conspicuous sharing. Journal of Internet Applications and Management, 11(2), 63-80.
  • Argan, M., Tokay Argan, M., & Dinç, H. (2022). Take me to other universes! Metaverse event experience of users. Journal of Internet Applications and Management, 3(1), 33-53. https://doi.org/10.34231/iuyd.1123136
  • Armstrong, C. M., Reger, G. M., Edwards, J., Rizzo, A. A., Courtney, C. G., & Parsons, T. D. (2013). Validity of the Virtual Reality Stroop Task (VRST) in active duty military. Journal of Clinical and Experimental Neuropsychology, 35(2), 113-123. https://doi.org/10.1080/13803395.2012.740002
  • Aylan, F. K., & Aylan, S. (2020). Reflection of virtual reality and augmented reality applications to recreational activities: Digital recreation. Journal of Turkish Tourism Research, 4(3), 2746-2760. https://doi.org/10.26677/TR1010.2020.507
  • Blumenfeld‐Jones, D. (1995). Fidelity as a riterion for practicing and evaluating narrative inquiry. International Journal of Qualitative Studies in Education, 8(1), 25-35. https://doi.org/10.1080/0951839950080104
  • Braun, V., & Clarke, V. (2006). Using the maticanalysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa
  • Bryman, A. (2016). Social Research Methods. 5th edition. Oxford University Press, London.
  • Chen, M., Saad, W., & Yin, C. (2018). Virtual reality over wireless networks: Quality-of-service model and learning-based resource management. IEEE Transactions on Communications, 66(11), 5621-5635. https://doi.org/10.1109/TCOMM.2018.2850303
  • Choi, Y. H., Jang, D. P., Ku, J. H., Shin, M. B., & Kim, S. I. (2001). Short-term treatment of acrophobia with Virtual Reality Therapy (VRT): A case report. Cyberpsychology and Behavior, 4(3), 349-454. https://doi.org/10.1089/109493101300210240
  • Coleman, D., & Iso-Ahola, S. E. (1993). Leisure and health: The role of social support and self-determination. Journal of Leisure Research, 25(2), 111-128. https://doi.org/10.1080/00222216.1993.11969913
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. In Proceedings of the 29th ACM International Conference on Multimedia, 153-161. https://doi.org/10.1145/3474085.3479238
  • El-Said, O., & Aziz, H. (2021). Virtual tours a means to an end: An analysis of virtual tours’ role in tourism recovery post COVID-19. Journal of Travel Research, 61(3), 528-548. https://doi.org/10.1177/0047287521997567
  • Gadalla, E., Keeling, K., & Abosag, I. (2013). Metaverse-retail service quality: A future framework for retail service quality in the 3D internet. Journal of Marketing Management, 29(13-14), 1493-1517. https://doi.org/10.1080/0267257X.2013.835742
  • Günbayı, İ. (2019). Nitel araştırmada veri analizi: Tema analizi, betimsel analiz, içerik analizi ve analitik genelleme (Data analysis in qualitative research: Theme analysis, descriptive analysis, content analysis and analytical generalization). http://www. nirvanasosyal.com/h-392-nitel-arastirmada-veri-analizi-tema-analizi-betimsel-analiz-icerik-analizi-ve-analitik-genelleme.html. Access: 08.2023.
  • Häfner, P., Häfner, V., & Ovtcharova, J. (2013). Teaching methodology for virtual reality practical course in engineering education. Procedia Computer Science, 25(2013), 251-260. https://doi.org/10.1016/j.procs.2013.11.031
  • Han, S. L., An, M., Han, J. J., & Lee, J. (2020). Telepresence, time distortion, and consumer traits of virtual reality shopping. Journal of Business Research, 118(2020), 311-320. https://doi.org/10.1016/j.jbusres.2020.06.056
  • Han, D. I. D., Bergs, Y., & Moorhouse, N. (2022). Virtual reality consumer experience escapes: Preparing for the metaverse. Virtual Reality, 1-16. https://doi.org/10.1007/s10055-022-00641-7
  • Hovan George, A.S., Fernando, M., Shaji George, A., Baskar, T., & Pandey, D. (2021). Metaverse: The next stage of human culture and the Internet. International Journal of Advanced Research Trends in Engineering and Technology (IJARTET), 8(12), 1-10. https://doi.org/10.5281/zenodo.6548172
  • Juan, M. C., & Pérez, D. (2009). Comparison of the levels of presence and anxiety in an acrophobic environment viewed via HMD or CAVE. Presence: Teleoperators and Virtual Environments, 18(3), 232-248. https://doi.org/10.1162/pres.18.3.232
  • Kaleci, D., Tepe, T., & Tüzün, H. (2017). Users’ opinions of experiences in three dimensional virtual reality environments. The Journal of Turkish Social Research, 21(3), 669-689.
  • Khan, R., Plahouras, J., Johnston, B. C., Scaffidi, M. A., Grover, S. C., & Walsh, C. M. (2018). Virtual reality simulation training for health professions trainees in gastrointestinal endoscopy. Cochrane Database of Systematic Reviews, 8, CD008237 https://doi.org/10.1002/14651858.CD008237.pub3
  • Khor, W. S., Baker, B., Amin, K., Chan, A., Patel, K., & Wong, J. (2016). Augmented and virtual reality in surgery-the digital surgical environment: Applications, limitations and legal pitfalls. Annals of Translational Medicine, 4(23), 454. https://doi.org/10.21037/atm.2016.12.23
  • Kim, M. J., & Hall, C. M. (2019). A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors. International Journal of Information Management, 46(2019), 236-249. https://doi.org/10.1016/j.ijinfomgt.2018.11.016
  • Kim, D., & Ko, Y. J. (2019). The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction. Computers in Human Behavior, 93(2019), 346-356. https://doi.org/10.1016/j.chb.2018.12.040
  • Kim, Y. M., Rhiu, I., & Yun, M. H. (2020). A systematic review of a virtual reality system from the perspective of user experience. International Journal of Human–Computer Interaction, 36(10), 893-910. https://doi.org/10.1080/10447318.2019.1699746
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. Journal of Latex Class Files, 14(8), 1-66. https://doi.org/10.48550/arXiv.2110.05352
  • Li, Y., Jin, Y., Yin, Y., & Shen, H. (2008). Simulation of shallow-water waves in coastal region for marine simulator. In Proceedings of The 7th Acm Siggraph International Conference on Virtual-Reality Continuum and Its Applications in Industry, 15, 1-5. https://doi.org/10.1145/1477862.1477882
  • Lincoln, Y. S., & Denzin, N. K. (Ed.s.). (2000). The hand book of qualitative research. Sage.
  • Melo, M., Gonçalves, G., Monteiro, P., Coelho, H., Vasconcelos-Raposo, J., & Bessa, M. (2022). Do multisensory stimuli benefit the virtual reality experience? A systematic review. IEEE Transactions on Visualization and Computer Graphics, 28(2), 1428-1442. https://doi.org/10.1109/TVCG.2020.3010088
  • Moro-Visconti, R. (2022). From physical reality to the metaverse: A multilayer network valuation. Journal of Metaverse, 2(1), 16-22.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2, 486-497. https://doi.org/10.3390/encyclopedia2010031
  • Nakamura, J., & Csikszentmihalyi, M. (2014). The concept of flow. In Flow and the Foundations of Positive Psychology, pp. 239-263, Springer, Dordrecht.
  • Odabaşı, Y. (2006). Tüketim kültürü (consumption culture). Istanbul: Sistem Publishing.
  • Ondrejka, C. (2004). Escaping the gilded cage: User created content and building the metaverse, NYL Sch. L. Rev., 49(1), 11-28.
  • Patton, M. Q. (2014). Qualitative research & evaluation methods: Integrating theory and practice. Sage publications, ThousandOaks, CA.
  • Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. Ieee Access, 10, 4209-4251. https://doi.org/10.1109/ACCESS.2021.3140175
  • Pendit, U. C., Mahzan, M. B., Basir, M. D. F. B. M., Mahadzir, M. B., & Binti Musa, S. N. (2017). Virtual reality escape room: The last breakout. In 2017 2nd International Conference on Information Technology (INCIT), 1-4. https://doi.org/10.1109/INCIT.2017.8257884
  • Pomfret, G. (2006). Mountaineering adventure tourists: A conceptual framework for research. Tourism Management, 27(1), 113-123. https://doi.org/10.1016/j.tourman.2004.08.003
  • Ranasinghe, N., Jain, P., Thi Ngoc Tram, N., Koh, K. C. R., Tolley, D., Karwita, S., ... & Do, E.Y.L. (2018). Season traveller: Multisensory narration for enhancing the virtual reality experience. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems,1-13. https://doi.org/10.1145/3173574.3174151
  • Rothbaum, B. O., Hodges, L., Kooper, R., Opdyke, D., Williford, J. S., & North, M. (1995a). Virtual reality graded exposure in the treatment of acrophobia: A case report. Behavior Therapy, 26(3), 547-554. https://doi.org/10.1016/S0005-7894(05)80100-5
  • Rothbaum, B. O., Hodges, L., Kooper, R., Opdyke, D., Williford, J. S., & North, M. (1995b). Effectiveness of computer generated (virtual reality) graded exposure in the treatment of acrophobia. American Journal of Psychiatry, 1(152), 626-628.
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There are 53 citations in total.

Details

Primary Language English
Subjects Sports and Recreation
Journal Section Arşiv
Authors

Gözde Yetim 0000-0002-4345-4251

Metin Argan 0000-0002-9570-0469

Halime Dinç 0000-0002-2391-5508

Early Pub Date October 22, 2023
Publication Date October 29, 2023
Submission Date August 25, 2023
Acceptance Date September 14, 2023
Published in Issue Year 2023 Volume: 6 Issue: 1-Cumhuriyet'in 100. Yılı Özel Sayısı

Cite

APA Yetim, G., Argan, M., & Dinç, H. (2023). I am neither Clark Kent nor Superman: A Case Study of Experience in Virtual Activity in the Metaverse. Akdeniz Spor Bilimleri Dergisi, 6(1-Cumhuriyet’in 100. Yılı Özel Sayısı), 420-438. https://doi.org/10.38021/asbid.1349809

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Mediterranean Journal of Sport Science (MJSS) is licensed under a Creative Commons Attribution 4.0 International License CC BY-NC 4.0 .

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