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The Metaverse Effect on The Future of Digital Games

Year 2023, Volume: 8 Issue: 17, 294 - 317, 31.01.2023
https://doi.org/10.37679/trta.1198870

Abstract

Metaverse technologies, which combine physical reality with virtual environment, have the potential to deeply affect working life, education world, economic system and daily routines. Video games, which have become a part of our lives, have become a common part of different user activities with the developing technology and digitalization. Digital games are currently the most popular and widespread Metaverse application. In this study, the place of Metaverse in the future of the digital game world is discussed by scanning the international literature. By examining the qualitative studies published in the last few years, evaluations about how digital games have evolved into Metaverse games, the characteristics of this transformation are presented, and the subject is discussed within the framework of the opportunities, areas of influence and potential problems that Metaverse offers to the digital game industry. Digital games and gaming culture are becoming critical in determining what people will actually do in the Metaverse and in understanding how a Metaverse culture can emerge and its characte ristics. Accordingly, it is possible to say that with Metaverse, digital games have transformed from an individual entertainment to a social experience, and the definition of the concept of game and its spheres of influence will change deeply. Innovative and realistic experiences that Metaverse will offer to users will change daily life and will differentiate people's view of the digital world.

References

  • Ahn, S.J., Kim, J. ve Kim, J. (2022). The bifold triadic relationships framework: A theoretical primer for advertising research in the metaverse. Journal of Advertising, 51 (5): 592-607.
  • Akı, V. (2022). BigTech’lerde metaverse yarışı var. Dünya Gazetesi, https://www.dunya.com/kose-yazisi/bigtechlerde-metaverse-yarisi-var/654080, Erişim: 18.09.2022.
  • Anderson, J. ve Rainie, L. (2022). The Metaverse in 2040. Pew Research Center.
  • Bakker, M. D. J., Boonstra, N., Nijboer, T. C. W., Holstege, M. S., Achterberg, W. P. ve Chavannes, N. H. (2020). The design choices for the development of an Augmented Reality game for people with visuospatial neglect. Clinical eHealth, 3: 82-88.
  • Ball, M. (2022). The metaverse: and how it will revolutionize everything. Liveright Publishing.
  • Cheah, I., Shimul, A.S. ve Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39 (5): 937-950.
  • Chia, A. (2022). The metaverse, but not the way you think: game engines and automation beyond game development. Critical Studies in Media Communication, 1-10.
  • Christopoulos, A., Mystakidis, S., Pellas, N. ve Laakso, M.J. (2021). ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers 2021, 10, 92.
  • Cui, H., Xu, Z. ve Yao, C. (2022). Will the Metaverse Be the Future of the Internet?. 8th International Conference on Humanities and Social Science Research (ICHSSR 2022), 2165-2170.
  • Damar, M. (2021). Metaverse Shape of Your Life for Future: A bibliometric snapshot. Journal of Metaverse, 1 (1): 1-8.
  • Dyulicheva, Y.Y. ve Glazieva, A.O. (2021). Game based learning with artificial intelligence and immersive technologies: an overview. CEUR Workshop Proceedings. 146-159.
  • Epic Games. (2022). Meet the MetaHumans: High-fidelity humans in minutes. https://www.unrealengine.com/en-US/digital-humans, Erişim: 15.09.2022.
  • Evans, L., Frith, J. ve Saker, M. (2022). Gaming Worlds. Microverse to Metaverse (pp. 33-40). Emerald Publishing Limited.
  • Fernandez, C.B., ve Hui, P. (2022). Life, the Metaverse and Everything: An Overview of Privacy, Ethics, and Governance in Metaverse. arXiv preprint arXiv:2204.01480.
  • Gaming in Turkey (2022). Türkiye Oyun Sektörü 2021 Raporu. https://www.gaminginturkey.com/turkiye-oyun-sektoru-raporu-2021.pdf. Erişim: 02.09.2022.
  • Han, DI.D., Bergs, Y. ve Moorhouse, N. (2022). Virtual reality consumer experience escapes: preparing for the metaverse. Virtual Reality, 1-16.
  • Hollensen, S., Kotler, P. ve Opresnik, M. O. (2022). Metaverse–the new marketing universe. Journal of Business Strategy.
  • Huang, J., Sun, P. ve Zhang, W. (2022). Analysis of the Future Prospects for the Metaverse. 7th International Conference on Financial Innovation and Economic Development, 1899-1904.
  • Jahn, K., Kordyaka, B., Machulska, A., Eiler, T. J., Gruenewald, A., Klucken, T., ... Niehaves, B. (2021). Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Computers in Human Behavior, 119, 106702.
  • Jeon, H.J., Youn, H.C., Ko, S.M. ve Kim, T.H. (2022): Blockchain and AI meet in the metaverse. Advances in the Convergence of Blockchain and Artificial Intelligence, 73.
  • Jungherr, A. ve Schlarb, D.B. (2022). The Extended Reach of Game Engine Companies: How Companies Like Epic Games and Unity Technologies Provide Platforms for Extended Reality Applications and the Metaverse. Social Media + Society, 8 (2): 1-12.
  • Kuss, D.J., Louws, J. ve Wiers, R.W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15 (9): 480-485.
  • Kye, B., Han, N., Kim, E., Park, Y. ve Jo, S. (2021). Educational applications of metaverse: possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18.
  • Lieberman, D.A., Fisk, M.C. ve Biely, E. (2009). Digital games for young children ages three to six: From research to design. Computers in the Schools, 26 (4): 299-313.
  • Milanesi, M., Guercini, S. ve Runfola, A. (2022). Let’s play! Gamification as a marketing tool to deliver a digital luxury experience. Electronic Commerce Research, 1-18.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2022 (2): 486–497.
  • Narin, N.G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1 (1): 17-24.
  • Nevelsteen, K.J.L. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29 (1).
  • Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J. ve Daneshmand, M. (2021). A survey on metaverse: the state-of-the-art, technologies, applications, and challenges. arXiv preprint arXiv:2111.09673.
  • Özseyhan, E. (2021). Grayscale Metaverse’ün Büyük Bir Fırsat Olduğunu Düşünüyor. https://muhabbit.com/grayscale-metaverseun-buyuk-bir-firsat-oldugunu-dusunuyor. Erişim: 13.09.2022.
  • Pakanen, M., Alavesa, P., Berkel, N.V., Koskela, T. ve Ojala, T. (2022). Nice to see you virtually: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems, Entertainment Computing, 40: 100457.
  • Park, S.M. ve Kim, Y.G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. IEEE Access, 10: 4209-4251.
  • Riva, G., Di Lernia, D. ve Sajno, E. (2021). Virtual reality therapy in the Metaverse: merging VR for the outside with VR for the inside. Annual Review of Cybertherapy & Telemedicine, 19: 3-8.
  • Rospigliosi, P.A. (2022). Adopting the metaverse for learning environments means more use of deep learning artificial intelligence: this presents challenges and problems. Interactive Learning Environments, 30 (9), 1573-1576.
  • Sahay, S., Mahajan, N., Malik, S. ve Kaur, J. (2022). Metaverse: Research Based Analysis and Impact on Economy and Business. 2nd Asian Conference on Innovation in Technology (ASIANCON). IEEE. 1-8.
  • Samur, Y. (2022). Dijital Oyunlar. TRT Akademi, 16: 821-823.
  • Shin, D. (2022). The actualization of meta affordances: Conceptualizing affordance actualization in the metaverse games. Computers in Human Behavior, 133, 107292.
  • Shin, E. ve Kim, J.H. (2022). The Metaverse and Video Games: Merging Media to Improve Soft Skills Training. Journal of Internet Computing and Services, 23 (1): 69-76.
  • Subramanian, S., Dahl, Y., Skjæret Maroni, N., Vereijken, B. ve Svanæs, D. (2020). Assessing motivational differences between young and older adults when playing an exergame. Games For Health Journal, 9 (1): 24–30.
  • Tayal, S., Rajagopal, K. ve Mahajan, V. (2022). Virtual Reality based Metaverse of Gamification. 6th International Conference on Computing Methodologies and Communication, 1597-1604.
  • The Economist. (2022) The video-game industry has metaverse ambitions, too. https://www.economist.com/business/the-video-game-industry-has-metaverse-ambitions-too/21806341. Erişim: 12.09.2022.
  • TRT Haber. (2022). Metaverse arsa satışları 500 milyon doları aştı. https://www.trthaber.com/haber/bilim-teknoloji/metaverse-arsa-satislari-500-milyon-dolari-asti Erişim: 23.09.2022.
  • Thoits, P.A. (2010). Stress and health: Major findings and policy implications. Journal of Health and Social Behavior, 51 (S): S41-S53.
  • Unity Technologies. (2022). Unity Metacast: The real-time 3D engine powering the future of sports. https://unity.com/sports, Erişim: 15.09.2022.
  • Wang, Y., Su, Z., Zhang, N., Liu, D., Xing, R., Luan, T.H. ve Shen, X. (2022) A Survey on Metaverse: Fundamentals, Security, and Privacy. arXiv preprint arXiv:2203.02662.
  • Wiederhold, B.K. (2022). Metaverse Games: Game Changer for Healthcare? Cyberpsychology, Behavior, and Social Networking, 25 (5): 267-269.
  • Xi, N., Chen, J., Gama, F., Riar, M. ve Hamari, J. (2022). The challenges of entering the metaverse: An experiment on the effect of extended reality on workload. Information Systems Frontiers, 1-22.
  • Yuan, Y. ve Yang, Y. (2022). Embracing the metaverse: Mechanism and logic of a new digital economy. Metaverse, 3 (2): 1-15.

Dijital Oyunların Geleceğinde Metaverse Etkisi

Year 2023, Volume: 8 Issue: 17, 294 - 317, 31.01.2023
https://doi.org/10.37679/trta.1198870

Abstract

Fiziksel gerçekliği sanal ortamla birleştiren Metaverse teknolojileri, çalışma hayatını, eğitim dünyasını, ekonomik sistemi ve günlük rutinleri derinden etkileyecek bir potansiyele sahiptir. Hayatımızın bir parçası hâline gelen video oyunları ise gelişen teknoloji ve dijitalleşme ile birlikte farklı kullanıcı aktivitelerinin yaygın bir parçası hâline gelmiştir. Dijital oyunlar hâlihazırda en popüler ve yaygın Metaverse uygulamasıdır. Bu çalışmada ağırlıklı olarak uluslararası literatür taranarak Metaverse’ün dijital oyun dünyasının geleceğindeki yeri ele alınmaktadır. Son birkaç yıl içerisinde yayımlanan nitelikli araştırmalar incelenerek dijital oyunların nasıl Metaverse oyunlarına evrildiği, bu dönüşümün özellikleri ile ilgili değerlendirmeler sunulmakta ve Metaverse’ün dijital oyun sektörüne sunduğu fırsatlar, etki alanları ve olası sorunlar çerçevesinde konu tartışılmaktadır. Dijital oyunlar ve oyun kültürü, insanların Metaverse’te gerçekte ne yapacaklarını belirlemede ve bir Metaverse kültürünün nasıl ortaya çıkabileceğini ve bu kültürün özelliklerini anlamada kritik hâle gelmektedir. Buna göre Metaverse ile birlikte dijital oyunların bireysel bir eğlenceden sosyal bir deneyime dönüştüğünü, oyun kavramının tanımının ve etki alanlarının derinden değişeceğini söylemek mümkündür. Metaverse’ün kullanıcılara sunacağı yenilikçi ve gerçekçi deneyimler günlük hayatı değiştirecek, insanların dijital dünyaya bakışını farklılaştıracaktır.

References

  • Ahn, S.J., Kim, J. ve Kim, J. (2022). The bifold triadic relationships framework: A theoretical primer for advertising research in the metaverse. Journal of Advertising, 51 (5): 592-607.
  • Akı, V. (2022). BigTech’lerde metaverse yarışı var. Dünya Gazetesi, https://www.dunya.com/kose-yazisi/bigtechlerde-metaverse-yarisi-var/654080, Erişim: 18.09.2022.
  • Anderson, J. ve Rainie, L. (2022). The Metaverse in 2040. Pew Research Center.
  • Bakker, M. D. J., Boonstra, N., Nijboer, T. C. W., Holstege, M. S., Achterberg, W. P. ve Chavannes, N. H. (2020). The design choices for the development of an Augmented Reality game for people with visuospatial neglect. Clinical eHealth, 3: 82-88.
  • Ball, M. (2022). The metaverse: and how it will revolutionize everything. Liveright Publishing.
  • Cheah, I., Shimul, A.S. ve Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39 (5): 937-950.
  • Chia, A. (2022). The metaverse, but not the way you think: game engines and automation beyond game development. Critical Studies in Media Communication, 1-10.
  • Christopoulos, A., Mystakidis, S., Pellas, N. ve Laakso, M.J. (2021). ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers 2021, 10, 92.
  • Cui, H., Xu, Z. ve Yao, C. (2022). Will the Metaverse Be the Future of the Internet?. 8th International Conference on Humanities and Social Science Research (ICHSSR 2022), 2165-2170.
  • Damar, M. (2021). Metaverse Shape of Your Life for Future: A bibliometric snapshot. Journal of Metaverse, 1 (1): 1-8.
  • Dyulicheva, Y.Y. ve Glazieva, A.O. (2021). Game based learning with artificial intelligence and immersive technologies: an overview. CEUR Workshop Proceedings. 146-159.
  • Epic Games. (2022). Meet the MetaHumans: High-fidelity humans in minutes. https://www.unrealengine.com/en-US/digital-humans, Erişim: 15.09.2022.
  • Evans, L., Frith, J. ve Saker, M. (2022). Gaming Worlds. Microverse to Metaverse (pp. 33-40). Emerald Publishing Limited.
  • Fernandez, C.B., ve Hui, P. (2022). Life, the Metaverse and Everything: An Overview of Privacy, Ethics, and Governance in Metaverse. arXiv preprint arXiv:2204.01480.
  • Gaming in Turkey (2022). Türkiye Oyun Sektörü 2021 Raporu. https://www.gaminginturkey.com/turkiye-oyun-sektoru-raporu-2021.pdf. Erişim: 02.09.2022.
  • Han, DI.D., Bergs, Y. ve Moorhouse, N. (2022). Virtual reality consumer experience escapes: preparing for the metaverse. Virtual Reality, 1-16.
  • Hollensen, S., Kotler, P. ve Opresnik, M. O. (2022). Metaverse–the new marketing universe. Journal of Business Strategy.
  • Huang, J., Sun, P. ve Zhang, W. (2022). Analysis of the Future Prospects for the Metaverse. 7th International Conference on Financial Innovation and Economic Development, 1899-1904.
  • Jahn, K., Kordyaka, B., Machulska, A., Eiler, T. J., Gruenewald, A., Klucken, T., ... Niehaves, B. (2021). Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Computers in Human Behavior, 119, 106702.
  • Jeon, H.J., Youn, H.C., Ko, S.M. ve Kim, T.H. (2022): Blockchain and AI meet in the metaverse. Advances in the Convergence of Blockchain and Artificial Intelligence, 73.
  • Jungherr, A. ve Schlarb, D.B. (2022). The Extended Reach of Game Engine Companies: How Companies Like Epic Games and Unity Technologies Provide Platforms for Extended Reality Applications and the Metaverse. Social Media + Society, 8 (2): 1-12.
  • Kuss, D.J., Louws, J. ve Wiers, R.W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15 (9): 480-485.
  • Kye, B., Han, N., Kim, E., Park, Y. ve Jo, S. (2021). Educational applications of metaverse: possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18.
  • Lieberman, D.A., Fisk, M.C. ve Biely, E. (2009). Digital games for young children ages three to six: From research to design. Computers in the Schools, 26 (4): 299-313.
  • Milanesi, M., Guercini, S. ve Runfola, A. (2022). Let’s play! Gamification as a marketing tool to deliver a digital luxury experience. Electronic Commerce Research, 1-18.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2022 (2): 486–497.
  • Narin, N.G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1 (1): 17-24.
  • Nevelsteen, K.J.L. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29 (1).
  • Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J. ve Daneshmand, M. (2021). A survey on metaverse: the state-of-the-art, technologies, applications, and challenges. arXiv preprint arXiv:2111.09673.
  • Özseyhan, E. (2021). Grayscale Metaverse’ün Büyük Bir Fırsat Olduğunu Düşünüyor. https://muhabbit.com/grayscale-metaverseun-buyuk-bir-firsat-oldugunu-dusunuyor. Erişim: 13.09.2022.
  • Pakanen, M., Alavesa, P., Berkel, N.V., Koskela, T. ve Ojala, T. (2022). Nice to see you virtually: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems, Entertainment Computing, 40: 100457.
  • Park, S.M. ve Kim, Y.G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. IEEE Access, 10: 4209-4251.
  • Riva, G., Di Lernia, D. ve Sajno, E. (2021). Virtual reality therapy in the Metaverse: merging VR for the outside with VR for the inside. Annual Review of Cybertherapy & Telemedicine, 19: 3-8.
  • Rospigliosi, P.A. (2022). Adopting the metaverse for learning environments means more use of deep learning artificial intelligence: this presents challenges and problems. Interactive Learning Environments, 30 (9), 1573-1576.
  • Sahay, S., Mahajan, N., Malik, S. ve Kaur, J. (2022). Metaverse: Research Based Analysis and Impact on Economy and Business. 2nd Asian Conference on Innovation in Technology (ASIANCON). IEEE. 1-8.
  • Samur, Y. (2022). Dijital Oyunlar. TRT Akademi, 16: 821-823.
  • Shin, D. (2022). The actualization of meta affordances: Conceptualizing affordance actualization in the metaverse games. Computers in Human Behavior, 133, 107292.
  • Shin, E. ve Kim, J.H. (2022). The Metaverse and Video Games: Merging Media to Improve Soft Skills Training. Journal of Internet Computing and Services, 23 (1): 69-76.
  • Subramanian, S., Dahl, Y., Skjæret Maroni, N., Vereijken, B. ve Svanæs, D. (2020). Assessing motivational differences between young and older adults when playing an exergame. Games For Health Journal, 9 (1): 24–30.
  • Tayal, S., Rajagopal, K. ve Mahajan, V. (2022). Virtual Reality based Metaverse of Gamification. 6th International Conference on Computing Methodologies and Communication, 1597-1604.
  • The Economist. (2022) The video-game industry has metaverse ambitions, too. https://www.economist.com/business/the-video-game-industry-has-metaverse-ambitions-too/21806341. Erişim: 12.09.2022.
  • TRT Haber. (2022). Metaverse arsa satışları 500 milyon doları aştı. https://www.trthaber.com/haber/bilim-teknoloji/metaverse-arsa-satislari-500-milyon-dolari-asti Erişim: 23.09.2022.
  • Thoits, P.A. (2010). Stress and health: Major findings and policy implications. Journal of Health and Social Behavior, 51 (S): S41-S53.
  • Unity Technologies. (2022). Unity Metacast: The real-time 3D engine powering the future of sports. https://unity.com/sports, Erişim: 15.09.2022.
  • Wang, Y., Su, Z., Zhang, N., Liu, D., Xing, R., Luan, T.H. ve Shen, X. (2022) A Survey on Metaverse: Fundamentals, Security, and Privacy. arXiv preprint arXiv:2203.02662.
  • Wiederhold, B.K. (2022). Metaverse Games: Game Changer for Healthcare? Cyberpsychology, Behavior, and Social Networking, 25 (5): 267-269.
  • Xi, N., Chen, J., Gama, F., Riar, M. ve Hamari, J. (2022). The challenges of entering the metaverse: An experiment on the effect of extended reality on workload. Information Systems Frontiers, 1-22.
  • Yuan, Y. ve Yang, Y. (2022). Embracing the metaverse: Mechanism and logic of a new digital economy. Metaverse, 3 (2): 1-15.
There are 48 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Articles
Authors

Mevlüt Hürol Mete 0000-0002-7288-3434

Publication Date January 31, 2023
Submission Date November 4, 2022
Acceptance Date January 11, 2023
Published in Issue Year 2023 Volume: 8 Issue: 17

Cite

APA Mete, M. H. (2023). Dijital Oyunların Geleceğinde Metaverse Etkisi. TRT Akademi, 8(17), 294-317. https://doi.org/10.37679/trta.1198870