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METAVERSE TOPLUMU: KİMLİK, MEKÂN VE YENİ TOPLULUK BİLİNCİ

Year 2022, Volume: 36 Issue: 4, 1792 - 1812, 30.12.2022
https://doi.org/10.48070/erciyesakademi.1159046

Abstract

İlk olarak 1992 yılında kurgusal bir biçimde tanımlanmış olan “Metaverse”, günümüz teknolojisi ile bir arada düşünüldüğünde bireylerin kendilerini zihinsel olarak içinde hissettikleri yeni bir evren modelidir. İlk örnekleri dijital oyun teknolojisi üzerine kurulu siber deneyimlerden başlayarak gündelik yaşama dâhil edilen bu evren, büyük teknoloji şirketlerinin ilgisinin bu alana kayması ile birçok uzman ve kurum tarafından “internetin geleceği” olarak kabul edilmiştir. Siber gerçeklik ile insanoğlunun yaşamına girmeye başlayan çevrimiçi yaşam, “Metaverse” ile bir boyut daha atlayarak gerçek dünya ile siber dünyanın kesiştiği ancak ikisinin de ötesinde bulunan bir noktaya yerleşmiş, fiziksel gerçekliği dahi ele geçirmiştir. Özellikle Yeni Koronavirüs Pandemisiyle birlikte yaşamın tüm alanlarına dâhil edilen çevrimiçi sürecin devamı olarak kabul edilen Metaverse; fiziksel bilgi, beceri ve tecrübelerin bilişsel bir aktarımıdır. Kullanıcılarına tıptan sanata birçok alanda işlevsel deneyim alanları açan Metaverse, merkeziyetsiz olması nedeniyle geleneksel toplum düzenine alternatif yeni bir toplum yaratabilir. Bu yönüyle kimlik, mekân gibi toplumsallığı belirleyen unsurları da merkeziyetsiz kılmaktadır. Belirtilenler ekseninde çalışma, Metaverse teknolojisini ve getirdiği yenilikleri, toplumsalı oluşturan öğeler çerçevesinde bireyden topluma; mekân, kimlik ve toplum eksenli bir çerçevede literatür taraması ile sorgulamıştır. Literatür taraması için kullanılan veri tabanları Ebscohost, Scopus, Web of Science ve ProQuest’tir. Bu veri tabanlarında yer alan 82 adet yayın ele alınmış ve Metaverse’te kimlik ve mekân çalışmaları ile ilgili olarak belirlenmiştir. Bu çalışmalardan hareketle Metaverse’ün kültürlerarası etkileşimi artırma potansiyeli dikkate sunularak yeni topluluk bilincinin eskisinden çok daha farklı bir alanda ve tamamıyla farklı değerler etrafında oluşacağı sonucuna varılmıştır.

Thanks

Sayın Hocam, Emekleriniz için teşekkür eder, saygılar sunarım.

References

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METAVERSE SOCIETY: IDENTITY, SPACE AND NEW COMMUNITY

Year 2022, Volume: 36 Issue: 4, 1792 - 1812, 30.12.2022
https://doi.org/10.48070/erciyesakademi.1159046

Abstract

First defined fictionally in 1992, "Metaverse" is a new universe model in which individuals feel themselves mentally when considered together with today's technology. This universe, which has been included in daily life starting from cyber experiences, the first examples of which are based on digital game technology, has been accepted as the "future of the internet" by many experts and institutions as the attention of big technology companies has shifted to this field. Online life, which started to enter the life of human beings with cyber reality, has taken another dimension with the “Metaverse” and settled at a point where the real world and the cyber world intersect, but beyond both, even taking over the physical reality. Metaverse, which is considered as the continuation of the online process included in all areas of life, especially with the New Coronavirus Pandemic, can be defined as a cognitive transfer of physical knowledge, skills, and experiences. Metaverse, which opens functional areas of experience to its users in many fields from medicine to art, can create a new society that is an alternative to the traditional social order due to its decentralization. In this respect, it also decentralizes the elements that determine sociality such as identity and space. In line with what has been stated, the study has questioned the Metaverse technology and the innovations it brings, with a literature review within the framework of the elements that make up the social, from the individual to the society, in the axis of space, identity, and society. Databases used for literature search are Ebscohost, Scopus, Web of Science and ProQuest. 82 publications in these databases were discussed and identified in relation to identity and space studies in Metaverse. Based on these studies, considering the potential of Metaverse to increase intercultural interaction, it has been concluded that the new community consciousness will be formed in a very different area and around completely different values than before.

References

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  • Dionisio, J. D. N., Burns, W. G., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys, 45(3), 1-38.
  • Doğu, T., & Deligöz, M. V. (2017). Memory Box: an experiment on urban collective memory. MEGARON/Yıldız Technical University, Faculty of Architecture E-Journal, 12(4), 545–552. http://doi.org/10.5505/megaron.2017.09226
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  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. MM 2021 - Proceedings of the 29th ACM International Conference on Multimedia, 153–161. http://doi.org/10.1145/3474085.3479238
  • Ducuing, C. (2019). How to make sure my cryptokitties are here forever? The complementary roles of blockchain and the law to bring trust. European Journal of Risk Regulation, 10(2), 315–329. http://doi.org/10.1017/err.2019.39
  • Erkal, A. (2021). Avrupa insan hakları mahkemesinin yeni medyada ifade özgürlüğü içtihadı. Asya Studies, 18, 307–316. https://doi.org/10.31455/asya.654343
  • Eventdao, (2022, Ocak 09). What’s EventDAO?. http://eventdao.medium.com/whats-eventdao-44f9247cf5c9
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  • Gartner, (2022, Ocak 09). What is a metaverse? http://www.gartner.com/en/articles/what-is-a-metaverse/
  • Goanta, C. (2020). Selling LAND in Decentraland: The regime of non-fungible tokens on the ethereum blockchain under the digital content directive. İçinde A. Lehavi, R. Levine-Schnur (Eds.), Disruptive technology, legal ınnovation, and the future of real estate (ss. 139-154). Springer. http://doi.org/10.1007/978-3-030-52387-9_8
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  • Ibelings, H. (1998). Supermodernism: Architecture in the age of globalization. NAi Publishers.
  • Frey, D., Royan, J., Piegay, R., Kermarrec, A. M., Anceaume, E., & Le Fessant, F. (2008). Solipsis: A decentralized architecture for virtual environments. 1st ınternational workshop on massively multiuser virtual environments, Mart 2008, (ss. 29–33). Reno, NV, United States. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.163.2404&rep=rep1&type=pdf
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  • Kaypakoğlu, S. (2000). Kimlik sorunları ve iletişim. Der Yayıncılık.
  • Kılınç, Ş. (2021, Aralık 30). Özlemiştik: Wikipedia, Türkiye'de tekrar erişime açıldı. http://web.archive.org/web/20200116104037/https://www.webtekno.com/wikipedia-vikipedi-erisim-acildi-h83732.html
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There are 66 citations in total.

Details

Primary Language Turkish
Subjects Architecture
Journal Section Articles
Authors

Filiz Güven 0000-0002-9123-929X

İlkim Güven 0000-0001-9203-8302

Publication Date December 30, 2022
Submission Date August 8, 2022
Published in Issue Year 2022 Volume: 36 Issue: 4

Cite

APA Güven, F., & Güven, İ. (2022). METAVERSE TOPLUMU: KİMLİK, MEKÂN VE YENİ TOPLULUK BİLİNCİ. Erciyes Akademi, 36(4), 1792-1812. https://doi.org/10.48070/erciyesakademi.1159046

ERCİYES AKADEMİ | 2021 | erciyesakademi@erciyes.edu.tr Bu eser Creative Commons Atıf-Gayri Ticari-Türetilemez 4.0 Uluslararası Lisansı ile lisanslanmıştır.