Research Article

The Age Beyond Sports: User Experience in the World of Metaverse

Volume: 3 Number: 1 June 30, 2023
EN

The Age Beyond Sports: User Experience in the World of Metaverse

Abstract

A platform for augmented reality called Metaverse enables users to build interactive experiences that combine the virtual and real worlds. Additionally, it can be considered a virtual version of the concept or idea of cyberspace. People have many alternative options in Metaverse but they mostly use their choise by gaming. Therefore, this study examining the opinions of the participants who experienced the Nikeland sports game, which is the initiative of the Nike sports brand in the metaverse. Within the scope of the research, semi-structured interviews were conducted with the participants who experienced the Nikeland game. Seven themes were obtained: the age beyond sports, atmospheric, feelings, chaotic structure in access, flow, perception of reality and innovative brand in this research. As a result of the findings, although the game initiative of the Nike brand in the metaverse is still in its infancy, it has been seen that there is a belief that this initiative will come to better places in the future. As a consequent of the literature review of the metaverse and the opinions of the users who have experienced the Nikeland game, the researchers have obtained results that the concepts of sports and metaverse are not far from each other and that the sports brands in the metaverse will increase.

Keywords

References

  1. Jeon, J. E. (2021). The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea. Journal of Distribution Science, 19(11), 81-90.
  2. Alcañiz, M.,Bigné, E., &Guixeres, J. (2019). Virtual reality in marketing: a framework, review, and research agenda. Frontiers in psychology, 10 (1530).
  3. Damar, M. (2021). Metaverse Shape of Your Life for Future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1-8.
  4. Hollensen, S.,Kotler, P., & Opresnik, M. O. (2022). Metaverse–the new marketing universe. Journal of Business Strategy.
  5. Dionisio, J. D. N.,Burns III, W. G., & Gilbert, R. (2013). 3D virtual Worlds and the metaverse: Current statüs and future possibilities. ACM Computing Surveys, 45(3), 1-38.
  6. Kim, J. (2021). Advertising in the Metaverse: Research Agenda. Journal of Interactive Advertising, 21(3), 141-144.
  7. Çelik, R. (2022).Metaverse Nedir? Kavramsal Değerlendirme ve Genel Bakış. Balkan ve Yakın Doğu Sosyal Bilimler Dergisi,08 (01), 67-74.
  8. Çelikkol, Ş. (2022). Metaverse Dünyası'nın, Tüketici Satın Alma Davranışları Açısından Değerlendirilmesi. İstanbul Kent Üniversitesi İnsan ve Toplum Bilimleri Dergisi, 3(1), 64-75.

Details

Primary Language

English

Subjects

-

Journal Section

Research Article

Publication Date

June 30, 2023

Submission Date

September 18, 2022

Acceptance Date

November 30, 2022

Published in Issue

Year 2023 Volume: 3 Number: 1

APA
Demir, G., Argan, M., & Dinç, H. (2023). The Age Beyond Sports: User Experience in the World of Metaverse. Journal of Metaverse, 3(1), 19-27. https://doi.org/10.57019/jmv.1176938

Cited By

Journal of Metaverse
is indexed and abstracted by
Scopus, ESCI and DOAJ

Publisher
Izmir Academy Association
www.izmirakademi.org