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Metaleisure: Leisure Time Habits to be Changed with Metaverse

Year 2022, Volume 2, Issue 1, 1 - 7, 30.06.2022

Abstract

New habits that will come into our lives with a metaverse will create the concept of Metaleisure. With the introduction of virtual platforms into our lives, the mass of people spending their leisure time on the Internet grew. This group participates in many leisure time activities on virtual platforms, defined as the concept of electronic leisure (e-leisure). The metaverse has taken this electronic participation to a whole different dimension. The metaverse has initiated the process of being involved in leisure time activities in three-dimensional environments through avatars. The purpose of this article was to conceptualize the concept of metaleisure as a new leisure time habit that enters our lives with the metaverse and discuss this theory. This study provides researchers, who conduct studies on metaverse and leisure time, with the characteristics to understand the time frame spent with the metaverse. Leisure time users are an important resource for the metaverse industry. Games, museums, and concerts are the leading examples. E-idle stands out as an important factor pointing to the consumption of leisure time participants in the game industry. The concept of metaleisure will become important for leisure time research as well. In order to understand leisure time behavior, it is necessary to be able to interpret changing habits and technological development. As a result, the concept of metaleisure is defined as leisure time activities that individuals perform in three-dimensional universes through avatars. With the development of wearable technology, the interest of metaleisure participants in this new universe will grow. With the spread of metaleisure, traditional leisure time activities will gradually become retro leisure time activities.

References

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  • Ağralı, Ö., & Aydın, Ö. (2021). Tweet Classification and Sentiment Analysis on Metaverse Related Messages. Journal of Metaverse, 1(1), 25-30.
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  • Keskin, U., & Bayram, A. (2018). Rekreatif aktivitelerin tüketim ürünleri siniflandirmasi bağlaminda değerlendirilmesi. Sportif Bakış: Spor ve Eğitim Bilimleri Dergisi, 5, 1-13.
  • Ardahan, F., Turgut, T., & Kaplan Kalkan, A. (2016). Her yönüyle rekreasyon. Ankara: Detay Yayıncılık, 215.
  • Samsung (2022). Samsung Debuts New Fan Experience in the Metaverse with Samsung 837X. Here’s How to Get In! 2022 [07.01.2022]. Available from: https://news.samsung.com/us/samsung-837x-new-metaverse-fan-experience/
  • Keskin, U., & Bayram, A. (2019).Aylak Birey Davranışlarının Çağdaş Biçimi: Elektronik Aylaklık . Anadolu Üniversitesi İşletme Fakültesi Dergisi , 1 (1) , 1-24 . Retrieved from https://dergipark.org.tr/en/pub/isfad/issue/50630/659820
  • GlobalNews (2021). Virtual reality "reunites" mother with dead daughter in South Korean. [04.01.2022]. Available from: https://www.youtube.com/watch?v=0p8HZVCZSkc.
  • Nike, N (2021). NIKE, Inc. Acquires RTFKT. [06.01.2022 ]. Available from: https://news.nike.com/news/nike-acquires-rtfkt
  • Adidas (2021). Adidas INTO THE METAVERSE. [06.01.2022]; Available from: https://www.adidas.com/us/metaverse
  • Bourlakis, M., Papagiannidis, S., & Li, F. (2009). Retail spatial evolution: paving the way from traditional to metaverse retailing. Electronic Commerce Research, 9(1), 135-148.
  • Argan, M., & Tokay-Argan, M. (2018). Fomsumerism: A theoretical framework. International Journal of Marketing Studies, 10(2), 109-117.
  • Batur, Z., Sır, A. N., & Bek, H. (2012). Nasreddin Hoca Fıkralarında Değer Yargıları ve Eğitim. Electronic Turkish Studies, 7(3).
  • Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J., & Erz, A. (2019). The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior, 91, 72-83.
  • Veblen, T. B. (2015). Aylak sınıfın teorisi (E. Kırmızıaltın, H. Bilir, Çev.). Ankara: Heretik Yayıncılık.

Year 2022, Volume 2, Issue 1, 1 - 7, 30.06.2022

Abstract

References

  • Kramer, S. N. (1981). History begins at Sumer: Thirty-nine firsts in recorded history. University of Pennsylvania press.
  • Winter, I. J. (1986). Eannatum and the ‘King of Kish’?: Another Look at the Stele of the Vultures and ‘Cartouches’ in Early Sumerian Art. Zeitschrift für Assyriologie und vorderasiatische Archäologie, 76(2), 205-212.
  • Michalowski, P. (2010). Maybe Epic: the origins and reception of Sumerian heroic poetry. Epic and History, 7-25.
  • Churchill, J. W. (1968). Recreation: a conceptual analysis. The University of Wisconsin-Madison.
  • Güven, U. Ğ. U. R. (2019). Toplumsal Dönüşüm Çerçevesinde Değişen Anlam ve Kullanımlarıyla. Ankara Üniversitesi DTCF Dergisi, 59(2), 1125-1148.
  • Williams, S. (2003). Tourism and recreation. Pearson Education.
  • Leitner, M. J., & Leitner, S. F. (2004). Leisure enhancement. Haworth Press.
  • Hurd, A. R., & Anderson, D. M. (2010). The park and recreation professional's handbook. Human Kinetics.
  • Stebbins, R. A. (2007). A perspective for our time: serious leisure. New Brunswick: Transaction Publishers.
  • McLean, D. & A. Hurd (2011). Kraus' recreation and leisure in modern society. Jones & Bartlett Publishers.
  • Papagiannidis, S., Bourlakis, M., & Li, F. (2008). Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), 610-622.
  • GaminginTurkey (2020). Türkiye Oyun Sektörü 2020 Raporu.
  • Caldwell, L. L. (2012). Are we there yet? Finite curves and E-leisure. Loisir et Société/Society and Leisure, 35(1), 21-29.
  • Ağralı, Ö., & Aydın, Ö. (2021). Tweet Classification and Sentiment Analysis on Metaverse Related Messages. Journal of Metaverse, 1(1), 25-30.
  • Stephenson, N. (2003). Snow crash: A novel. Spectra.
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021, October). Metaverse for social good: A university campus prototype. In Proceedings of the 29th ACM International Conference on Multimedia (pp. 153-161).
  • Microsoft (2021). What is Microsoft's Metaverse? .[01.01.2022]. Available from: https://www.youtube.com/watch?v=Qw6UCwCt4bE
  • Meta, F. (2021). Facebook to Acquire Oculus. [01.01.2022]. Available from: https://about.fb.com/news/2014/03/facebook-to-acquire-oculus/
  • Narin, N. G. (2021). A Content Analysis of the Metaverse Articles. Journal of Metaverse, 1(1), 17-24.
  • Facebook, M. (2021). The Metaverse and How We'll Build It Together--Connect2021. [01.01.2022]. Available from: https://www.youtube.com/watch?v=Uvufun6xer8.
  • NetflixTurkey (2021). Black Mirror 5. Sezon Şimdi Yayında | Netflix. [01.01.2022]. Available from: https://www.youtube.com/watch?v=l3PxERs5Mq0.
  • Goverment, S.M. (2021) Seoul Digital Foundation Launched Metaverse Office.[03.01.2022]; Available from: https://english.seoul.go.kr/seoul-digital-foundation-launched-metaverse-office/.
  • Yavaş, M. (2022). Ankara'mız; Los Angeles, Bari ve Helsinki'den sonra Metaverse'un açık ve birlikte kullanılır olması için standartlar geliştiren Open Ar Cloud Association'un 4. test şehri oldu. [20.01.2022]. Available from: https://twitter.com/mansuryavas06/status/1478773285680672768?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1478773285680672768%7Ctwgr%5E%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Ftr.sputniknews.com%2F20220106%2Fmansur-yavastan-metaverse-duyurusu-ankara-4-test-sehri-oldu-1052454324.html.
  • DEVA (2022). DEVA, Türkiye’nin Metaverse’deki ilk siyasi partisi oldu: "Teknolojide takip değil, sıçrama yapmalıyız; ‘4Y’den vazgeçmeliyiz". [07.01.2022]. Available from: https://t24.com.tr/haber/canli-turkiye-nin-metaverse-deki-ilk-siyasi-partisi-deva,1006109
  • Ko, S. Y., Chung, H. K., Kim, J. I., & Shin, Y. (2021). A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse. KIPS Transactions on Software and Data Engineering, 10(8), 331-338.
  • Keskin, U., & Bayram, A. (2018). Rekreatif aktivitelerin tüketim ürünleri siniflandirmasi bağlaminda değerlendirilmesi. Sportif Bakış: Spor ve Eğitim Bilimleri Dergisi, 5, 1-13.
  • Ardahan, F., Turgut, T., & Kaplan Kalkan, A. (2016). Her yönüyle rekreasyon. Ankara: Detay Yayıncılık, 215.
  • Samsung (2022). Samsung Debuts New Fan Experience in the Metaverse with Samsung 837X. Here’s How to Get In! 2022 [07.01.2022]. Available from: https://news.samsung.com/us/samsung-837x-new-metaverse-fan-experience/
  • Keskin, U., & Bayram, A. (2019).Aylak Birey Davranışlarının Çağdaş Biçimi: Elektronik Aylaklık . Anadolu Üniversitesi İşletme Fakültesi Dergisi , 1 (1) , 1-24 . Retrieved from https://dergipark.org.tr/en/pub/isfad/issue/50630/659820
  • GlobalNews (2021). Virtual reality "reunites" mother with dead daughter in South Korean. [04.01.2022]. Available from: https://www.youtube.com/watch?v=0p8HZVCZSkc.
  • Nike, N (2021). NIKE, Inc. Acquires RTFKT. [06.01.2022 ]. Available from: https://news.nike.com/news/nike-acquires-rtfkt
  • Adidas (2021). Adidas INTO THE METAVERSE. [06.01.2022]; Available from: https://www.adidas.com/us/metaverse
  • Bourlakis, M., Papagiannidis, S., & Li, F. (2009). Retail spatial evolution: paving the way from traditional to metaverse retailing. Electronic Commerce Research, 9(1), 135-148.
  • Argan, M., & Tokay-Argan, M. (2018). Fomsumerism: A theoretical framework. International Journal of Marketing Studies, 10(2), 109-117.
  • Batur, Z., Sır, A. N., & Bek, H. (2012). Nasreddin Hoca Fıkralarında Değer Yargıları ve Eğitim. Electronic Turkish Studies, 7(3).
  • Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J., & Erz, A. (2019). The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior, 91, 72-83.
  • Veblen, T. B. (2015). Aylak sınıfın teorisi (E. Kırmızıaltın, H. Bilir, Çev.). Ankara: Heretik Yayıncılık.

Details

Primary Language English
Subjects Social Sciences, Interdisciplinary
Published Date Bahar
Journal Section Reviews
Authors

Alican BAYRAM (Primary Author)
ESKISEHIR TECHNICAL UNIVERSİTY
0000-0001-6570-6344
Türkiye

Early Pub Date March 17, 2022
Publication Date June 30, 2022
Application Date January 30, 2022
Acceptance Date March 16, 2022
Published in Issue Year 2022, Volume 2, Issue 1

Cite

APA Bayram, A. (2022). Metaleisure: Leisure Time Habits to be Changed with Metaverse . Journal of Metaverse , 2 (1) , 1-7 . Retrieved from https://dergipark.org.tr/en/pub/jmv/issue/67967/1065227