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User Perceptions Regarding Metaverse: A Qualitative Review In The Context Of Difference Theory

Year 2023, , 235 - 250, 30.06.2023
https://doi.org/10.55609/yenimedya.1249566

Abstract

Within the metaverse, users can experience a new social space, as well as create new commercial, cultural and political spaces. In this research too, it is aimed to reveal how individuals who are active on social media platforms perceive the metaverse universe in the context of the theory of diffusion of innovations. At the same time, the direction of the comments (positive-negative-neutral) of social media users towards the metaverse universe is also discussed in the research. The relevant research is structured within the framework of a case study in the tradition of qualitative research. In line with the purpose of the research, maximum variation and criterion sampling, one of the purposive sampling methods, was used. Instagram, Twitter and Facebook platforms were chosen to evaluate different datasets in the context of maximum diversity sampling. The criterion determined in the criterion sampling perspective is that the relevant accounts share information about metaverse. In this direction, Metaversehizm Instagram account, Metaversehism Twitter account and Metaverse Turkey Facebook account were examined. Quantitative and qualitative (thematic) content analysis and descriptive content analysis were performed on the data obtained from the research. According to the results of the analysis, social media users notice metaverse as an innovation and make an effort to understand it as an innovation. At the same time, users have positive and negative perceptions of innovation, and they discuss the distinction between real and digital. Innovative, early adopter and slow-acting users seem to play a role in the emergence of themes.

References

  • Agarwal, R., Ahuja, M., Carter, P., & Gans, M. (1998, September). Early and late adopters of it innovations: Extensions to innovation diffusion theory. https:// www.researchgate.net/publication/228395578_Early_and_late_adopters_of_IT_ innovations_Extensions_to_innovation_diffusion_theory.
  • Akour, I. A., Al-Maroof, R. S., Alfaisal, R., & Salloum, S. A. (2021). A conceptual framework for determining metaverse adoption in higher institutions of gulf area: An empirical study using hybrid SEM-ANN approach. Computers and Education: Artificial Intelligence. https://doi.org/10.1016/j.caeai.2022.100052
  • Alang, N. (2021, October). Facebook wants to move to ‘the metaverse’- here’s what that is, and why you should be worried. https://www.thestar.com/business/opinion/2021/10/23/facebook-wants-to-move-to-the-metaverse-heres-what-that-is-and-why-you-should-be-worried.html.
  • Berger, J. (2005). Perceived consequences of adopting the internet into adult literacy and basic education classrooms. Adult Basic Education, 15(2), 103-121.
  • Cagnina, M. R., & Poian, M. (2007, January). How to compete in the metaverse: The business models in Second Life. U of Udine Economics Working Paper. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=1088779.
  • Damar, M. (2021). Metaverse shape of your life for future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1-8.
  • Davis, F. D. (1989). A technology acceptance model for empirically testing new end-user information systems: Theory and results [Doctoral dissertation]. Massachusetts Institute of Technology.
  • Demir, K. (2006). Rogers’ın yeniliğin yayılması teorisi ve internetten ders kaydı. Kuram ve Uygulamada Eğitim Yönetimi, 47(47), 367-391.
  • Díaz, J., Saldana, C., & Avila, C. (2020). Virtual world as a resource for hybrid education. International Journal of Emerging Technologies in Learning (IJET), 15(15), 94-109.
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021, October). Metaverse for social good: A university campus prototype. [Conference presentation abstract]. In Proceedings of the 29th ACM International Conference on Multimedia, New York, USA.
  • Fraenkel, J. R., & Wallen, N. E. (2006). How to design and evaluate research in education. McGraw-Hill International Edition.
  • Gaubert, J. (2021, November 10). Seoul to become the first city to enter the metaverse. What will it look like?. https://www.euronews.com/next/2021/11/10/seoul-to-become-the-first-city-to-enter-the-metaverse-what-will-it-look-like.
  • Joshua, J. (2017). Information bodies: Computational anxiety in Neal Stephenson’s snow crash. Interdisciplinary Literary Studies, 19(1), 17-47.
  • Kang, Y. M. (2021). Metaverse framework and building block. Journal of the Korea Institute of Information and Communication Engineering, 25(9), 1263-1266.
  • Kemp, J., & Livingstone, D. (2006, August). Putting a Second Life “metaverse” skin on learning management systems. https://www.researchgate.net/publication/200773296_Putting_a_Second_Life_Metaverse_skin_on_learning_management_systems.
  • Kuş, O. (2021). Metaverse: ‘Dijital büyük patlamada’ fırsatlar ve endişelere yönelik algılar. Intermedia International e-Journal, 8(15) 245-266.
  • Lee, B. K. (2021). The metaverse world and our future. Review of Korea Contents Association, 19(1), 13-17.
  • Lee, S. G., Trimi, S., Byun, W. K., & Kang, M. (2011). Innovation and imitation effects in Metaverse service adoption. Service Business, 5(2), 155-172.
  • Li, Y., & Xiong, D. (2021, February 15). The metaverse phenomenon in the teaching of digital media art majör. [Conference presentation abstract]. Proceedings of the 2021 Conference on Art and Design: Inheritance and Innovation (ADII). https://doi.org/10.2991/assehr.k.220205.056
  • Maharg, P., & Owen, M. (2007). Simulations, learning and the metaverse: Changing cultures in legal education. Journal of Information, Law, Technology, 1.
  • McMillan, J. H. (2000). Educational research: Fundamentals for the consumer (3. Basım). Longman.
  • Osivand, S. (2021). Investigation of Metaverse in cryptocurrency. GSC Advanced Research and Reviews, 09(03), 125-128. https://doi.org/10.30574/gscarr.2021.9.3.0306
  • Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. Ieee Access, 10, 4209-4251.
  • Qian, Z. (2021). What exactly is "metaverse"? Why is it popular?. China Youth Daily, 11-16(12). 10.38302/n.cnki.nzgqn
  • Rogers, E. M. (2003). Diffusion of innovation (5. Basım). Free Press.
  • Rouke, L., & Anderson, T. (2004). Validity in Content Analyisis. Educational Technology Research and Development, 52(1), 5-18.
  • Seok, W. H. (2021). Analysis of metaverse business model and ecosystem. Electronics and Telecommunications Trends, 36(4), 81-91.
  • Sparkes, M. (2021). What is a metaverse. New Scientist, 251(3348), 1-18.
  • Squires, C. (2021, November 9). Seoul will be the first city government to join the metaverse. https://qz.com/2086353/seoul-is-developing-a-metaverse-government-platform/.
  • Stephenson, N. (1992). Snow Crash. Bantam Books.
  • Venkatesh, V., & Davis, F.D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies, Management science, 46(2), 186-204.
  • Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information systems research, 11(4), 342-365.
  • Yıldırım, A., & Şimşek, H. (2013). Sosyal bilimlerde nitel araştırma yöntemleri (9. Basım). Seçkin.
  • Yıldırır, S. C., & Kaplan, B. (2019). Mobil uygulama kullanımının benimsenmesi: Teknoloji kabul modeli ile bir çalışma. KAÜİİBFD, 10(19), 22-51.

Metaverse’e Yönelik Kullanıcı Algıları: Yeniliklerin Yayılımı Kuramı Bağlamında Nitel Bir İnceleme

Year 2023, , 235 - 250, 30.06.2023
https://doi.org/10.55609/yenimedya.1249566

Abstract

Gerçek bir evrenin ötesine işaret eden metaverse; sanal gerçeklik, artırılmış gerçeklik, sosyal medya, kripto para gibi kavramları içinde barındıran, bütün dijital dünyayı birleştiren üç boyutlu bir evrendir. Bu evren içinde kullanıcılar, yeni sosyal bir alanı deneyimlemekle birlikte ticari, kültürel ve siyasi yeni alanlar da yaratabilmektedir. Bu noktada metaverse’ün kullanıcılar tarafından yenilik olarak nasıl algılandığı merak edilmektedir. Söz konusu bu araştırmada, sosyal medya platformlarında aktif olan bireylerin, avatarlarla gerçek bir hayatın yansıması olan metaverse evrenini, yenilikleri yayılımı kuramı bağlamında nasıl algıladıklarını ortaya çıkarmak amaçlanmaktadır. Aynı zamanda sosyal medya kullanıcılarının metaverse evrenine yönelik yaptıkları yorumların yönü de (pozitif-negatif-nötr) araştırmada ele alınmaktadır. İlgili araştırma nitel araştırma geleneğinde durum çalışması (case study) çerçevesinde yapılandırılmaktadır. Araştırmanın amacı doğrultusunda amaçlı örnekleme yöntemlerinden maksimum çeşitlilik ve ölçüt örneklemesi kullanılmıştır. Maksimum çeşitlilik örneklemesi bağlamında farklı veri setlerini değerlendirmek için Instagram, Twitter ve Facebook platformları seçilmiştir. Ölçüt örnekleme perspektifinde belirlenen ölçüt ise, ilgili hesapların metaverse hakkında bilgi veren paylaşımlarda bulunmasıdır. Bu doğrultuda Metaversehizm Instagram hesabı, Metaversehizm Twitter hesabı ile Metaverse Türkiye Facebook hesabı incelemeye alınmıştır. Araştırmadan elde edilen veriler üzerinde niceliksel ve niteliksel (tematik) içerik analizi ile betimsel içerik analizi yapılmıştır. Analiz sonuçlarına göre, sosyal medya kullanıcıları metaverse’ü yenilik olarak fark etmekte ve yenilik olarak anlaşılması için de çaba göstermektedir. Aynı zamanda kullanıcılar olumlu ve olumsuz yenilik algılarına sahip olmakla birlikte gerçek ve dijital ayrımını tartışmaktadır. İlgili temaların ortaya çıkmasında ise yenilikçi, ilk benimseyici ve yavaş davranan benimseyici kategorisinde yer alan kullanıcıların rolünün bulunduğu görülmektedir.

References

  • Agarwal, R., Ahuja, M., Carter, P., & Gans, M. (1998, September). Early and late adopters of it innovations: Extensions to innovation diffusion theory. https:// www.researchgate.net/publication/228395578_Early_and_late_adopters_of_IT_ innovations_Extensions_to_innovation_diffusion_theory.
  • Akour, I. A., Al-Maroof, R. S., Alfaisal, R., & Salloum, S. A. (2021). A conceptual framework for determining metaverse adoption in higher institutions of gulf area: An empirical study using hybrid SEM-ANN approach. Computers and Education: Artificial Intelligence. https://doi.org/10.1016/j.caeai.2022.100052
  • Alang, N. (2021, October). Facebook wants to move to ‘the metaverse’- here’s what that is, and why you should be worried. https://www.thestar.com/business/opinion/2021/10/23/facebook-wants-to-move-to-the-metaverse-heres-what-that-is-and-why-you-should-be-worried.html.
  • Berger, J. (2005). Perceived consequences of adopting the internet into adult literacy and basic education classrooms. Adult Basic Education, 15(2), 103-121.
  • Cagnina, M. R., & Poian, M. (2007, January). How to compete in the metaverse: The business models in Second Life. U of Udine Economics Working Paper. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=1088779.
  • Damar, M. (2021). Metaverse shape of your life for future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1-8.
  • Davis, F. D. (1989). A technology acceptance model for empirically testing new end-user information systems: Theory and results [Doctoral dissertation]. Massachusetts Institute of Technology.
  • Demir, K. (2006). Rogers’ın yeniliğin yayılması teorisi ve internetten ders kaydı. Kuram ve Uygulamada Eğitim Yönetimi, 47(47), 367-391.
  • Díaz, J., Saldana, C., & Avila, C. (2020). Virtual world as a resource for hybrid education. International Journal of Emerging Technologies in Learning (IJET), 15(15), 94-109.
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021, October). Metaverse for social good: A university campus prototype. [Conference presentation abstract]. In Proceedings of the 29th ACM International Conference on Multimedia, New York, USA.
  • Fraenkel, J. R., & Wallen, N. E. (2006). How to design and evaluate research in education. McGraw-Hill International Edition.
  • Gaubert, J. (2021, November 10). Seoul to become the first city to enter the metaverse. What will it look like?. https://www.euronews.com/next/2021/11/10/seoul-to-become-the-first-city-to-enter-the-metaverse-what-will-it-look-like.
  • Joshua, J. (2017). Information bodies: Computational anxiety in Neal Stephenson’s snow crash. Interdisciplinary Literary Studies, 19(1), 17-47.
  • Kang, Y. M. (2021). Metaverse framework and building block. Journal of the Korea Institute of Information and Communication Engineering, 25(9), 1263-1266.
  • Kemp, J., & Livingstone, D. (2006, August). Putting a Second Life “metaverse” skin on learning management systems. https://www.researchgate.net/publication/200773296_Putting_a_Second_Life_Metaverse_skin_on_learning_management_systems.
  • Kuş, O. (2021). Metaverse: ‘Dijital büyük patlamada’ fırsatlar ve endişelere yönelik algılar. Intermedia International e-Journal, 8(15) 245-266.
  • Lee, B. K. (2021). The metaverse world and our future. Review of Korea Contents Association, 19(1), 13-17.
  • Lee, S. G., Trimi, S., Byun, W. K., & Kang, M. (2011). Innovation and imitation effects in Metaverse service adoption. Service Business, 5(2), 155-172.
  • Li, Y., & Xiong, D. (2021, February 15). The metaverse phenomenon in the teaching of digital media art majör. [Conference presentation abstract]. Proceedings of the 2021 Conference on Art and Design: Inheritance and Innovation (ADII). https://doi.org/10.2991/assehr.k.220205.056
  • Maharg, P., & Owen, M. (2007). Simulations, learning and the metaverse: Changing cultures in legal education. Journal of Information, Law, Technology, 1.
  • McMillan, J. H. (2000). Educational research: Fundamentals for the consumer (3. Basım). Longman.
  • Osivand, S. (2021). Investigation of Metaverse in cryptocurrency. GSC Advanced Research and Reviews, 09(03), 125-128. https://doi.org/10.30574/gscarr.2021.9.3.0306
  • Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. Ieee Access, 10, 4209-4251.
  • Qian, Z. (2021). What exactly is "metaverse"? Why is it popular?. China Youth Daily, 11-16(12). 10.38302/n.cnki.nzgqn
  • Rogers, E. M. (2003). Diffusion of innovation (5. Basım). Free Press.
  • Rouke, L., & Anderson, T. (2004). Validity in Content Analyisis. Educational Technology Research and Development, 52(1), 5-18.
  • Seok, W. H. (2021). Analysis of metaverse business model and ecosystem. Electronics and Telecommunications Trends, 36(4), 81-91.
  • Sparkes, M. (2021). What is a metaverse. New Scientist, 251(3348), 1-18.
  • Squires, C. (2021, November 9). Seoul will be the first city government to join the metaverse. https://qz.com/2086353/seoul-is-developing-a-metaverse-government-platform/.
  • Stephenson, N. (1992). Snow Crash. Bantam Books.
  • Venkatesh, V., & Davis, F.D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies, Management science, 46(2), 186-204.
  • Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information systems research, 11(4), 342-365.
  • Yıldırım, A., & Şimşek, H. (2013). Sosyal bilimlerde nitel araştırma yöntemleri (9. Basım). Seçkin.
  • Yıldırır, S. C., & Kaplan, B. (2019). Mobil uygulama kullanımının benimsenmesi: Teknoloji kabul modeli ile bir çalışma. KAÜİİBFD, 10(19), 22-51.
There are 34 citations in total.

Details

Primary Language Turkish
Journal Section Research Articles
Authors

Sezen Garip 0000-0002-5488-8573

Nahit Köker 0000-0002-8622-865X

Publication Date June 30, 2023
Submission Date February 9, 2023
Published in Issue Year 2023

Cite

APA Garip, S., & Köker, N. (2023). Metaverse’e Yönelik Kullanıcı Algıları: Yeniliklerin Yayılımı Kuramı Bağlamında Nitel Bir İnceleme. Yeni Medya(14), 235-250. https://doi.org/10.55609/yenimedya.1249566