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Dijital Dönüşüm Sürecinde Metaverse Olgusunu Jean Baudrillard’ın Simülasyon Kuramı Çerçevesinde Değerlendirmek

Yıl 2022, Cilt: 24 Sayı: 3, 1156 - 1175, 26.09.2022
https://doi.org/10.32709/akusosbil.1107098

Öz

Şu an hepimiz bir simülasyon çağında yaşıyor olabilir miyiz? Bu soruyu Fransız filozof Jean Baudrillard'a soracak olursanız, her ne kadar onun simülasyon ile kastettiği ile bizim kastettiğimiz çok farklı olsa da cevabı kocaman bir evet olacaktır. Baudrillard’a göre her şey bir simülasyona dönüşmüştür. Bireyin gerçek olduğunu sandığı bu evren, artık tamamen bir kurgudan ibarettir. 1981’de Baudrillard tarafından simülasyon modeli yazıldığında, internet bir gerçek olmaktan çok varsayılan bir fikirdi ve bugün sahip olduğumuz teknolojideki ilerlemeler bir dereceye kadar bir varsayımdan ibaretti. Oysa son yıllarda popüler bir kavram haline gelen Metaverse, fiziksel hayatımızın her alanında dijital dönüşümü daha da kolaylaştırıp hızlandırırken Baudrillard’ın savlarının gerçekleştiğini ve bir simülasyon çağında olduğumuzu düşündürmektedir. Bu çalışmanın amacı, dijital dönüşüm sürecinin bir parçası olan Metaverse kavramını açıklayarak Jean Baudrillard’ın Simülasyon Kuramı çerçevesinde Metaverse’i değerlendirmektir. Araştırmanın yöntemi, literatür taramasına dayanmaktadır. Gerçek ve sanalın bir bilim kurgu düzeninde birleştiği Metaverse, insanların gerçeğe olan bakışını kaybettiği, gerçeklik olarak algıladığı şeyin kesinlikle gerçeklik değil, hipergerçeklik olduğu, gerçeklik kavramının anlamını yitirdiği ve hatta öldüğü yeni bir dünyayı temsil etmektedir. Baudrillard’ın da açıkladığı gibi dünya, artık temsillerin temsili üzerine kuruludur. İnsanlığı gerçek ve fiziksel yaşamlarından tamamen koparabilir özelliklere sahiptir. Simülasyonlar, artık tanımlanabilir bir gerçekliğin var olduğunu düşünmemizi sağlamak için vardır.

Kaynakça

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Evaluation of Metaverse in the Digital Transformation Process within the Framework of Jean Baudrillard's Simulation Theory

Yıl 2022, Cilt: 24 Sayı: 3, 1156 - 1175, 26.09.2022
https://doi.org/10.32709/akusosbil.1107098

Öz

Could we all be living in a simulation age right now? If you ask this question to the French philosopher Jean Baudrillard, the answer will be a resounding yes, although what he means by simulation is very different from what we mean by simulation. According to Baudrillard, everything has turned into a simulation. This universe, which the individual thought to be real, is now completely fictional. When the simulation model was written by Baudrillard in 1981, the internet was a presumptive idea rather than a fact, and the advances in technology we have today were to some extent a conjecture. However, Metaverse, which has become a popular concept in recent years, makes digital transformation easier and faster in all areas of our physical life, making us think that Baudrillard’s arguments have come true and we are in a simulation age. The aim of this study is to evaluate the Metaverse within the framework of Jean Baudrillard’s Simulation Theory by explaining the concept of Metaverse, which is a part of the digital transformation process. The method of the research is based on the literature review. Metaverse, where the real and the virtual come together in a science fiction order, represents a new world where people lose their view of reality, what they perceive as reality is not reality, but hyperreality, the concept of reality loses its meaning and even dies. As Baudrillard explains, the world is now based on the representation of representations. It has features that can completely disconnect humanity from their real and physical lives. Simulations exist to make us think that an identifiable reality now exists.

Kaynakça

  • Ansari, S., Garud, R. & Kumaraswamy, A. (2016), “The disruptor’s dilemma: tivo and the us television ecosystem”, Strategic Management Journal, (37) 9, 1829-1853.
  • Antony, S., & Tramboo, I. A. (2020). Hyperreality in media and literature: an overview of jean baudrillard’s simulacra and simulation. European Journal of Molecular and Clinical Medicine, 7(10), 3314-3318.
  • Anyadike (2021). Inside blockchain: metaverse as disruptive technology, https://cryptotvplus.com/2021/11/how-the-Metaverse-can-disrupt-the-existing-technology/ (Erişim Tarihi: 02.03.2022)
  • Aydın, İ.H. (2022). Beyin sizsiniz 5.0 metaverse: holistik çağ, 1. Baskı, İstanbul: Girdap Yayınevi.
  • Barlow, J. P. (1996) A declaration of the ındependence of cyberspace. http://homes.eff.org/~barlow/Declaration-Final.html (Erişim tarihi: 11.02.2022)
  • Barron, L., (2011). “Living with the virtual: baudrillard, ıntegral reality, and the second life.” Cultural Politics, 7 (3), 391-408.
  • Baudrillard, J. (1993). Symbolic exchange and death. revised edition: sage. London. file:///C:/Users/User/Downloads/Symbolic%20Exchange%20and%20Death.pdf
  • Baudrillard, J. (2006). Kusursuz cinayet, (N. Sevil Çev.). İstanbul: Ayrıntı Yayınları.
  • Baudrillard, J. (2010). Nesneler sistemi, İstanbul: Boğaziçi Üniversitesi Yayınevi.
  • Baudrillard, J. (2013). The Intelligence of Evil: Or, the Lucidity Pact. A&C Black.
  • Baudrillard, J. (2014). Nesneler sistemi, (O. Adanır ve A. Kara Mollaoğlu Çev.). Boğaziçi Üniversitesi Yayınevi.
  • Baudrillard, J. (2015). Şeytana satılan ruh ya da kötülüğün egemenliği, (O. Adanır Çev.). Doğu Batı Yayınları.
  • Baudrillard, J. (2016). Simülaklar ve simülasyon, (O. Adanır Çev.). Ankara: Doğu Batı Yayınları.
  • Blackburn, S., LaBerge, L., O’Toole, C., & Schneider, J. (2020). Digital strategy in a time of crisis. McKinsey Digital, April, 22. https://www.mckinsey.com/business-functions/mckinsey-digital/our-insights/digital-strategy-in-a-time-of-crisis (Erişim tarihi: 11.02.2022)
  • Bloomberg, J. (2018). Digitization, digitalization and digital transformation: confuse them at your peril. https://www.forbes.com/sites/jasonbloomberg/2018/04/29/digitization-digitalization-and-digital-transformation-confuse-them-at-your-peril/ (Erişim tarihi: 23.02.2022)
  • Ch., L., Eymann, T., Hess, T., Matt, C., Böhmann, T., Drews, P., Mädche, A., Urbach, N., & Ahlemann, F. (2017). Digitalization: Opportunity and challenge for the business and information systems engineering community. Business & Information Systems Engineering, 59(4), 301–308, https://doi.org/10.1007/s12599-017-0484-2
  • Costanza, E., Kunz, A., & Fjeld, M. (2009). Mixed reality: a survey. In Human machine interaction, Springer, Berlin, Heidelberg, 47-68.
  • Cruz-Neira, C. (1993). Virtual Reality Overview. In Siggraph, 93 (23), 2.
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  • Karapınar, A. (2017). Gerçeklik ve hiper gerçeklik; Baudrıllard ve G. Debord anlatılarından hareketle" hakikatin yeniden inşası". Journal of International Social Research, 10(53).
  • Kasza, J. (2016). Simulacra and simulation: the ımpact of ıct upon radical transformation” of culture. ICTM 2016, 171.
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  • Kemp, J., & Livingstone, D. (2006, August). putting a second life “metaverse” skin on learning management systems. In Proceedings of the Second Life education workshop at the Second Life community convention, 20, CA, San Francisco: The University of Paisley.
  • Kunkel, N., & Soechtig, S. (2017). Mixed reality: experiences get more ıntuitive, ımmersive and empowering. deloitte: tech trends, The Kinetic Enterprise.
  • LaBerge, L. Ve diğerleri (2020). “COVID-19 digital transformation & technology, mckinsey & company, https://www.mckinsey.com/business-functions/strategy-and-corporate-finance/our-insights/how-covid-19-has-pushed-companies-over-the-technology-tipping-point-and-transformed-business-forever.(Erişim tarihi: 01.02.2022).
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021). All One Needs To Know About Metaverse: A Complete Survey On Technological Singularity, Virtual Ecosystem, And Research Agenda. arXiv preprint arXiv:2110.05352.
  • Lessig, L. (1998). The Laws of Cyberspace. Readings in Cyberethics, Jones & Bartlett Learning.
  • Livari, N., Sharma, S., & Ventä-Olkkonen, L. (2020). Digital transformation of everyday life–how covid-19 pandemic transformed the basic education of the young generation and why information management research should care? International Journal of Information Management, 55, 102183.
  • Luthra, E. (2022). Digital Transformation In 2022: Metamall And The Future Of Commerce On Blockchain, https://forbes.mc/article/digital-transformation-in-2022-metamall-and-the-future-of-commerce-on-blockchain (Erişim tarihi: 08.04.2022).
  • Mambrol, N. (2016). Baudrillard’s Concept of Hyperreality, https://literariness.org/2016/04/03/baudrillards-concept-of-hyperreality/ (Erişim tarihi: 12.03.2022).
  • Martin, A. (2008). Digital literacy and the ‘digital society’. In C. Lankshear & M. Knobel (Eds.), Digital Literacies. Concepts Policies Practices, 151–176, Peter Lang.
  • Martin-Barbero, S. (2020). COVID-19 has accelerated the digital transformation of higher education. World Economic Forum. Erişim: https://www.weforum.org/agenda/2020/07/covid-19-digital-transformation-higher-education/ (Erişim tarihi: 12.02.2022)
  • Mayer-Schonberger, V., & Crowley, J. (2006). Napster's Second Life: The Regulatory Challenges of Virtual Worlds. Nw. UL Rev., 100, 1775.
  • Mazuryk, T., & Gervautz, M. (1996). History, Applications, Technology and Future. Virtual Reality, 72.
  • McKinsey Digital (2020). Europe’s Digital Migration During COVID-19: Getting Past the Broad Trends and Averages, McKinsey & Company. Erişim: https://www.mckinsey.com/business-functions/mckinsey-digital/our-insights/europes-digital-migration-during-covid-19-getting-past-the-broad-trends-and-averages. (Erişim tarihi: 12.03.2022)
  • Mergel, I., Edelmann, N., & Haug, N. (2019). Defining digital transformation: results from expert interviews. Government Information Quarterly, 36(4).
  • Morris, J. (2021). Simulacra in the Age of Social Media: Baudrillard as the Prophet of Fake News. Journal of Communication Inquiry, 45(4), 319-336.
  • Moy, C. Ve Gadgil, A. (2022). Opportunities in the Metaverse How Businesses can Explore the Metaverse and Navigate the Hype vs. Reality, J.P.Morgan: https://www.jpmorgan.com/content/dam/jpm/treasury-services/documents/opportunities-in-the-Metaverse.pdf. (Erişim tarihi: 05.02.2022).
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486-497.
  • Mzekandaba, S. (2022). Metaverse among disruptive tech to shape 2022, https://www.itweb.co.za/content/lwrKxv3KV9Jvmg1o. (Erişim tarihi: 05.02.2022).
  • Nuncio, R. V., & Felicilda, J. M. B. (2021). Cybernetics and simulacra: the hyperreality of augmented reality games. Kritike, 15 (2), 39.
  • Nunez, M. (2015). How it works: The Oculus Rift. https://www.popsci.com/oculus-rift-how-itworks. (Erişim tarihi: 02.04.2022).
  • Okuyan, H., & Taslaman, C. (2018). Jean Baudrillard'ın simülasyon kuramında ayartma kavramı. Din ve Felsefe Araştırmaları, 1 (1), 29-45.
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  • Öztürk, M.C. (2021). Metaverse, internetin yerini mi alacak? TRT Haber: https://www.trthaber.com/haber/bilim-teknoloji/Metaverse-internetin-yerini-mi-alacak-615696.html (Erişim tarihi: 02.04.2022).
  • Papuççiyan, A. (2020). Travis Scott’ın online fortnite konseri 12.3 milyon kişi tarafından izlendi, Webrazzi: https://webrazzi.com/2020/04/24/travis-scott-in-online-fortnite-konseri-12-3-milyon-kisi-tarafindan-izlendi/ (Erişim Tarihi. 02.04.2022).
  • Paradergi (2021) Metaverse ve tüccarı bekleyen yeni sorunlar https://www.paradergi.com.tr/sektorler/2021/11/12/Metaverse-ve-tuccari-bekleyen-yeni-sorunlar (Erişim tarihi: 06.04.2022).
  • Park, S. M., & Kim, Y. G. (2022). A metaverse: taxonomy, components, applications, and open challenges. IEEE Access.
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  • Reis, J., Amorim, M., Melão, N., & Matos, P. (2018). Digital transformation: a literature review and guidelines for future research. In Á. Rocha, H. Adeli, L. P. Reis, & S. Costanzo, (Eds..), Trends and Advances in İnformation Systems and Technologies 411–421 Springer, Cham. https://doi.org/10.1007/978-3-319-77703-0_41
  • Robertson, A. ve Peters, J. (2021). What is the metevarse, and do ı have to care?, The Verge: https://www.theverge.com/22701104/Metaverse-explained-fortnite-roblox-facebook-horizon (Erişim tarihi: 02.04.2022).
  • Sarıbaş, S. (2021). Hyperreality in gaming from the perspective Baudrillard: hyperreality in gaming from the perspective Baudrillard. Uluslararası Akademik Birikim Dergisi, 4(2).
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  • Schuemie, M. J., Van Der Straaten, P., Krijn, M., & Van Der Mast, C. A. (2001). Research on presence in virtual reality: a survey. CyberPsychology & Behavior, 4(2), 183-201.
  • Sorgner, A. (2021). The COVID-19 Crisis and digital transformation: what impacts on gender equality? https://www.unido.org/stories/covid-19-crisis-and-digital-transformation-what-impacts-gender-equality (Erişim tarihi: 02.04.2022).
  • Stephenson, N. (1992). Snow crash: a novel. Spectra. http://malsyned.net/tmp/snowcrash.pdf
  • Wernick, A. (2010). “Simulation.” in the Baudrillard Dictionary”, Edited by Richard G. Smith, 199–201. Edinburgh University Press, https://dictionary.cambridge.org/dictionary/english/simulacrum (Erişim tarihi: 12.04.2022).
  • Wolfreys, J., Ruth R. and Kenneth W. (2006). Key concepts in literary theory. 2nd Edition. Edinburgh: Edinburgh University Press.
  • Wolny, R. W. (2017). Hyperreality and Simulacrum: Jean Baudrillard and European Postmodernism. European Journal of Interdisciplinary Studies, 3(3), 75-79.
  • Wood, D.W. (2021). Virtual metaverse, creating worlds within worlds: hype or hyperreality? Linked-in: https://www.linkedin.com/pulse/virtual-metaverse-creating-worlds-within-hype-darrell-w-wood (Erişim: 10.05.2022)
  • Zheng, J. M., Chan, K. W., & Gibson, I. (1998). Virtual reality. Ieee Potentials, 17(2), 20-23.
  • Zuckerberg, M. (2021). Founders letter. meta. https://about.fb.com/news/2021/10/founders-letter/ . (Erişim tarihi: 12.04.2022).
  • Zurbrugg, N. & Baudrillard, J..(1989). “Fractal theory: baudrillard and the contemporary arts.” Jean Baudrillard Interviewed by Nicholas Zurbrugg, 285–92.
Toplam 88 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Sosyoloji
Yazarlar

Serpil Çiğdem 0000-0002-1600-8547

Yayımlanma Tarihi 26 Eylül 2022
Gönderilme Tarihi 21 Nisan 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 24 Sayı: 3

Kaynak Göster

APA Çiğdem, S. (2022). Dijital Dönüşüm Sürecinde Metaverse Olgusunu Jean Baudrillard’ın Simülasyon Kuramı Çerçevesinde Değerlendirmek. Afyon Kocatepe Üniversitesi Sosyal Bilimler Dergisi, 24(3), 1156-1175. https://doi.org/10.32709/akusosbil.1107098