Araştırma Makalesi
BibTex RIS Kaynak Göster

Investigation of User Views and Experiences on Virtual Reality Technology Used in Recreation Businesses

Yıl 2022, Cilt: 5 Sayı: 2, 204 - 222, 29.07.2022
https://doi.org/10.53353/atrss.1104097

Öz

The purpose of the study is to explore the perception of reality created by the users of virtual reality (VR) technology-based applications offered in recreation businesses, the essence of the lived experience and VR experiences of the users. For this purpose, the study was built on the phenomenological research design. Data were collected in Istanbul, Ankara, Izmir between June and October 2019, through face-to-face interview form. Data analysis was done with thematic analysis. According to the results obtained, the acceptance of the VR-based applications offered in the recreation businesses by the user; it depends on the fact that it benefits the user, has a high level of entertainment and creates a new perception of reality for the user. Besides the fact that the applications experienced are realistic, immersive, useful and entertaining cannot replace a physical experience, even if it affects the reuse and recommendation intentions of the participants at a high level. While the study presents an overview of the VR technology through the experiences of the users, it also serves as a guide for future studies in this context.

Kaynakça

  • Adler, A. (2005). Bireysel Psikoloji, Çev. A. Kılıçlıoğlu, İstanbul: Say Yayınları.
  • Adler, A. (2010). İnsanı Tanıma Sanatı, Çev. K. Şipal, İstanbul: Say Yayınları.
  • Amestoy, V. C., Rosal, R., S. & Toscano, E. V. (2008). The leisure experience. The Journal of Socio-Economics, 37, 64-78.
  • Aslan, Ş. & Uyar, S. (2018). Araştırma Yaklaşımlarının Seçimi. Ş. Aslan (Ed.), Sosyal Bilimlerde Araştırma Yöntemleri Nicel, Nitel ve Karma Tasarımlar İçin Bir Rehber içinde (ss. 57-69), Konya: Eğitim Yayınevi.
  • Bal, H. (2016). Nitel Araştırma Yöntem ve Teknikleri (Uygulamalı-Örnekli), Bursa: Sentez Yayıncılık.
  • Balogun, V. F., Thompson, A. F. & Sarumi, O. A. (2010). A 3D geo-spatial virtual reality system for virtual tourism. The Pacific Journal of Science and Technology, 11(2), 601-609.
  • Baran, Z. & Baran, H. (2022). The Future of Digital Tourism Alternatives in Virtual Reality. “In” Handbook of Research on Digital Communications, Internet of Things, and the Future of Cultural Tourism, (pp. 58-84), IGI Global.
  • Baudrillard, J. (2014). Simülakrlar ve Simülasyon, Çev. Oğuz Adanır, Ankara: Doğu Batı Yayınları.
  • Braun, V. & Clarke, V. (2006). Using Thematic Analysis in Psychology. Qualitative Research in Psychology, 3(2), 77-101.
  • Broughten, K. & Beggs, A. (2006). Leisure satisfaction of older adults. Activities, Adaptation Aging, 31(1), 1-18.
  • Charmaz, K. (2006). Constructing Grounded Theory, Thousand Oaks: CA, Sage.
  • Cheong, R. (1995). The virtual threat to travel and tourism. Tourism Management, 16(6), 417-422.
  • Creswell, J. W. (2013). Nitel Araştırma Yöntemleri: Beş Yaklaşıma Göre Nitel Araştırma ve Araştırma Deseni (3. Baskı), Çev. M. Bütün ve S. B Demir, Ankara: Siyasal Kitabevi.
  • Davis, F. D., Bagozzi, R. P. & Warshaw, P. R. (1992). Extrinsic and Intrinsic Motivation to use Computers in the Workplace. Journal of Applied Social Psychology, 22(14), 1111-1132.
  • Denzin, N. K. & Lincoln, Y. S. (2005). The Sage handbook of qualitative Research (3rd Ed.), Thousand Oaks: CA, Sage.
  • Dewailly, J. M. (1999). Sustainable tourist space: From reality to virtual reality?. Tourism Geographies, 1(1), 41-55.
  • Dickinger, A., Arami, M. & Meyer, D. (2008). The Role of Perceived Enjoyment and Social Norm in the Adoption of Technology with Network Externalities. European Journal of Information Systems, 17(1), 4-11.
  • Gale, T. (2009). Urban beaches, virtual worlds and ‘the end of tourism’. Mobilities, 4(1), 119-138.
  • Goh, S. & Yoon, T. (2011). If you build it will they come? An empirical investigation of facilitators and inhibitors of hedonic virtual world acceptance, 2011 44th Hawaii International Conference on System Sciences (pp. 1-9), IEEE.
  • Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism Management, 31(5), 637-651.
  • Hall, C. M. & Page, S. (2006). The geography of tourism and recreation. New York: Routledge.
  • Hill-Smith, C. (2011). Cyberpilgrimage: The (virtual) reality of online pilgrimage experience. Religion Compass, 5(6), 236-246.
  • Hobson, J. S. P. & Williams, A. P. (1995). Virtual reality: A new horizon for the tourism industry. Journal of Vacation Marketing, 1(2), 125-135.
  • Hobson, J. S. P. & Williams, A. P. (1997). Virtual reality: The future of leisure and tourism?. World Leisure & Recreation, 39(3), 34-40.
  • Husserl, E. (2010). Fenomenoloji, Çev. A. Gelmez, Baykuş, Felsefe Yazıları Dergisi, 6, 29-47.
  • Hyun, M. Y., Lee, S. & Hu, C. (2009). Mobile-mediated virtual experience in tourism: concept, typology and applications. Journal of Vacation Marketing, 15(2), 149-164.
  • Jamal, T. & Hill, S. (2002). The home and the world post touristic spaces of in authenticity. G. Dann (Ed.), “In” The Tourist as A Metaphor of The Social World, (pp. 77-107), Wallingford, Oxon, UK: CABI International.
  • Jung, T., Tom Dieck, M. C., Moorhouse, N. & Tom Dieck, D. (2017). Tourists' experience of virtual reality applications, 2017 IEEE International Conference on Consumer Electronics (ICCE), (pp. 208-210), IEEE.
  • Kaleci, D., Tepe, T. & Tüzün, H. (2017). Üç Boyutlu Sanal Gerçeklik Ortamlarındaki Deneyimlere İlişkin Kullanıcı Görüşleri. Türkiye Sosyal Araştırmalar Dergisi, 21(3), 669-689.
  • Karaküçük, S. (2008). Boş zaman ve rekreasyon, Ankara: Gazi Kitabevi.
  • Kim, M. J., Lee, C. K. & Jung, T. (2019). Exploring consumer behavior in virtual reality tourism using an extended stimulus-organism-response model. Journal of Travel Research, 59(1), 69-89.
  • Kim, M. J., & Hall, C. M. (2019). A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors. International Journal of Information Management, 46, 236-249.
  • Kümbetoğlu, B. (2017). Sosyolojide ve Antropolojide Niteliksel Yöntem ve Araştırma. İstanbul: Bağlam Yayıncılık.
  • Liang, J., Yamashita, T. & Brown, J. S. (2013). Leisure satisfaction and quality of life in China, Japan and South Korea: A comparative study using Asia barometer 2006. Journal of Happiness Studies, 14, 753-769.
  • Lu, L. & Hu, C. H. (2005). Personality, leisure experiences and happiness. Journal of Happiness Studies, 6, 325-342.
  • Merkx, C., & Nawijn, J. (2021). Virtual reality tourism experiences: Addiction and isolation. Tourism Management, 87, 104394.
  • Miles, M. B. & Huberman, A. M. (1994). Qualitative Data Analysis: An Expanded Sourcebook (2nd Ed). Thousand Oaks, CA: Sage.
  • Moustakas, C. (1994). Phenomenological Research Methods. Thousand Oaks, CA: Sage.
  • Musil, S. & Pigel, G. (1994). Can tourism be replaced by virtual reality technology?, Schertler, W., Schmid, B., Tjoa, A. M., Werthner, H. (Eds.), “In” Information and Communications Technologies in Tourism (pp. 87-94), Vienna: Springer.
  • North, M. M., North, S. M. & Coble, J. R. (1997). Virtual reality therapy: An effective treatment for psychological. Virtual Reality in Neuro-Psycho-Physiology: Cognitive, Clinical and Methodological Issues in Assessment and Rehabilitation, 44, 59-70.
  • Öztürk, Y. (2018). Boş zaman, rekreasyon ve turizm kavramları arasındaki ilişkinin karşılaştırmalı bir analizi. Sosyal, Beşeri ve İdari Bilimler Dergisi, 1(2), 31-42.
  • Paquet, E. & Viktor, H. L. (2005). Long-term preservation of 3D cultural heritage data related to architectural sites, ISPRS 3D Virtual Reconstruction and Visualization of Complex Architectures, Mestre-Venice, Italy, 22–24 August, 2 Ekim 2020 tarihinde, http://www.isprs.org/proceedings/XXXVI/5-W17/pdf/2.pdf adresinden erişildi.
  • Sharples, S., Cobb, S., Moody, A. & Wilson, J. R. (2008). Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display systems. Displays, 29(2), 58-69.
  • Sussmann, S. & Vanhegan, H. (2000). Virtual reality and the tourism product substitution or complement?, Proceedings of the Eighth European Conference on Information Systems (ECIS), Vienna, Austria, Wirtschaftsuniversität Wien, pp. 1077-1083.
  • Turner, P., Turner, S. & Carroll, F. (2005). The tourist gaze: Towards contextualised virtual environments, Turner, P., Davenport, E. (Eds.), “In” Spaces, Spatiality and Technology, (pp. 281-297), The Kluwer International Series on Computer Supported Cooperative Work, vol 5, Dordrecht: Springer.
  • Tüzün, H., Alsancak Sırakaya, D., Altıntaş Tekin, A. & Yaşar Eren, S. (2016). Üçboyutlu çok-kullanıcılı sanal ortamlarda buradalığın incelenmesi. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 31(3), 475-490.
  • UNWTO. (2007). A practical guide to tourism destination management, Madrid, Spain: World Tourism Organization, Erişim Adresi: (10.02.2019): https://www.e-unwto.org/doi/abs/10.18111/9789284412433
  • 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.
  • Wei, W., Qi, R. & Zhang, L. (2019). Effects of virtual reality on theme park visitors' experience and behaviors: A presence perspective. Tourism Management, 71, 282-293.
  • Weiss, P. L., Bialik, P. & Kizony, R. (2003). Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities. CyberPsychology & Behavior, 6(3), 335-342.
  • Williams, A. P. & Hobson, J. P. (1995). Virtual reality and tourism: Fact or fantasy?. Tourism Management, 16(6), 423-427.
  • Williams, M. (2000). Science and social science: An introduction. London: Routledge.
  • Yıldırım, A. & Şimşek, H. (2016). Sosyal Bilimlerde Nitel Araştırma Yöntemleri, (10. Baskı), Ankara: Seçkin Yayıncılık.
  • Yoo, C., Kwon, S., Na, H. & Chang, B. (2017). Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach. Sustainability, 9 (2162), 1-21.

Rekreasyon İşletmelerinde Kullanılan Sanal Gerçeklik Teknolojisine Yönelik Kullanıcıların Görüş ve Deneyimlerinin İncelenmesi

Yıl 2022, Cilt: 5 Sayı: 2, 204 - 222, 29.07.2022
https://doi.org/10.53353/atrss.1104097

Öz

Çalışmanın temel amacı, rekreasyon işletmelerinde sunulan sanal gerçeklik teknolojisi tabanlı uygulamaların, kullanıcılarında oluşturduğu gerçeklik algısını, yaşanan deneyimin özünü ve kullanıcıların sanal gerçeklik (SG) deneyimlerini keşfetmektir. Bu amaçla çalışma, fenomenolojik araştırma deseni üzerinden kurgulanmıştır. Veriler üç büyük ilde (İstanbul, Ankara, İzmir), Haziran-Ekim 2019 tarihleri arasında, yüz yüze görüşme formu aracılığı ile toplanmıştır. Verilerin analizi tematik analiz ile yapılmıştır. Elde edilen sonuçlara göre, rekreasyon işletmelerinde sunulan sanal gerçeklik teknolojisi tabanlı uygulamaların, kullanıcı tarafından kabul edilmesi; kullanıcısına fayda sağlamasına, eğlence düzeyinin yüksek olmasına ve kullanıcı nezdinde yeni bir gerçeklik algısı oluşturmasına bağlı olmaktadır. Öte yandan deneyimlenen uygulamaların gerçekçi, sürükleyici, faydalı ve eğlenceli olması, katılımcıların tekrar kullanım ve tavsiye niyetlerini yüksek düzeyde etkilese dahi, fiziksel bir deneyimin yerini alamamaktadır. Çalışma, rekreasyon işletmelerinde kendisine giderek daha yaygın kullanım alanı bulan sanal gerçeklik teknolojisine kullanıcıların deneyimleri üzerinden genel bir bakış açısı sunarken, bu kapsamda yapılacak sonraki çalışmalar için de yol gösterici olma niteliği taşımaktadır.

Kaynakça

  • Adler, A. (2005). Bireysel Psikoloji, Çev. A. Kılıçlıoğlu, İstanbul: Say Yayınları.
  • Adler, A. (2010). İnsanı Tanıma Sanatı, Çev. K. Şipal, İstanbul: Say Yayınları.
  • Amestoy, V. C., Rosal, R., S. & Toscano, E. V. (2008). The leisure experience. The Journal of Socio-Economics, 37, 64-78.
  • Aslan, Ş. & Uyar, S. (2018). Araştırma Yaklaşımlarının Seçimi. Ş. Aslan (Ed.), Sosyal Bilimlerde Araştırma Yöntemleri Nicel, Nitel ve Karma Tasarımlar İçin Bir Rehber içinde (ss. 57-69), Konya: Eğitim Yayınevi.
  • Bal, H. (2016). Nitel Araştırma Yöntem ve Teknikleri (Uygulamalı-Örnekli), Bursa: Sentez Yayıncılık.
  • Balogun, V. F., Thompson, A. F. & Sarumi, O. A. (2010). A 3D geo-spatial virtual reality system for virtual tourism. The Pacific Journal of Science and Technology, 11(2), 601-609.
  • Baran, Z. & Baran, H. (2022). The Future of Digital Tourism Alternatives in Virtual Reality. “In” Handbook of Research on Digital Communications, Internet of Things, and the Future of Cultural Tourism, (pp. 58-84), IGI Global.
  • Baudrillard, J. (2014). Simülakrlar ve Simülasyon, Çev. Oğuz Adanır, Ankara: Doğu Batı Yayınları.
  • Braun, V. & Clarke, V. (2006). Using Thematic Analysis in Psychology. Qualitative Research in Psychology, 3(2), 77-101.
  • Broughten, K. & Beggs, A. (2006). Leisure satisfaction of older adults. Activities, Adaptation Aging, 31(1), 1-18.
  • Charmaz, K. (2006). Constructing Grounded Theory, Thousand Oaks: CA, Sage.
  • Cheong, R. (1995). The virtual threat to travel and tourism. Tourism Management, 16(6), 417-422.
  • Creswell, J. W. (2013). Nitel Araştırma Yöntemleri: Beş Yaklaşıma Göre Nitel Araştırma ve Araştırma Deseni (3. Baskı), Çev. M. Bütün ve S. B Demir, Ankara: Siyasal Kitabevi.
  • Davis, F. D., Bagozzi, R. P. & Warshaw, P. R. (1992). Extrinsic and Intrinsic Motivation to use Computers in the Workplace. Journal of Applied Social Psychology, 22(14), 1111-1132.
  • Denzin, N. K. & Lincoln, Y. S. (2005). The Sage handbook of qualitative Research (3rd Ed.), Thousand Oaks: CA, Sage.
  • Dewailly, J. M. (1999). Sustainable tourist space: From reality to virtual reality?. Tourism Geographies, 1(1), 41-55.
  • Dickinger, A., Arami, M. & Meyer, D. (2008). The Role of Perceived Enjoyment and Social Norm in the Adoption of Technology with Network Externalities. European Journal of Information Systems, 17(1), 4-11.
  • Gale, T. (2009). Urban beaches, virtual worlds and ‘the end of tourism’. Mobilities, 4(1), 119-138.
  • Goh, S. & Yoon, T. (2011). If you build it will they come? An empirical investigation of facilitators and inhibitors of hedonic virtual world acceptance, 2011 44th Hawaii International Conference on System Sciences (pp. 1-9), IEEE.
  • Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism Management, 31(5), 637-651.
  • Hall, C. M. & Page, S. (2006). The geography of tourism and recreation. New York: Routledge.
  • Hill-Smith, C. (2011). Cyberpilgrimage: The (virtual) reality of online pilgrimage experience. Religion Compass, 5(6), 236-246.
  • Hobson, J. S. P. & Williams, A. P. (1995). Virtual reality: A new horizon for the tourism industry. Journal of Vacation Marketing, 1(2), 125-135.
  • Hobson, J. S. P. & Williams, A. P. (1997). Virtual reality: The future of leisure and tourism?. World Leisure & Recreation, 39(3), 34-40.
  • Husserl, E. (2010). Fenomenoloji, Çev. A. Gelmez, Baykuş, Felsefe Yazıları Dergisi, 6, 29-47.
  • Hyun, M. Y., Lee, S. & Hu, C. (2009). Mobile-mediated virtual experience in tourism: concept, typology and applications. Journal of Vacation Marketing, 15(2), 149-164.
  • Jamal, T. & Hill, S. (2002). The home and the world post touristic spaces of in authenticity. G. Dann (Ed.), “In” The Tourist as A Metaphor of The Social World, (pp. 77-107), Wallingford, Oxon, UK: CABI International.
  • Jung, T., Tom Dieck, M. C., Moorhouse, N. & Tom Dieck, D. (2017). Tourists' experience of virtual reality applications, 2017 IEEE International Conference on Consumer Electronics (ICCE), (pp. 208-210), IEEE.
  • Kaleci, D., Tepe, T. & Tüzün, H. (2017). Üç Boyutlu Sanal Gerçeklik Ortamlarındaki Deneyimlere İlişkin Kullanıcı Görüşleri. Türkiye Sosyal Araştırmalar Dergisi, 21(3), 669-689.
  • Karaküçük, S. (2008). Boş zaman ve rekreasyon, Ankara: Gazi Kitabevi.
  • Kim, M. J., Lee, C. K. & Jung, T. (2019). Exploring consumer behavior in virtual reality tourism using an extended stimulus-organism-response model. Journal of Travel Research, 59(1), 69-89.
  • Kim, M. J., & Hall, C. M. (2019). A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors. International Journal of Information Management, 46, 236-249.
  • Kümbetoğlu, B. (2017). Sosyolojide ve Antropolojide Niteliksel Yöntem ve Araştırma. İstanbul: Bağlam Yayıncılık.
  • Liang, J., Yamashita, T. & Brown, J. S. (2013). Leisure satisfaction and quality of life in China, Japan and South Korea: A comparative study using Asia barometer 2006. Journal of Happiness Studies, 14, 753-769.
  • Lu, L. & Hu, C. H. (2005). Personality, leisure experiences and happiness. Journal of Happiness Studies, 6, 325-342.
  • Merkx, C., & Nawijn, J. (2021). Virtual reality tourism experiences: Addiction and isolation. Tourism Management, 87, 104394.
  • Miles, M. B. & Huberman, A. M. (1994). Qualitative Data Analysis: An Expanded Sourcebook (2nd Ed). Thousand Oaks, CA: Sage.
  • Moustakas, C. (1994). Phenomenological Research Methods. Thousand Oaks, CA: Sage.
  • Musil, S. & Pigel, G. (1994). Can tourism be replaced by virtual reality technology?, Schertler, W., Schmid, B., Tjoa, A. M., Werthner, H. (Eds.), “In” Information and Communications Technologies in Tourism (pp. 87-94), Vienna: Springer.
  • North, M. M., North, S. M. & Coble, J. R. (1997). Virtual reality therapy: An effective treatment for psychological. Virtual Reality in Neuro-Psycho-Physiology: Cognitive, Clinical and Methodological Issues in Assessment and Rehabilitation, 44, 59-70.
  • Öztürk, Y. (2018). Boş zaman, rekreasyon ve turizm kavramları arasındaki ilişkinin karşılaştırmalı bir analizi. Sosyal, Beşeri ve İdari Bilimler Dergisi, 1(2), 31-42.
  • Paquet, E. & Viktor, H. L. (2005). Long-term preservation of 3D cultural heritage data related to architectural sites, ISPRS 3D Virtual Reconstruction and Visualization of Complex Architectures, Mestre-Venice, Italy, 22–24 August, 2 Ekim 2020 tarihinde, http://www.isprs.org/proceedings/XXXVI/5-W17/pdf/2.pdf adresinden erişildi.
  • Sharples, S., Cobb, S., Moody, A. & Wilson, J. R. (2008). Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display systems. Displays, 29(2), 58-69.
  • Sussmann, S. & Vanhegan, H. (2000). Virtual reality and the tourism product substitution or complement?, Proceedings of the Eighth European Conference on Information Systems (ECIS), Vienna, Austria, Wirtschaftsuniversität Wien, pp. 1077-1083.
  • Turner, P., Turner, S. & Carroll, F. (2005). The tourist gaze: Towards contextualised virtual environments, Turner, P., Davenport, E. (Eds.), “In” Spaces, Spatiality and Technology, (pp. 281-297), The Kluwer International Series on Computer Supported Cooperative Work, vol 5, Dordrecht: Springer.
  • Tüzün, H., Alsancak Sırakaya, D., Altıntaş Tekin, A. & Yaşar Eren, S. (2016). Üçboyutlu çok-kullanıcılı sanal ortamlarda buradalığın incelenmesi. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 31(3), 475-490.
  • UNWTO. (2007). A practical guide to tourism destination management, Madrid, Spain: World Tourism Organization, Erişim Adresi: (10.02.2019): https://www.e-unwto.org/doi/abs/10.18111/9789284412433
  • 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.
  • Wei, W., Qi, R. & Zhang, L. (2019). Effects of virtual reality on theme park visitors' experience and behaviors: A presence perspective. Tourism Management, 71, 282-293.
  • Weiss, P. L., Bialik, P. & Kizony, R. (2003). Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities. CyberPsychology & Behavior, 6(3), 335-342.
  • Williams, A. P. & Hobson, J. P. (1995). Virtual reality and tourism: Fact or fantasy?. Tourism Management, 16(6), 423-427.
  • Williams, M. (2000). Science and social science: An introduction. London: Routledge.
  • Yıldırım, A. & Şimşek, H. (2016). Sosyal Bilimlerde Nitel Araştırma Yöntemleri, (10. Baskı), Ankara: Seçkin Yayıncılık.
  • Yoo, C., Kwon, S., Na, H. & Chang, B. (2017). Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach. Sustainability, 9 (2162), 1-21.
Toplam 54 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Turizm (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Nur Kulakoğlu Dilek 0000-0002-2115-301X

Erken Görünüm Tarihi 23 Mart 2022
Yayımlanma Tarihi 29 Temmuz 2022
Gönderilme Tarihi 15 Nisan 2022
Kabul Tarihi 26 Mayıs 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 5 Sayı: 2

Kaynak Göster

APA Kulakoğlu Dilek, N. (2022). Rekreasyon İşletmelerinde Kullanılan Sanal Gerçeklik Teknolojisine Yönelik Kullanıcıların Görüş ve Deneyimlerinin İncelenmesi. GSI Journals Serie A: Advancements in Tourism Recreation and Sports Sciences, 5(2), 204-222. https://doi.org/10.53353/atrss.1104097
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