Araştırma Makalesi
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Beni Başka Âlemlere Götür! Kullanıcı Temelli Metaverse Etkinlik Deneyimi

Yıl 2022, Cilt: 13 Sayı: 1, 33 - 53, 30.06.2022
https://doi.org/10.34231/iuyd.1123136

Öz

Metaverse günümüz dünyasında üzerinde en fazla durulan ve konuşulan sanal gerçeklik mecralarından biri olarak kabul edilebilir ve aynı zamanda bir eğlence aracı olarak da yaygın olarak kullanılmaktadır. Bu çalışmada metaverse boş zaman etkinliklerine katılan üniversite öğrencileri arasında bir deneyim aracı olarak bu sanal mecra veya âlem araştırmıştır. Araştırma kapsamında metaverse etkinliklerini deneyimleyen katılımcılar ile yarı yapılandırılmış görüşmeler yapılmıştır. Bu çalışmanın sonuçları; illüzyonel varlık, FOMO temelli Fransız kalmama, kaçış, akış, anlık haz, ufuk çizgisi, ruh âlemi ve sanal semptomatik başlıklı sekiz temayı ortaya çıkardı. Bulgular, günümüz yaşamının vazgeçilmez bir parçası olan meteverse mecralarının aynı zamanda bir deneyim, eğlence ve haz aracı olarak da yaygın olarak kullanıldığını göstermektedir. Araştırmacılar, metaverse literatür taraması ve metaverse’in etkinlik kullanıcıları ile yapılan görüşmeler sonucunda, bu yeni sanal ortamın can sıkıntısından kurtulmak, yeni deneyimler yaşamak, eğlenmek, sosyal etkileşim kurmak gibi amaçlarla kullanımının yaygın olduğu sonucuna varmıştır.

Kaynakça

  • Argan, M., & Tokay-Argan, M. (2020). Share or worry! Relationship among FOMO, social visibility and conspicuous sharing. Journal of Internet Applications and Management, 11(2), 63-80.
  • Argan, M., & Argan, M. T. (2019). Toward a new understanding of FoMO:‘Fomsumerism. Pazarlama Teorisi ve Uygulamaları Dergisi, 5(2), 277-302.
  • Argan, M., & Tokay-Argan, M. (2018). Fomsumerism: A theoretical framework. International Journal of Marketing Studies, 10(2), 109-117.
  • Argan, M., Argan, M. T., Aydınoğlu, N. Z., & Özer, A. (2022). The delicate balance of social influences on consumption: A comprehensive model of consumer-centric fear of missing out. Personality and Individual Differences, 194, 111638.
  • Argan, M., Tokay Argan, M. & İpek, G. (2018). I Wish I Were! Anatomy of a fomsumer. Journal of Internet Applications and Management, 9(1), 43-57.
  • Armour, J., Deakin, S., Sarkar, P., Siems, M., & Singh, A. (2009). Shareholder protection and stock market development: an empirical test of the legal origins hypothesis. Journal of Empirical Legal Studies, 6(2), 343-380.
  • Ayiter, E. (2008). Integrative art education in a metaverse: ground. Technoetic Arts, 6(1), 41-53.
  • Baker, A., Lewin, T., Reichler, H., Clancy, R., Carr, V., Garrett, R., ... & Terry, M. (2002). Evaluation of a motivational interview for substance use within psychiatric in‐patient services. Addiction, 97(10), 1329-1337.
  • Bekir, S., & Çelik, E. (2019). Examining the factors contributing to adolescents’ online game addiction. Anales De Psicología/Annals of Psychology, 35(3), 444-452. 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.
  • Choi, H. S., & Kim, S. H. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519-1527.
  • Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety: the Notion of Flow in Work and Play.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience (Vol. 1990). New York: Harper & Row.
  • Choi, H. S., & Kim, S. H. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519-1527.
  • Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage publications.
  • Davis, A., Murphy, J. D., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2), 91-117.
  • Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. New York: Plenum.
  • Deci, E. L., & Ryan, R. M. (2000). The" what" and" why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268.
  • Gadalla, E., Keeling, K., & Abosag, I. (2013). Metaverse-retail service quality: A future framework for retail service quality in the 3D internet. Journal of Marketing Management, 29(13-14), 1493-1517.
  • Gomel, E. (2018). Recycled dystopias: Cyberpunk and the end of history. Arts, 7 (3), 1-8.
  • Grigorovici, D. M., & Constantin, C. D. (2004). Experiencing interactive advertising beyond rich media: Impacts of ad type and presence on brand effectiveness in 3D gaming immersive virtual environments. Journal of Interactive Advertising, 5(1), 22-36.
  • Hassenzahl, M. (2010). Experience design: Technology for all the right reasons. Synthesis Lectures on Human-Centered Informatics, 3(1), 1-95.
  • Hazan, S. (2010). Musing the metaverse. Heritage in the Digital Era, Multi-Science Publishing, Brentwood, Esse, UK. https://www.makeuseof.com/ways-metaverse-will-change-work/ “7 Ways the Metaverse Will Forever Change How We Work” (Erişim Tarihi: 15.03.2022).
  • https://www.statista.com/statistics/1280565/global-market-cap-metaverse-facebook-gaming/ “Market capitalization of the metaverse, Facebook and gaming worldwide as of October 2021” (Erişim Tarihi: 29.04.2022).
  • https://www.statista.com/statistics/1285117/metaverse-benefits/ “Leading benefits of the metaverse worldwide in 2021” (Erişim Tarihi: 15.03.2022).
  • https://www.statista.com/statistics/1288655/metaverse-consumer-expenditure-tam-united-states/ “Metaverse potential consumer expenditure total addressable market in the United States as of 2022, by segment” (Erişim Tarihi: 29.04.2022).
  • Huang, M. P., & Alessi, N. E. (1999). Presence as an emotional experience. Studies in Health Technology and Informatics, 148-153.
  • Johnson, J. (2022). Metaverse - statistics & facts, Statista, 23 February.
  • https://www.statista.com/topics/8652/metaverse/#topicHeader__wrapper (Erişim Tarihi: 12.03.2022).
  • 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.
  • Kuliga, S. F., Thrash, T., Dalton, R. C., & Hölscher, C. (2015). Virtual reality as an empirical research tool—Exploring user experience in a real building and a corresponding virtual model. Computers, Environment and Urban Systems, 54, 363-375.
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021a). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. Journal of Latex Class Files, 14(8), 1-66.
  • Lee, L. H., Lin, Z., Hu, R., Gong, Z., Kumar, A., Li, T., ... & Hui, P. (2021b). When Creators Meet the Metaverse: A Survey on Computational Arts. arXiv preprint arXiv, 37(4), 1-36.
  • Lee, S. E., Domina, T., & MacGillivray, M. (2011). Exploring consumers’ flow experiences in virtual shopping: an exploratory study. International Journal of Electronic Marketing and Retailing, 4(2-3), 165-182.
  • Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media & Society, 20(9), 3223-3242.
  • Lincoln, Y.S., and Guba, E. G. (1985). Naturalistic inquiry. Sage, 1985.
  • Maloney, D. (2021). A Youthful Metaverse: Towards Designing Safe, Equitable, and Emotionally Fulfilling Social Virtual Reality Spaces for Younger Users. All Dissertations. 2931.
  • https://tigerprints.clemson.edu/all_dissertations/2931 (Erişim Tarihi: 12.03.2022).
  • Mooradian, N. (2006). Virtual reality, ontology, and value. Metaphilosophy, 37(5), 673-690.
  • Moro-Visconti, R. (2022). From physical reality to the Internet and the Metaverse: A Multilayer Network Valuation. file:///C:/Users/user/Downloads/Metaverse11.0.pdf (Erişim Tarihi: 12.03.2022).
  • Ondrejka, C. (2004). Escaping the gilded cage: User created content and building the metaverse. NYL Sch. L. Rev., 49, 81.
  • Pallot, M., Eynard, R., Poussard, B., Christmann, O., & Richir, S. (2013, March). Augmented sport: exploring collective user experience. In Proceedings of the Virtual Reality International Conference: Laval Virtual (pp. 1-8).
  • Pence, H. E. (2007). The homeless professor in Second Life. Journal of Educational Technology Systems, 36(2), 171-177.
  • Pizzi, G., Scarpi, D., Pichierri, M., & Vannucci, V. (2019). Virtual reality, real reactions?: Comparing consumers' perceptions and shopping orientation across physical and virtual-reality retail stores. Computers in Human Behavior, 96, 1-12.
  • Schroeder, R. (2002). Social interaction in virtual environments: Key issues, common themes, and a framework for research. In R. Schroeder (Ed.), The social life of avatars (pp. 1–18). London: Springer.
  • Sivan, Y. (2008). The 3D3C metaverse: A new medium is born. New Media and Innovative Technology, 133-159.
  • Takatalo, J., Nyman, G., & Laaksonen, L. (2008). Components of human experience in virtual environments. Computers in Human Behavior, 24(1), 1-15.
  • Tcha-Tokey, K., Loup-Escande, E., Christmann, O., & Richir, S. (2016). A questionnaire to measure the user experience in immersive virtual environments. In Proceedings of the 2016 virtual reality international conference (pp. 1-5).
  • Violante, M. G., Vezzetti, E., & Piazzolla, P. (2019). How to design a virtual reality experience that impacts the consumer engagement: the case of the virtual supermarket. International Journal on Interactive Design and Manufacturing (IJIDeM), 13(1), 243-262.
  • Wood, N. T., & Solomon, M. R. (2009). Virtual social identity and consumer behavior. ME Sharpe.
  • Ynag, Q., Zhao, Y., Huang, H., & Zheng, Z. (2022). Fusing Blockchain and AI with Metaverse: A Survey. arXiv preprint arXiv, 1-15.

Take Me To Other Universes! Metaverse Event Experience of Users

Yıl 2022, Cilt: 13 Sayı: 1, 33 - 53, 30.06.2022
https://doi.org/10.34231/iuyd.1123136

Öz

Metaverese can be considered as one of the most talked about virtual reality channels in today's world, and it is also widely used as an entertainment tool. In this study, this virtual medium or realm was investigated as an experience tool among university students participating in metaverse leisure activities. Within the scope of the research, semi-structured interviews were conducted with the participants who experienced metaverse activities. The results of this study revealed eight themes titled as illusory presence, FOMO-based non-French, escape, flow, instant gratification, horizon line, spirit realm and virtual symptomatic. The findings show that metaverse channels, which are an indispensable part of today's life, are also widely used as a means of experience, entertainment and pleasure. As a result of the metaverse literature review and interviews with the event users of the metaverse, the researchers concluded that this new virtual environment is widely used for purposes such as getting rid of boredom, having new experiences, having fun, and establishing social interaction.

Kaynakça

  • Argan, M., & Tokay-Argan, M. (2020). Share or worry! Relationship among FOMO, social visibility and conspicuous sharing. Journal of Internet Applications and Management, 11(2), 63-80.
  • Argan, M., & Argan, M. T. (2019). Toward a new understanding of FoMO:‘Fomsumerism. Pazarlama Teorisi ve Uygulamaları Dergisi, 5(2), 277-302.
  • Argan, M., & Tokay-Argan, M. (2018). Fomsumerism: A theoretical framework. International Journal of Marketing Studies, 10(2), 109-117.
  • Argan, M., Argan, M. T., Aydınoğlu, N. Z., & Özer, A. (2022). The delicate balance of social influences on consumption: A comprehensive model of consumer-centric fear of missing out. Personality and Individual Differences, 194, 111638.
  • Argan, M., Tokay Argan, M. & İpek, G. (2018). I Wish I Were! Anatomy of a fomsumer. Journal of Internet Applications and Management, 9(1), 43-57.
  • Armour, J., Deakin, S., Sarkar, P., Siems, M., & Singh, A. (2009). Shareholder protection and stock market development: an empirical test of the legal origins hypothesis. Journal of Empirical Legal Studies, 6(2), 343-380.
  • Ayiter, E. (2008). Integrative art education in a metaverse: ground. Technoetic Arts, 6(1), 41-53.
  • Baker, A., Lewin, T., Reichler, H., Clancy, R., Carr, V., Garrett, R., ... & Terry, M. (2002). Evaluation of a motivational interview for substance use within psychiatric in‐patient services. Addiction, 97(10), 1329-1337.
  • Bekir, S., & Çelik, E. (2019). Examining the factors contributing to adolescents’ online game addiction. Anales De Psicología/Annals of Psychology, 35(3), 444-452. 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.
  • Choi, H. S., & Kim, S. H. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519-1527.
  • Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety: the Notion of Flow in Work and Play.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience (Vol. 1990). New York: Harper & Row.
  • Choi, H. S., & Kim, S. H. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519-1527.
  • Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage publications.
  • Davis, A., Murphy, J. D., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2), 91-117.
  • Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. New York: Plenum.
  • Deci, E. L., & Ryan, R. M. (2000). The" what" and" why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268.
  • Gadalla, E., Keeling, K., & Abosag, I. (2013). Metaverse-retail service quality: A future framework for retail service quality in the 3D internet. Journal of Marketing Management, 29(13-14), 1493-1517.
  • Gomel, E. (2018). Recycled dystopias: Cyberpunk and the end of history. Arts, 7 (3), 1-8.
  • Grigorovici, D. M., & Constantin, C. D. (2004). Experiencing interactive advertising beyond rich media: Impacts of ad type and presence on brand effectiveness in 3D gaming immersive virtual environments. Journal of Interactive Advertising, 5(1), 22-36.
  • Hassenzahl, M. (2010). Experience design: Technology for all the right reasons. Synthesis Lectures on Human-Centered Informatics, 3(1), 1-95.
  • Hazan, S. (2010). Musing the metaverse. Heritage in the Digital Era, Multi-Science Publishing, Brentwood, Esse, UK. https://www.makeuseof.com/ways-metaverse-will-change-work/ “7 Ways the Metaverse Will Forever Change How We Work” (Erişim Tarihi: 15.03.2022).
  • https://www.statista.com/statistics/1280565/global-market-cap-metaverse-facebook-gaming/ “Market capitalization of the metaverse, Facebook and gaming worldwide as of October 2021” (Erişim Tarihi: 29.04.2022).
  • https://www.statista.com/statistics/1285117/metaverse-benefits/ “Leading benefits of the metaverse worldwide in 2021” (Erişim Tarihi: 15.03.2022).
  • https://www.statista.com/statistics/1288655/metaverse-consumer-expenditure-tam-united-states/ “Metaverse potential consumer expenditure total addressable market in the United States as of 2022, by segment” (Erişim Tarihi: 29.04.2022).
  • Huang, M. P., & Alessi, N. E. (1999). Presence as an emotional experience. Studies in Health Technology and Informatics, 148-153.
  • Johnson, J. (2022). Metaverse - statistics & facts, Statista, 23 February.
  • https://www.statista.com/topics/8652/metaverse/#topicHeader__wrapper (Erişim Tarihi: 12.03.2022).
  • 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.
  • Kuliga, S. F., Thrash, T., Dalton, R. C., & Hölscher, C. (2015). Virtual reality as an empirical research tool—Exploring user experience in a real building and a corresponding virtual model. Computers, Environment and Urban Systems, 54, 363-375.
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021a). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. Journal of Latex Class Files, 14(8), 1-66.
  • Lee, L. H., Lin, Z., Hu, R., Gong, Z., Kumar, A., Li, T., ... & Hui, P. (2021b). When Creators Meet the Metaverse: A Survey on Computational Arts. arXiv preprint arXiv, 37(4), 1-36.
  • Lee, S. E., Domina, T., & MacGillivray, M. (2011). Exploring consumers’ flow experiences in virtual shopping: an exploratory study. International Journal of Electronic Marketing and Retailing, 4(2-3), 165-182.
  • Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media & Society, 20(9), 3223-3242.
  • Lincoln, Y.S., and Guba, E. G. (1985). Naturalistic inquiry. Sage, 1985.
  • Maloney, D. (2021). A Youthful Metaverse: Towards Designing Safe, Equitable, and Emotionally Fulfilling Social Virtual Reality Spaces for Younger Users. All Dissertations. 2931.
  • https://tigerprints.clemson.edu/all_dissertations/2931 (Erişim Tarihi: 12.03.2022).
  • Mooradian, N. (2006). Virtual reality, ontology, and value. Metaphilosophy, 37(5), 673-690.
  • Moro-Visconti, R. (2022). From physical reality to the Internet and the Metaverse: A Multilayer Network Valuation. file:///C:/Users/user/Downloads/Metaverse11.0.pdf (Erişim Tarihi: 12.03.2022).
  • Ondrejka, C. (2004). Escaping the gilded cage: User created content and building the metaverse. NYL Sch. L. Rev., 49, 81.
  • Pallot, M., Eynard, R., Poussard, B., Christmann, O., & Richir, S. (2013, March). Augmented sport: exploring collective user experience. In Proceedings of the Virtual Reality International Conference: Laval Virtual (pp. 1-8).
  • Pence, H. E. (2007). The homeless professor in Second Life. Journal of Educational Technology Systems, 36(2), 171-177.
  • Pizzi, G., Scarpi, D., Pichierri, M., & Vannucci, V. (2019). Virtual reality, real reactions?: Comparing consumers' perceptions and shopping orientation across physical and virtual-reality retail stores. Computers in Human Behavior, 96, 1-12.
  • Schroeder, R. (2002). Social interaction in virtual environments: Key issues, common themes, and a framework for research. In R. Schroeder (Ed.), The social life of avatars (pp. 1–18). London: Springer.
  • Sivan, Y. (2008). The 3D3C metaverse: A new medium is born. New Media and Innovative Technology, 133-159.
  • Takatalo, J., Nyman, G., & Laaksonen, L. (2008). Components of human experience in virtual environments. Computers in Human Behavior, 24(1), 1-15.
  • Tcha-Tokey, K., Loup-Escande, E., Christmann, O., & Richir, S. (2016). A questionnaire to measure the user experience in immersive virtual environments. In Proceedings of the 2016 virtual reality international conference (pp. 1-5).
  • Violante, M. G., Vezzetti, E., & Piazzolla, P. (2019). How to design a virtual reality experience that impacts the consumer engagement: the case of the virtual supermarket. International Journal on Interactive Design and Manufacturing (IJIDeM), 13(1), 243-262.
  • Wood, N. T., & Solomon, M. R. (2009). Virtual social identity and consumer behavior. ME Sharpe.
  • Ynag, Q., Zhao, Y., Huang, H., & Zheng, Z. (2022). Fusing Blockchain and AI with Metaverse: A Survey. arXiv preprint arXiv, 1-15.
Toplam 50 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İşletme
Bölüm Araştırma Makalesi
Yazarlar

Metin Argan

Mehpare Tokay Argan

Halime Dinç 0000-0002-2391-5508

Yayımlanma Tarihi 30 Haziran 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 13 Sayı: 1

Kaynak Göster

APA Argan, M., Tokay Argan, M., & Dinç, H. (2022). Beni Başka Âlemlere Götür! Kullanıcı Temelli Metaverse Etkinlik Deneyimi. İnternet Uygulamaları Ve Yönetimi Dergisi, 13(1), 33-53. https://doi.org/10.34231/iuyd.1123136