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İşletmeler Bağlamında Metaverse: Swot Analizi İle Durum Değerlendirmesi

Yıl 2024, , 1587 - 1612, 24.10.2024
https://doi.org/10.21547/jss.1376122

Öz

Dijital dünya giderek evrimleşmekte ve bu değişimin merkezinde Metaverse bulunmaktadır. Yaklaşık otuz yıl önce Neal Stephenson’un Snow Crash adlı bilim kurgu kitabında ilk kez ortaya atılan Metaverse kavramı, fiziksel gerçekliği dijital sanallıkla birleştiren sürekli, kalıcı ve çok kullanıcılı bir ortam olan gerçeklik sonrası bir evrendir. İşletmeler açısından sanal dünyada yeni pazarlama, satış ve müşteri etkileşimi fırsatları sunmakta, sınırların ortadan kaldırılmasıyla küresel müşteri kitlesine ulaşmayı daha kolay hâle getirmektedir. Metaverse, işletmeler için büyük fırsatlar sunan dinamik bir dijital ekosistem olmakla birlikte aynı zamanda bazı zorlukları da beraberinde getirmektedir. Dolayısıyla yavaş yavaş kendi ekonomisini yaratan Metaverse teknolojilerinin işletmeler üzerindeki etkisini anlamanın ve bu yöndeki tartışmaların literatürdeki karşılıklarını takip etmenin değerli olduğu düşünülmektedir. İşletmelerin, bu yeni dijital dünyanın potansiyelini anlamaları, doğru stratejileri geliştirmeleri ve bu dinamik değişime adapte olabilmeleri için SWOT analizi gibi güçlü bir araca başvurulması gerektiği düşünülmektedir. SWOT analizi işletmelerin etkili stratejiler geliştirmelerine yardımcı olurken, güçlü yönlerini kullanarak zayıf yönleriyle başa çıkmalarını sağlamaktadır. Bu çalışma, nitel veri toplama yöntemi olan doküman incelemesi yoluyla gerçekleştirilmiştir. Bu bağlamda, dokümanlardaki bilgilerden ve yorumlardan faydalanılmış ve doküman incelemesi sonuçları SWOT analizi çerçevesinde sunulmuştur. Son olarak işletmelere ve araştırmacılara konuyla ilgili önerilerde bulunulmuştur. Bu evrenin SWOT analizi yöntemiyle değerlendirilmesinin spesifik olarak işletmeler bağlamında yapılması ile çalışmanın literatüre katkı sağlayacağı düşünülmektedir.

Kaynakça

  • Adobe, (2023). 11.01.2024 tarihinde https://www.adobe.com/tr/products/substance3d/discover/mixed-reality.html adresinden edinilmiştir.
  • Aka, D. C. (2022). Metaverse’ün işletmeler üzerindeki potansiyel etkisi. Dalkılıç, M. (Ed.). INSAC Contemporary Trends in Humanities and Social Sciences (s.55-68). Ankara: Duvar Yayınları.
  • Arvas, İ. S. (2022). Gutenberg galaksisinden meta evrenine: Üçüncü kuşak internet, web 3.0. Academic Journal of Information Technology, 13(48), 53-71.
  • Bell, G., Parisi, A., Pesce, M. (1995). The virtual reality modeling language: Version 1.0 specification. 22 Ağustos tarihinde http://www.wired.com/vrml.tech/vrml10-3.html adresinden edinilmiştir.
  • BI. (Bloomberg Intelligence) (2021). Metaverse may be $800 billion market, next tech platform. 17 Şubat 2023 tarihinde https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-techplatform/ adresinden edinilmiştir.
  • Bobrowski, M. (2021). Mark Zuckerberg sets Facebook on long costly path to Metaverse reality. The Wall Street Journal. 17 Aralık 2022 tarihinde https://www.wsj.com/articles/mark-zuckerberg-sets-facebook-on-long-costly-pathto-metaverse-reality-11635252726?mod=article_inline. adresinden edinilmiştir.
  • Calhoun, S. (2021). The metaverse and manufacturing: Hype vs reality. Veryable. 18 Şubat 2023 tarihinde https://www.veryableops.com/blog/Metaverse-manufacturing-hype-vs-reality adresinden edinilmiştir.
  • Chang, L., Zhang, Z., Li, P., Xi, S., Guo, W., Shen, Y., Xiong, Z., Kang, J., Niyato, D., Qiao, X., Wu, Y. (2022). 6G-enabled Edge AI for Metaverse: Challenges, methods, and future research directions. arXiv preprint arXiv:2204.06192. doi: 10.48550/arXiv.2204.06192.
  • Chávez-Aguayo, M. A. (2009). Democratization of creativity and cultural production in virtual worlds: a new challenge for regulation and cultural management. SLACTIONS 2009 International Conference, 53-59.
  • Choi, H. Y. (2022). Working in the Metaverse: Does telework in a metaverse office have the potential to reduce population pressure in megacities? Sustainability, 14, 4-17.
  • Çelik, R. (2022). Metaverse nedir? Kavramsal değerlendirme ve genel bakış. Balkan and Near Eastern Journal of Social Sciences, 8(1), 67-74.
  • Çoban, B., Karakaya, Y. E. (2010). Geleceği planlamada stratejik yönetim ve SWOT analizi: kavramsal yaklaşımlar. Social Sciences, 5(4), 342-352.
  • Damar, M. (2021). Metaverse shape of your life for future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1-8.
  • 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), 90-117.
  • Dolan, L. S., Raich, M. (2009). The great transformation in business and society: Reflections on current culture and extrapolation for the future. Cross Cultural Management: An International Journal, 16(2), 121-130.
  • Dombrowski, U., Wagner, T. (2014). Mental strain as a field of action in the 4th industrial revolution. Procedia CIRP, 17, 100-105.
  • Doolani, S., Wessels, C., Kanal, V., Sevastopoulos, C., Jaiswal, A., Nambiappan, H., Makedon, F. (2020). A review of extended reality (XR) technologies for manufacturing training. Technologies, 8(4), 77.
  • Dorri, M. (2017). Healthcare research: VR and AR. British Dental Journal. 222, 224–225.
  • El-Jarn, H., Southern, G. (2020). Can co-creation in extended reality technologies facilitate the design process? Journal of Work-Applied Management, 12 (2), 191-205.
  • European Business Review. (2022). Digitalized world: Workplace culture through the lens of metaverse. 8 Eylül 2022 tarihinde https://www.europeanbusinessreview.com/digitalized-world-workplace-culture-through-the-lens-of-metaverse/ adresinden edinilmiştir.
  • Fernandez, C. B., Hui, P. (2022). Life, the Metaverse and everything: An overview of privacy, ethics, and governance in Metaverse. arXiv preprint arXiv:2204.01480.
  • Fritz, F., Susperregui, A., Linaza, M. (2005). Enhancing cultural tourism experiences with augmented reality technologies. Paper presented at the 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST), Pisa, Italy.
  • 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), 1493-1517.
  • George, A. S. H., Fernando, M., George, A. S., Baskar, T., Pandey, D. (2021). Metaverse: The next stage of human culture and the internet. International Journal of Advanced Research Trends in Engineering and Technology, 8 (12).
  • Gigante, M. A. (1993). Virtual reality: Definitions, history and applications. In R. A. Earnshaw, M. A. Gigante, H. Jones (Ed.), Virtual Reality Systems. London: Academic Press.
  • Güçlü, N. (2003). Örgüt kültürü. Kırgızistan Manas Üniversitesi Sosyal Bilimler Dergisi, 3(6), 147-159.
  • Güler, O., Savaş, S. (2022). All aspects of metaverse studies, technologies and future. Gazi Journal of Engineering Sciences, 8 (2), 292-319. doi:10.30855/gmbd.0705011.
  • Handley, L. (2021). Looking for a job? You might get hired via the metaverse, experts say. CNBC. 12.02.2022 tarihinde https://www.cnbc.com/2021/11/30/looking-for-a-job-you-might-get-hired-via-the-metaverse-experts-say.html/ adresinden edinilmiştir.
  • Helou, S. (2021). What are the risks of recreating reality in the metaverse?. 02.12.2022 tarihinde https://forkast.news/what-are-risksrecreating-reality-metaverse adresinden edinilmiştir.
  • Isaac, M. (2021). Facebook renames itself Meta. The New York Times. 16.09.2023 tarihinde https://www.nytimes.com/2021/10/28/technology/facebook-meta-name-change.html adresinden edinilmiştir.
  • KAIST (2021). Metaverse factory center to improve SME’s competitiveness. 19 Kasım 2022 tarihindehttps://news.kaist.ac.kr/newsen/html/news/?mode=Vvemng_no=17010veskey=keywordvesval=Manufacturingvelist_s_date=velist_e_date=veGotoPage=1. adresinden edinilmiştir.
  • Learned, E. P., Christiansen, C. R., Andrews, K., Guth, W. D. (1969). Business policy: Text and cases. Irwin, Homewood, IL.
  • Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D. I., Lin, Z., Kumar, A., Bermejo, C., 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.
  • Lenovo. (2022). Enterprise metaverse employees ready organizations deliver. 18 Kasım 2022 tarihinde https://news.lenovo.com/pressroom/press-releases/enterprise-metaverse-employees-ready-organizations-deliver/. adresinden edinilmiştir.
  • Microsoft. (2022). Mesh-Sıkça Sorulan Sorular. 19 Ocak 2023 tarihinde https://learn.microsoft.com/tr-tr/mesh/faq. adresinden edinilmiştir.
  • Mintzberg, H., Ahlstrand, B. W. Lampel, J. (1998). The design school: strategy formation as a process of conception. strategy safari: A guided tour through the wilds of strategic management. New York: Free Press.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2, 486-497.
  • Nalbant, K. G., Uyanık, Ş. (2021). Computer vision in the metaverse. Journal of Metaverse, 1 (1), 9-12.
  • Nart, S., Çolakoğlu, C., Toygar, A. (2022). Metaverse ve çalışma yaşamına etkisi. 4. Uluslararası CEO İletişim, Ekonomi ve Organizasyon Sosyal Bilimler Kongresi içinde, (s. 320-328), Hindistan.
  • Needleman, S. E. (2021). The amazing things you'll do in the metaverse and what it will take to get there. The Wall Street Journal. 14.11.2022 tarihinde https://www.wsj.com/articles/the-amazing-things-youll-do-in-the-metaverse-and-what-it-will-take-to-get-there-11634396401 adresinden edinilmiştir.
  • Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J., Daneshmand, M. (2021). A survey on Metaverse: The state-of-the-art, technologies, applications, and challenges. Computers and Society, 1-34.
  • NUEM (Novarge Uzaktan Eğitim Merkezi). (2022). Metaverse'ün iş dünyasına etkisi: Neler değişecek? 25 Kasım 2022 tarihinde https://www.novarge.com.tr/blog/metaverse-un-is-dunyasina-etkisi-nasil-olacak.html. adresinden edinilmiştir.
  • Özenir, İ. (2022). Metaverse ve üretim: Metaverse'ün üretime etkileri. Erciyes Akademi, 36 (2), 559-573.
  • Palmer, A. (2022). Amazon, Intel and other tech companies acknowledge rejecting remote work could cost them talent. https://www.cnbc.com/2022/02/04/tech-companies-acknowledge-rejecting-remote-work-could-cost-them-talent.html adresinden edinilmiştir.
  • Sarsby, A. (2016). SWOT analysis. Leadership Library.
  • Schaf, F. M., Müller, D., Bruns, F. W., Pereira, C. E., Erbe, H. H. (2009). Collaborative learning and engineering workspaces. Annual Reviews in Control, 33 (2), 246–252.
  • Siyaev, A., Jo, G.-S. (2021). Neuro-Symbolic speech understanding in aircraft maintenance metaverse. IEEE Access, 9, 154484–154499.
  • Stephenson, N. (1992). Snow crash. Bantam Spectra Books.
  • Suh, A., Prophet, J. (2018). The state of immersive technology research: A literature analysis. Computers in Human Behavior, 86, 77-90.
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Metaverse in the Context of Businesses: Situation Assessment with SWOT Analysis

Yıl 2024, , 1587 - 1612, 24.10.2024
https://doi.org/10.21547/jss.1376122

Öz

The digital world is continuously evolving, and at the heart of this transformation lies the Metaverse. First introduced nearly thirty years ago in Neal Stephenson's science fiction novel Snow Crash, the concept of the Metaverse represents a post-reality universe that merges physical reality with digital virtuality, creating a persistent, continuous, and multi-user environment. From a business perspective, it offers new opportunities for marketing, sales, and customer engagement in virtual spaces, making it easier to reach a global customer base by eliminating physical boundaries. While the Metaverse presents a dynamic digital ecosystem with significant opportunities for businesses, it also brings certain challenges. Therefore, understanding the impact of Metaverse technologies on businesses and following the discussions surrounding this topic in the literature is considered valuable. For businesses to grasp the potential of this new digital realm, develop the right strategies, and adapt to this dynamic change, the use of a robust tool like SWOT analysis is recommended. SWOT analysis helps businesses develop effective strategies by leveraging their strengths to address their weaknesses. This study was conducted through document analysis, a qualitative data collection method. In this context, information and insights from the documents were utilized, and the results of the document analysis were presented within the framework of a SWOT analysis. Finally, recommendations were provided to businesses and researchers on the subject. It is believed that assessing this universe specifically in the context of businesses through SWOT analysis will contribute to the literature.

Kaynakça

  • Adobe, (2023). 11.01.2024 tarihinde https://www.adobe.com/tr/products/substance3d/discover/mixed-reality.html adresinden edinilmiştir.
  • Aka, D. C. (2022). Metaverse’ün işletmeler üzerindeki potansiyel etkisi. Dalkılıç, M. (Ed.). INSAC Contemporary Trends in Humanities and Social Sciences (s.55-68). Ankara: Duvar Yayınları.
  • Arvas, İ. S. (2022). Gutenberg galaksisinden meta evrenine: Üçüncü kuşak internet, web 3.0. Academic Journal of Information Technology, 13(48), 53-71.
  • Bell, G., Parisi, A., Pesce, M. (1995). The virtual reality modeling language: Version 1.0 specification. 22 Ağustos tarihinde http://www.wired.com/vrml.tech/vrml10-3.html adresinden edinilmiştir.
  • BI. (Bloomberg Intelligence) (2021). Metaverse may be $800 billion market, next tech platform. 17 Şubat 2023 tarihinde https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-techplatform/ adresinden edinilmiştir.
  • Bobrowski, M. (2021). Mark Zuckerberg sets Facebook on long costly path to Metaverse reality. The Wall Street Journal. 17 Aralık 2022 tarihinde https://www.wsj.com/articles/mark-zuckerberg-sets-facebook-on-long-costly-pathto-metaverse-reality-11635252726?mod=article_inline. adresinden edinilmiştir.
  • Calhoun, S. (2021). The metaverse and manufacturing: Hype vs reality. Veryable. 18 Şubat 2023 tarihinde https://www.veryableops.com/blog/Metaverse-manufacturing-hype-vs-reality adresinden edinilmiştir.
  • Chang, L., Zhang, Z., Li, P., Xi, S., Guo, W., Shen, Y., Xiong, Z., Kang, J., Niyato, D., Qiao, X., Wu, Y. (2022). 6G-enabled Edge AI for Metaverse: Challenges, methods, and future research directions. arXiv preprint arXiv:2204.06192. doi: 10.48550/arXiv.2204.06192.
  • Chávez-Aguayo, M. A. (2009). Democratization of creativity and cultural production in virtual worlds: a new challenge for regulation and cultural management. SLACTIONS 2009 International Conference, 53-59.
  • Choi, H. Y. (2022). Working in the Metaverse: Does telework in a metaverse office have the potential to reduce population pressure in megacities? Sustainability, 14, 4-17.
  • Çelik, R. (2022). Metaverse nedir? Kavramsal değerlendirme ve genel bakış. Balkan and Near Eastern Journal of Social Sciences, 8(1), 67-74.
  • Çoban, B., Karakaya, Y. E. (2010). Geleceği planlamada stratejik yönetim ve SWOT analizi: kavramsal yaklaşımlar. Social Sciences, 5(4), 342-352.
  • Damar, M. (2021). Metaverse shape of your life for future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1-8.
  • 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), 90-117.
  • Dolan, L. S., Raich, M. (2009). The great transformation in business and society: Reflections on current culture and extrapolation for the future. Cross Cultural Management: An International Journal, 16(2), 121-130.
  • Dombrowski, U., Wagner, T. (2014). Mental strain as a field of action in the 4th industrial revolution. Procedia CIRP, 17, 100-105.
  • Doolani, S., Wessels, C., Kanal, V., Sevastopoulos, C., Jaiswal, A., Nambiappan, H., Makedon, F. (2020). A review of extended reality (XR) technologies for manufacturing training. Technologies, 8(4), 77.
  • Dorri, M. (2017). Healthcare research: VR and AR. British Dental Journal. 222, 224–225.
  • El-Jarn, H., Southern, G. (2020). Can co-creation in extended reality technologies facilitate the design process? Journal of Work-Applied Management, 12 (2), 191-205.
  • European Business Review. (2022). Digitalized world: Workplace culture through the lens of metaverse. 8 Eylül 2022 tarihinde https://www.europeanbusinessreview.com/digitalized-world-workplace-culture-through-the-lens-of-metaverse/ adresinden edinilmiştir.
  • Fernandez, C. B., Hui, P. (2022). Life, the Metaverse and everything: An overview of privacy, ethics, and governance in Metaverse. arXiv preprint arXiv:2204.01480.
  • Fritz, F., Susperregui, A., Linaza, M. (2005). Enhancing cultural tourism experiences with augmented reality technologies. Paper presented at the 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST), Pisa, Italy.
  • 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), 1493-1517.
  • George, A. S. H., Fernando, M., George, A. S., Baskar, T., Pandey, D. (2021). Metaverse: The next stage of human culture and the internet. International Journal of Advanced Research Trends in Engineering and Technology, 8 (12).
  • Gigante, M. A. (1993). Virtual reality: Definitions, history and applications. In R. A. Earnshaw, M. A. Gigante, H. Jones (Ed.), Virtual Reality Systems. London: Academic Press.
  • Güçlü, N. (2003). Örgüt kültürü. Kırgızistan Manas Üniversitesi Sosyal Bilimler Dergisi, 3(6), 147-159.
  • Güler, O., Savaş, S. (2022). All aspects of metaverse studies, technologies and future. Gazi Journal of Engineering Sciences, 8 (2), 292-319. doi:10.30855/gmbd.0705011.
  • Handley, L. (2021). Looking for a job? You might get hired via the metaverse, experts say. CNBC. 12.02.2022 tarihinde https://www.cnbc.com/2021/11/30/looking-for-a-job-you-might-get-hired-via-the-metaverse-experts-say.html/ adresinden edinilmiştir.
  • Helou, S. (2021). What are the risks of recreating reality in the metaverse?. 02.12.2022 tarihinde https://forkast.news/what-are-risksrecreating-reality-metaverse adresinden edinilmiştir.
  • Isaac, M. (2021). Facebook renames itself Meta. The New York Times. 16.09.2023 tarihinde https://www.nytimes.com/2021/10/28/technology/facebook-meta-name-change.html adresinden edinilmiştir.
  • KAIST (2021). Metaverse factory center to improve SME’s competitiveness. 19 Kasım 2022 tarihindehttps://news.kaist.ac.kr/newsen/html/news/?mode=Vvemng_no=17010veskey=keywordvesval=Manufacturingvelist_s_date=velist_e_date=veGotoPage=1. adresinden edinilmiştir.
  • Learned, E. P., Christiansen, C. R., Andrews, K., Guth, W. D. (1969). Business policy: Text and cases. Irwin, Homewood, IL.
  • Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D. I., Lin, Z., Kumar, A., Bermejo, C., 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.
  • Lenovo. (2022). Enterprise metaverse employees ready organizations deliver. 18 Kasım 2022 tarihinde https://news.lenovo.com/pressroom/press-releases/enterprise-metaverse-employees-ready-organizations-deliver/. adresinden edinilmiştir.
  • Microsoft. (2022). Mesh-Sıkça Sorulan Sorular. 19 Ocak 2023 tarihinde https://learn.microsoft.com/tr-tr/mesh/faq. adresinden edinilmiştir.
  • Mintzberg, H., Ahlstrand, B. W. Lampel, J. (1998). The design school: strategy formation as a process of conception. strategy safari: A guided tour through the wilds of strategic management. New York: Free Press.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2, 486-497.
  • Nalbant, K. G., Uyanık, Ş. (2021). Computer vision in the metaverse. Journal of Metaverse, 1 (1), 9-12.
  • Nart, S., Çolakoğlu, C., Toygar, A. (2022). Metaverse ve çalışma yaşamına etkisi. 4. Uluslararası CEO İletişim, Ekonomi ve Organizasyon Sosyal Bilimler Kongresi içinde, (s. 320-328), Hindistan.
  • Needleman, S. E. (2021). The amazing things you'll do in the metaverse and what it will take to get there. The Wall Street Journal. 14.11.2022 tarihinde https://www.wsj.com/articles/the-amazing-things-youll-do-in-the-metaverse-and-what-it-will-take-to-get-there-11634396401 adresinden edinilmiştir.
  • Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J., Daneshmand, M. (2021). A survey on Metaverse: The state-of-the-art, technologies, applications, and challenges. Computers and Society, 1-34.
  • NUEM (Novarge Uzaktan Eğitim Merkezi). (2022). Metaverse'ün iş dünyasına etkisi: Neler değişecek? 25 Kasım 2022 tarihinde https://www.novarge.com.tr/blog/metaverse-un-is-dunyasina-etkisi-nasil-olacak.html. adresinden edinilmiştir.
  • Özenir, İ. (2022). Metaverse ve üretim: Metaverse'ün üretime etkileri. Erciyes Akademi, 36 (2), 559-573.
  • Palmer, A. (2022). Amazon, Intel and other tech companies acknowledge rejecting remote work could cost them talent. https://www.cnbc.com/2022/02/04/tech-companies-acknowledge-rejecting-remote-work-could-cost-them-talent.html adresinden edinilmiştir.
  • Sarsby, A. (2016). SWOT analysis. Leadership Library.
  • Schaf, F. M., Müller, D., Bruns, F. W., Pereira, C. E., Erbe, H. H. (2009). Collaborative learning and engineering workspaces. Annual Reviews in Control, 33 (2), 246–252.
  • Siyaev, A., Jo, G.-S. (2021). Neuro-Symbolic speech understanding in aircraft maintenance metaverse. IEEE Access, 9, 154484–154499.
  • Stephenson, N. (1992). Snow crash. Bantam Spectra Books.
  • Suh, A., Prophet, J. (2018). The state of immersive technology research: A literature analysis. Computers in Human Behavior, 86, 77-90.
  • Tandfonline. (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30 (1), 1-3. https://www.tandfonline.com/doi/full/10.1080/10494820.2022.2022899. adresinden edinilmiştir.
  • Tseng, P. K. (2021). TrendForce. 22 Eylül 2023 tarihinde https://www.trendforce.com/presscenter/news/20211129-11029.html adresinden edinilmiştir.
  • UNWTO [United Nations World Tourism Organizations]. (2020). Impact assessment of the Covid-19 outbreak on international tourism. 21 Ekim 2022 tarihinde https://www.unwto.org/impact-assessment-of-the-covid-19-outbreak-oninternational-tourism adresinden edinilmiştir.
  • Varol, M. (1989). Örgüt kültürü ve örgüt iklimi. Ankara Üniversitesi SBF Dergisi, 44(1), 195-222.
  • Wired (2022). What is the metaverse? 17 Şubat 2022 tarihinde https://www.wired.com/story/what-is-the-metaverse/ adresinden edinilmiştir.
  • Xu, M., Ng, W. C., Lim, W. Y. B., Kang, J., Xiong, Z., Niyato, D., Yang, Q., Shen, S. X., Miao, C. (2022). A full dive into realizing the edge-enabled metaverse: Visions, enabling technologies, and challenges. arXiv preprint arXiv:2203.05471.
  • Yee, N., Bailenson, J. N., Ducheneaut, N. (2009). The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36 (2), 285-312.
  • Yetgin, M. A., Baştuğ, M. (2022). Metaverse ve şirketlerde dijital dönüşüm. Ankara: Detay Yayıncılık.
Toplam 57 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İnsan Kaynakları Yönetimi, İşletme , İnovasyon Yönetimi
Bölüm İşletme Finans
Yazarlar

Gamze Özcan 0000-0001-7005-4758

Yayımlanma Tarihi 24 Ekim 2024
Gönderilme Tarihi 17 Ekim 2023
Kabul Tarihi 24 Şubat 2024
Yayımlandığı Sayı Yıl 2024

Kaynak Göster

APA Özcan, G. (2024). İşletmeler Bağlamında Metaverse: Swot Analizi İle Durum Değerlendirmesi. Gaziantep Üniversitesi Sosyal Bilimler Dergisi, 23(4), 1587-1612. https://doi.org/10.21547/jss.1376122