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The Entry of Sports Brands into the Metaverse

Yıl 2024, Cilt: 2 Sayı: 2, 43 - 59, 23.10.2024

Öz

This study aims to examine the entry of sports brands into the metaverse universe, one of the innovations brought by the modern world. The qualitative research model was used in the study, which is characterized by the blending and interpretation of photographs, records, and documents from researchers’ surroundings. Furthermore, the document analysis technique was used to collect and analyze the data in detail. Sports brands Nike and Adidas created new platforms in the metaverse universe, filed patent applications on various issues such as buying and selling Non-fungible token (NFT), and established partnerships with various companies. Nike established a metaverse virtual platform called Nikeland, which bears its name. With Nikeland, users create avatars and play games in various sports branches. Nike sells its eponymous clothing NFTs, allowing users to dress their avatars and integrate physical movements made offline into the online platform created in the metaverse universe. At the same time, it is observed that users are enabled to create private spaces with the tasks developed on the Nikeland platform and users are incentivized by rewarding them for the tasks performed. Adidas, on the other hand, placed its NFTs on sale under the name Adidas Originals and it was determined that it allowed users to dress their avatars in the Sandbox metaverse universe and to have discounts on Adidas products offered for sale in the real world. As a result, it is observed that globalized sports brands such as Nike and Adidas have taken steps to use the metaverse technology brought by the modern world. Reaching out to users, increasing competition, and encouraging users to participate in sports are some of the reasons why sports brands entered the metaverse. In addition, brands aim to create a system where both they and the users win by selling NFTs bearing their names to users. Accordingly, it is thought that the activities of big brands such as Nike and Adidas can set an example for other brands.

Kaynakça

  • Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385.
  • Cannavo, A., & Lamberti F, (2020). How blockchain, virtual reality, and augmented reality are converging, and why. IEEE Consumer Electronics Magazine, 10(5), 6-13. https://doi.org/10.1109/MCE.2020.3025753
  • Chiu, E. (2021). Into the Metaverse. Wunderman Thompson. November, 24, 2021. https://www.wundermanthompson.com/campaign/wunderman-thompson-metaverse-experience
  • Coşkun, C. (2017). Bir sergileme yöntemi olarak artırılmış gerçeklik. Sanat ve Tasarım Dergisi, (20), 61-75.
  • Cotton, B., & Oliver R, (1997). Dictionary of Cyberspace (Ö. Arkan, Ö. Çendeoğlu Translation). Istanbul: Yapı Kredi Culture and Art Publications.
  • Denis, M. (2022). Adidas and Bored Ape Yacht Club NFT Project Partnership. https://www.themanual.com/culture/adidas-and-bored-ape-yacht-club-NFT/
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W., (2021, October). Metaverse for social good: A university campus prototype. In Proceedings of the 29th ACM international conference on multimedia (pp. 153-161).
  • Dunne, B., (2021). Adidas, with bored ape yacht club and gmoney, steps into the metaverse, https://www.complex.com/sneakers/bored-ape-yacht-club-adidas-NFT-hoodie-tracksuit
  • Haberglobal., (2021). Would you spend money on clothes you'll never wear?, https://haberglobal.com.tr/bilim-teknoloji/hic-giymeyeceginiz-bir-ayakkabiya-para-verir-misiniz-141655
  • Jerald, J. (2015). The VR book: Human-centered design for virtual reality. Morgan & Claypool.
  • Kalkan, N. (2020). Virtual reality and instructional design: Virtual reality assisted instructional design model in skill learning. Akademisyen Kitabevi.
  • Kang, Y. M. (2021). Metaverse framework and building block. Journal of the Korea Institute of Information and Communication Engineering, 25(9), 1263-1266.
  • 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 https://arxiv.org/abs/2110.05352
  • Mcdowell M., & Chitrakorn, K., (2021). Adidas reveals new NFT project with bored ape yacht club, https://www.voguebusiness.com/technology/adidas-reveals-new-NFT-project-with-bored-ape-yacht-club
  • Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
  • Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer animation and virtual worlds, 29(1), e1752. https://doi.org/10.1002/cav.1752.
  • Nike., (2023). Explore nikeland on roblox, https://www.nike.com/kids/nikeland-roblox
  • Opensea., (2023). Adidas originals: into the metaverse, https://opensea.io/assets/ethereum/0x28472a58a490c5e09a238847f66a68a47cc76f0f/0
  • Özkahveci, E., Civek, F., & Ulusoy, G., (2022). Endüstri 5.0 döneminde metaverse (kurgusal evren)’ün yeri. Sciences (Joshas Journal), 8(50), 398-409.
  • Pryor, M., (2021). Fortnite x air Jordan returns with iconic cool grey design & creative map, https://estnn.com/tr/fortnite-x-air-jordan-returns-with-iconic-cool-grey-design-creative-map/
  • Sivunen, A., & Nordbäck, E., (2015). Social presence as a multi-dimensional group construct in 3D virtual environments. Journal of Computer-Mediated Communication, 20(1), 19-36.
  • Tokareva, J. (2018). The difference between virtual reality, augmented reality and mixed reality. Forbes. forbes.com/sites/quora/2018/02/02/the-difference-between-virtual-reality-augmentedreality-and-mixed reality/#614c6f4c2d07
  • Türk, G.D., Bayrakcı, S., & Akçay, E., (2022). Metaverse ve benlik sunumu. Turkish online journal of design art and communication, 12(2), 316-333.
  • Ulukan, E. (2021). Nike, NFT'lere ve metaverse teknolojisine odaklanan sanal ayakkabı şirketi RTFKT'yi satın aldı. https://webrazzi.com/2021/12/14/nike-NFT-lere-ve-Metaverse-e-odaklanan-sanal-ayakkabi-sirketi-rtfkt-yi-satin-aldi/
  • Wang, Q., Li, R., Wang, Q., & Chen, S., (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. https://arxiv.org/abs/2105.07447
  • Yıldırım, A., & Şimşek, H., (2018). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin Publishing.
  • Zhu, W., Owen, C.B., Li, H., & Lee, J.H., (2004). Personalized in-store e-commerce with the promopad: an augmented reality shopping assistant. Electronic Journal for E-commerce Tools and Applications, 1(3), 1-19.

Spor Markalarının Metaverse'e Girişi

Yıl 2024, Cilt: 2 Sayı: 2, 43 - 59, 23.10.2024

Öz

Bu çalışmanın amacı, spor markalarının modern dünyanın getirdiği yeniliklerden olan Metaverse evrenine girişlerinin incelenmesidir. Çalışmada araştırmacının çevresindeki fotoğrafları, kayıtları ve dokümanları harmanlayarak yorumlaması ile öne çıkan nitel araştırma modeli kullanılmıştır. Verilerin ayrıntılı olarak toplanması ve analiz edilmesi için doküman analizi tekniği kullanılmıştır. Spor markalarından Nike ve Adidas; metaverse evreninde yeni platformlar oluşturdukları, Non-fungible token (NFT) alım ve satımı gibi çeşitli konularda patent başvuruları yaptıkları ve aynı zamanda her iki markanın da çeşitli şirketlerle ortaklıklar kurdukları saptanmıştır. Nike, kendi adını taşıyan Nikeland isimli bir metaverse sanal platformu kurmuştur. Nikeland ile kullanıcılar avatarlarını oluşturarak çeşitli spor branşlarında oyunlar oynamaktadır. Nike, kendi adını taşıyan kıyafet NFT’leri satarak kullanıcıların oluşturdukları avatarları giydirebilmelerine ve çevrim dışı yapılan fiziki hareketlerin metaverse evreninde oluşturulan çevrim içi platforma entegre edilmesine olanak sağlamaktadır. Aynı zamanda Nikeland platformunda geliştirilen görevlerle kullanıcıların özel alanlar oluşturmalarına olanak sağlanmakta ve gerçekleştirilen görevler karşılığında ödüllendirmeler yapılarak kullanıcıların teşvik edildiği görülmektedir. Adidas ise Adidas Originals adıyla NFT’lerini satışa çıkarmış olup hem kullanıcıların Sandbox metaverse evreninde kendi avatarlarını giydirebilmelerine hem de gerçek dünyada satışa sunulan Adidas ürünlerinde indirimlere sahip olmalarına olanak sağladığı saptanmıştır. Sonuç olarak Nike ve Adidas gibi globalleşmiş spor markalarının modern dünyanın getirdiği metaverse teknolojisinin kullanımı noktasında adımlar attıkları görülmektedir. Kullanıcılara ulaşmak, rekabeti artırmak ve kullanıcıları spora teşvik etmek spor markalarının metaverse giriş amaçlarını ortaya koymaktadır. Ayrıca, markalar kendi isimlerini taşıyan NFT’leri kullanıcılara satarak hem kendilerinin hem de kullanıcıların kazandıkları bir sistem oluşturmayı hedeflemektedirler. Nike ve Adidas gibi büyük markaların bu faaliyetlerinin diğer markalara da örnek oluşturabileceği düşünülmektedir.

Kaynakça

  • Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385.
  • Cannavo, A., & Lamberti F, (2020). How blockchain, virtual reality, and augmented reality are converging, and why. IEEE Consumer Electronics Magazine, 10(5), 6-13. https://doi.org/10.1109/MCE.2020.3025753
  • Chiu, E. (2021). Into the Metaverse. Wunderman Thompson. November, 24, 2021. https://www.wundermanthompson.com/campaign/wunderman-thompson-metaverse-experience
  • Coşkun, C. (2017). Bir sergileme yöntemi olarak artırılmış gerçeklik. Sanat ve Tasarım Dergisi, (20), 61-75.
  • Cotton, B., & Oliver R, (1997). Dictionary of Cyberspace (Ö. Arkan, Ö. Çendeoğlu Translation). Istanbul: Yapı Kredi Culture and Art Publications.
  • Denis, M. (2022). Adidas and Bored Ape Yacht Club NFT Project Partnership. https://www.themanual.com/culture/adidas-and-bored-ape-yacht-club-NFT/
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W., (2021, October). Metaverse for social good: A university campus prototype. In Proceedings of the 29th ACM international conference on multimedia (pp. 153-161).
  • Dunne, B., (2021). Adidas, with bored ape yacht club and gmoney, steps into the metaverse, https://www.complex.com/sneakers/bored-ape-yacht-club-adidas-NFT-hoodie-tracksuit
  • Haberglobal., (2021). Would you spend money on clothes you'll never wear?, https://haberglobal.com.tr/bilim-teknoloji/hic-giymeyeceginiz-bir-ayakkabiya-para-verir-misiniz-141655
  • Jerald, J. (2015). The VR book: Human-centered design for virtual reality. Morgan & Claypool.
  • Kalkan, N. (2020). Virtual reality and instructional design: Virtual reality assisted instructional design model in skill learning. Akademisyen Kitabevi.
  • Kang, Y. M. (2021). Metaverse framework and building block. Journal of the Korea Institute of Information and Communication Engineering, 25(9), 1263-1266.
  • 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 https://arxiv.org/abs/2110.05352
  • Mcdowell M., & Chitrakorn, K., (2021). Adidas reveals new NFT project with bored ape yacht club, https://www.voguebusiness.com/technology/adidas-reveals-new-NFT-project-with-bored-ape-yacht-club
  • Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
  • Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer animation and virtual worlds, 29(1), e1752. https://doi.org/10.1002/cav.1752.
  • Nike., (2023). Explore nikeland on roblox, https://www.nike.com/kids/nikeland-roblox
  • Opensea., (2023). Adidas originals: into the metaverse, https://opensea.io/assets/ethereum/0x28472a58a490c5e09a238847f66a68a47cc76f0f/0
  • Özkahveci, E., Civek, F., & Ulusoy, G., (2022). Endüstri 5.0 döneminde metaverse (kurgusal evren)’ün yeri. Sciences (Joshas Journal), 8(50), 398-409.
  • Pryor, M., (2021). Fortnite x air Jordan returns with iconic cool grey design & creative map, https://estnn.com/tr/fortnite-x-air-jordan-returns-with-iconic-cool-grey-design-creative-map/
  • Sivunen, A., & Nordbäck, E., (2015). Social presence as a multi-dimensional group construct in 3D virtual environments. Journal of Computer-Mediated Communication, 20(1), 19-36.
  • Tokareva, J. (2018). The difference between virtual reality, augmented reality and mixed reality. Forbes. forbes.com/sites/quora/2018/02/02/the-difference-between-virtual-reality-augmentedreality-and-mixed reality/#614c6f4c2d07
  • Türk, G.D., Bayrakcı, S., & Akçay, E., (2022). Metaverse ve benlik sunumu. Turkish online journal of design art and communication, 12(2), 316-333.
  • Ulukan, E. (2021). Nike, NFT'lere ve metaverse teknolojisine odaklanan sanal ayakkabı şirketi RTFKT'yi satın aldı. https://webrazzi.com/2021/12/14/nike-NFT-lere-ve-Metaverse-e-odaklanan-sanal-ayakkabi-sirketi-rtfkt-yi-satin-aldi/
  • Wang, Q., Li, R., Wang, Q., & Chen, S., (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. https://arxiv.org/abs/2105.07447
  • Yıldırım, A., & Şimşek, H., (2018). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin Publishing.
  • Zhu, W., Owen, C.B., Li, H., & Lee, J.H., (2004). Personalized in-store e-commerce with the promopad: an augmented reality shopping assistant. Electronic Journal for E-commerce Tools and Applications, 1(3), 1-19.
Toplam 27 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor Faaliyetleri Yönetimi
Bölüm Derlemeler
Yazarlar

Engin Vural 0000-0002-7717-4928

Yayımlanma Tarihi 23 Ekim 2024
Gönderilme Tarihi 13 Temmuz 2024
Kabul Tarihi 13 Ağustos 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 2 Sayı: 2

Kaynak Göster

APA Vural, E. (2024). The Entry of Sports Brands into the Metaverse. Spor Ve Bilim Dergisi, 2(2), 43-59.