In today's world the differences
between the virtual and real have fairly diminished. In this context, the
virtual reality systems, which are the new means of communication and have the
characteristic qualifications of new media technologies, have changed the one
way communication model of traditional media. As a result of this
transformation of the communication model, the user has begun to interact with
the content producers. Therefore, the user is transformed from the passive role
to the active role and continues his/her life in a two-way communication model.
In this way, virtual environments, which the so called new media technology
devices has brought in, made it possible for the users to control and interact
with interfaces and this made it easy to send the message from the source to
the target. The communication notion stands in the basis of the technology,
which is produced for consuming; also it forms a basis for new media
technologies like virtual reality. Especially gamification of consumption and
by this way increasing the consuming behavior, this technology is the frontier
of continuously improving new media technologies. In this context, in this
study Huizinga’s game notion is related with augmented technology and IKEA’s
augmented technology is examined.
Birincil Dil | İngilizce |
---|---|
Bölüm | Makaleler |
Yazarlar | |
Yayımlanma Tarihi | 1 Nisan 2018 |
Gönderilme Tarihi | 11 Aralık 2017 |
Kabul Tarihi | 25 Mart 2018 |
Yayımlandığı Sayı | Yıl 2018 Cilt: 8 Sayı: 2 |
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