Araştırma Makalesi
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Qualitative Investigation into the 'Peak Moments' of Metaverse Experiences Among Physically Active Individuals

Yıl 2026, Cilt: 15 Sayı: 2 , 183 - 193 , 30.04.2026
https://doi.org/10.22282/tojras.1844113
https://izlik.org/JA36LZ79HY

Öz

The aim of this study is to reveal the “peak” and “peak” moments of mood changes that occur as a result of metaverse experiences of physically active individuals. In the study, grounded theory method, one of the qualitative research methods, was applied and the data were analysed using comparative, data reduction-based, theoretical sampling. In sample selection, easily accessible case sampling, one of the purposive sampling methods, was used. The research group consisted of a total of 10 participants, 5 males and 5 females, between the ages of 20-31, who were physically active (2994 ± 1827 MET) and studying at the Faculty of Sport Sciences. As a data collection method, interview approach was used and interviews were conducted using a semi-structured interview form. Data analysis was evaluated by thematic analysis method and the findings were grouped under 8 main themes: “Flow”, “Horizon Line”, “Motivation”, “Hedonism”, “Solidarity”, “Design”, “Curiosity” and “Illusionary Presence”. As a result, the peak point and the most memorable moment determined regarding the virtual spaces used in metaverse Experiences in physically active individuals was determined as the scene where skateboard areas and avatars lift each other. While the main reason that played an active role in the determination of this scene was that the relevant sections encouraged an increase in strength and energy in the participants, it was also frequently reported that it encouraged solidarity. The findings of the study showed that the metaverse experience can be a mediator for physically active individuals to reach the peak moment. In addition, it is thought that the qualitative approach used in the study may be an appropriate method that can be used to examine the metaverse experience. There is a need to conduct more crowded groups and gender-specific studies in future research.

Kaynakça

  • Ahn, S. J. (Grace), Kim, J., & Kim, J. (2022). The bifold triadic relationships framework: A theoretical primer for advertising research in the metaverse. Journal of Advertising, 51(5), 592–607. https://doi.org/10.1080/00913367.2022.2111729
  • Argan, M., Tokay Argan, M., & Dinç, H. (2022). Beni başka âlemlere götür! Kullanıcı temelli metaverse etkinlik deneyimi. Journal of Internet Applications and Management. https://doi.org/10.34231/iuyd.1123136
  • Arslan, A. (2006). İlkçağ felsefe tarihi. İstanbul Bilgi Üniversitesi Yayınları.
  • Berlyne, D. E. (1960). Conflict, arousal, and curiosity. McGraw-Hill.
  • Seçil Türk, A.S. (2023). Metaverse çocuk oyunlarındaki illüstratif karakterlerin göstergebilimsel açıdan çözümlenmesi. (Yüksek Lisans Tezi). İzmir Katip Çelebi Üniversitesi, Sosyal Bilimler Enstitüsü, İzmir.
  • Booth, M. (2000). Assessment of physical activity: an international perspective. Research quarterly for exercise and sport, 71(sup2), 114-120.
  • Brown, K. W., Ryan, R. M., & Creswell, J. D. (2007). Mindfulness: Theoretical foundations and evidence for its salutary effects. Psychological Inquiry, 18(4), 211–237. https://doi.org/10.1080/10478400701598298
  • Buana, I. M. W. (2023). Metaverse: Threat or opportunity for our social world? In understanding metaverse on sociological context. Journal of Metaverse, 3(1), 28–33. https://doi.org/10.57019/jmv.1144470
  • Cahigas, M. M., Prasetyo, Y. T., Persada, S. F., Ong, A. K. S., & Nadlifatin, R. (2022). Understanding the perceived behavior of public utility bus passengers during the era of COVID-19 pandemic in the Philippines: Application of social exchange theory and theory of planned behavior. Research in Transportation Business & Management, 45, 100840.
  • Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272–309. https://doi.org/10.1080/15213269.2015.1015740
  • Çakır, G., & Ergin, R. (2023). Fiziksel aktivite ve iyi oluş ilişkisi. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, 12(3), 1367–1374. https://doi.org/10.37989/gumussagbil.1320687
  • Çelikeddin S. (2012). Liderlik ve motivasyon: Geleneksel ve güncel yaklaşımlar. Nobel Akademik Yayıncılık.
  • Charmaz, K. (1983). Loss of self: A fundamental form of suffering in the chronically ill. Sociology of Health & Illness, 5(2), 168–195. https://doi.org/10.1111/1467-9566.ep10491512
  • Cheng, K.-H. (2023). An epistemic curiosity-evoking model for immersive virtual reality narrative reading: User experience and the interaction among epistemic curiosity, transportation, and attitudinal learning. Computers & Education, 201, 104814. https://doi.org/10.1016/j.compedu.2023.104814
  • Dal, N. E., & Taşcı, M. F. (2023). Avatar görünümünün etkili olduğu unsurların müşteri olma niyeti üzerine etkisinin incelenmesi. Akademik Araştırmalar ve Çalışmalar Dergisi (AKAD), 15(29), 309-330.
  • Damer, B. (2008). Meeting in the ether: A brief history of virtual worlds as a medium for user-created events. Artifact, 2(2), 94-107.
  • Dionisio, J. D. N., III, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse. ACM Computing Surveys, 45(3), 1–38. https://doi.org/10.1145/2480741.2480751
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good. Proceedings of the 29th ACM International Conference on Multimedia, 153–161. https://doi.org/10.1145/3474085.3479238
  • Foxman, M. (2022). Gaming the system: Playbour, production, promotion, and the metaverse. Baltic Screen Media Review, 2(10), 224-233.
  • Glaser, B. G., & Strauss, A. L. (2017). The discovery of grounded theory. Routledge. https://doi.org/10.4324/9780203793206
  • Grimshaw, M. (2014). The Oxford handbook of virtuality. Oxford University Press.
  • Güler, H., & Yıldız, K. (2023). Spor örgütü çalışanlarının kişisel gelişim, iş performansı ve psikolojik iyi oluş durumlarının incelenmesi. Akdeniz Spor Bilimleri Dergisi, 6(1), 1–12. https://doi.org/10.38021/asbid.1155801
  • Güler, H. (2025). Geleceğin spor pazarlaması: Fiziksel olarak aktif bireylerin sanal gerçeklik gözlüğü ile metaverse etkinlik deneyimi. Spor Bilimlerinde Yeni Vizyonlar: Kavramlar - Kuramlar - Uygulamalar. Duvar Yayınları.
  • Harmon-Jones, E., Gable, P. A., & Price, T. F. (2012). The influence of affective states varying in motivational intensity on cognitive scope. Frontiers in Integrative Neuroscience, 6. https://doi.org/10.3389/fnint.2012.00073
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910–931. https://doi.org/10.1111/j.1083-6101.2006.00301.x
  • Anderson, J., & Rainie, L. (2022). The metaverse in 2040. Pew Research Center: Internet. Science & Tech.
  • Kaitane, W. S., Shrestha, S., Lean, C. P., Purnshatman, T., Ng, P. K., Kong, F. Y., et al. (2024). Immersive horizons: Exploring virtual reality, augmented reality, and the metaverse in game development A comprehensive review. Malaysian Journal of Science and Advanced Technology, 4(3), 222–234. https://doi.org/10.56532/mjsat.v4i3.309
  • Kavasoğlu, İ. Ö. (2016). Sporda favoritizm: Mücadele sporları üzerine bir inceleme. Ankara Üniversitesi Beden Eğitimi ve Spor Yüksekokulu SPORMETRE Beden Eğitimi ve Spor Bilimleri Dergisi, 14(2), 199–211. https://doi.org/10.1501/Sporm_0000000297
  • Kuş, O. (2021). Metaverse: ‘Dijital büyük patlamada ’fırsatlar ve endişelere yönelik algılar. Intermedia International e-journal, 8(15), 245-266.
  • Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
  • Ludyga, S., Gerber, M., & Kamijo, K. (2022). Exercise types and working memory components during development. Trends in Cognitive Sciences, 26, 191–203. https://doi.org/10.1016/j.tics.2021.12.004
  • Maier, M. (2022). 6G, next G, and the metaverse: Toward the peak-experience machine. In 2022 13th International Symposium on Communication Systems, Networks and Digital Signal Processing (CSNDSP) (pp. 637–641). IEEE. https://doi.org/10.1109/CSNDSP54353.2022.9907941
  • Özbay, S., & Ulupınar, S. (2023). Sportif performans analizinde yeni nesil teknolojiler üzerine genel bir bakış. In Dijital çağda spor araştırmaları II. Özgür Yayınları. https://doi.org/10.58830/ozgur.pub223.c963
  • Pakyardım, C., Karademir, T., & Paksoy, S. M. (2024). Egzersiz yapan bireylerin fiziksel görünüm mükemmeliyetçiliği ve psikolojik iyi oluş düzeylerinin egzersize katılım durumlarına göre değerlendirilmesi. Kahramanmaraş Sütçü İmam Üniversitesi Sosyal Bilimler Dergisi, 21(3), 1787–1799. https://doi.org/10.33437/ksusbd.1515139
  • Royo-Vela, M., & Varga, Á. (2022). Unveiling neuromarketing and its research methodology. Encyclopedia, 2(2), 729–751. https://doi.org/10.3390/encyclopedia2020051
  • Rutherford, H. J. V., & Lindell, A. K. (2011). Thriving and surviving: Approach and avoidance motivation and lateralization. Emotion Review, 3(3), 333–343. https://doi.org/10.1177/1754073911402392
  • Sidhu, M. S., Mousakhani, S., Lee, C. K., & Sidhu, K. K. (2024). Educational impact of metaverse learning environment for engineering mechanics dynamics. Computer Applications in Engineering Education, 32(5). https://doi.org/10.1002/cae.22772
  • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. https://doi.org/10.1162/pres.1997.6.6.6
  • Takatalo, J., Nyman, G., & Laaksonen, L. (2008). Components of human experience in virtual environments. Computers in Human Behavior, 24(1), 1–15. https://doi.org/10.1016/j.chb.2006.11.003
  • Tcha-Tokey, K., Christmann, O., Loup-Escande, E., & Richir, S. (2016). Proposition and validation of a questionnaire to measure the user experience in immersive virtual environments. International Journal of Virtual Reality, 16(1), 33–48. https://doi.org/10.20870/IJVR.2016.16.1.2880
  • Van der Wurff, I., Meijs, C., Hurks, P., Resch, C., & de Groot, R. (2021). The influence of sensory processing tools on attention and arithmetic performance in Dutch primary school children. Journal of Experimental Child Psychology, 209, 105143. https://doi.org/10.1016/j.jecp.2021.105143
  • Venkatesh, V., & Morris, M. G. (2000). Why don't men ever stop to ask for directions? Gender, social influence, and their role in technology acceptance and usage behavior. MIS Quarterly, 24(1), 115–139. https://doi.org/10.2307/3250981
  • Woods, L. (2003). Grounded theory: A practical guide for management, business and market researchers. Nurse Researcher, 11(1), 81–82. https://doi.org/10.7748/nr.11.1.81.s11
  • Yang, W. H., Heine, O., & Grau, M. (2018). Rapid weight reduction does not impair athletic performance of Taekwondo athletes: A pilot study. PLoS ONE, 13(4), e0196568. https://doi.org/10.1371/journal.pone.0196568.

Fiziksel Aktif Bireylerde Metaverse Deneyiminin “En Anlarına” İlişkin Nitel Bir Araştırma

Yıl 2026, Cilt: 15 Sayı: 2 , 183 - 193 , 30.04.2026
https://doi.org/10.22282/tojras.1844113
https://izlik.org/JA36LZ79HY

Öz

Bu araştırmanın amacı, fiziksel olarak aktif bireylerin metaverse deneyimlerimi sonucunda meydana gelen duygu durum değişikliklerinden “en” ve “zirve” anlarını ortaya koyabilmektir. Araştırmada, nitel araştırma yöntemlerinden gömülü teori yöntemi uygulanmış olup veriler karşılaştırmalı, veri azaltmaya dayalı, teorik örneklendirme kullanılarak analiz edilmiştir. Örneklem seçiminde ise, amaçlı örneklem yöntemlerinden kolay ulaşılabilir durum örneklemesine başvurulmuştur. Araştırma grubunu spor bilimleri fakültesinden mezun ve öğrenim gören fiziksel olarak aktif(2994 ± 1827 MET), 20–31 yaş arası, 5 erkek 5 kadın olmak üzere toplam 10 katılımcıdan oluşmaktadır. Veri toplama yöntemi olarak, görüşme yaklaşımı kullanılmış ve görüşmeler yarı yapılandırılmış görüşme formu kullanılarak gerçekleştirilmiştir. Veri analizleri tematik analiz yöntemi ile değerlendirilmiş ve bulgular, “Akış”, “Ufuk Çizgisi”, “Motivasyon”, “Hedonizm”, “Dayanışma”, “Tasarım”, “Merak” ve “Illüzyonel Varlık” olmak üzere 8 ana tema altında toplanmıştır. Sonuç olarak; fiziksel aktif bireylerde metaverse Deneyimlerinde kullanılan sanal alanlara ilişkin belirlenen zirve nokta ve en anı kaykaylı alanlar ve avatarların birbirini kaldırdığı sahne olarak saptanmıştır. Bu sahnenin belirlenmesinde ana sebep, ilgili bölümlerin katılımcılarda güç ve enerji artışını teşvik etmesidir. Ayrıca, bu bölümlerin dayanışmayı teşvik ettiğine dair bildirimler de sıklıkla yapılmıştır. Araştırma bulguları uygulatılan metaverse deneyiminin fiziksel olarak aktif olan bireylerde zirve anına ulaşmalarında aracı olabileceğini göstermiştir. Ayrıca araştırmada kullanılan nitel yaklaşımın metaverse deneyiminin incelenmesinde kullanılabilecek uygun bir yöntem olabileceği düşünülmektedir. Gelecek araştırmalarda daha kalabalık gruplarda ve cinsiyetlere özgü çalışmalar yapılmasına ihtiyaç vardır.

Kaynakça

  • Ahn, S. J. (Grace), Kim, J., & Kim, J. (2022). The bifold triadic relationships framework: A theoretical primer for advertising research in the metaverse. Journal of Advertising, 51(5), 592–607. https://doi.org/10.1080/00913367.2022.2111729
  • Argan, M., Tokay Argan, M., & Dinç, H. (2022). Beni başka âlemlere götür! Kullanıcı temelli metaverse etkinlik deneyimi. Journal of Internet Applications and Management. https://doi.org/10.34231/iuyd.1123136
  • Arslan, A. (2006). İlkçağ felsefe tarihi. İstanbul Bilgi Üniversitesi Yayınları.
  • Berlyne, D. E. (1960). Conflict, arousal, and curiosity. McGraw-Hill.
  • Seçil Türk, A.S. (2023). Metaverse çocuk oyunlarındaki illüstratif karakterlerin göstergebilimsel açıdan çözümlenmesi. (Yüksek Lisans Tezi). İzmir Katip Çelebi Üniversitesi, Sosyal Bilimler Enstitüsü, İzmir.
  • Booth, M. (2000). Assessment of physical activity: an international perspective. Research quarterly for exercise and sport, 71(sup2), 114-120.
  • Brown, K. W., Ryan, R. M., & Creswell, J. D. (2007). Mindfulness: Theoretical foundations and evidence for its salutary effects. Psychological Inquiry, 18(4), 211–237. https://doi.org/10.1080/10478400701598298
  • Buana, I. M. W. (2023). Metaverse: Threat or opportunity for our social world? In understanding metaverse on sociological context. Journal of Metaverse, 3(1), 28–33. https://doi.org/10.57019/jmv.1144470
  • Cahigas, M. M., Prasetyo, Y. T., Persada, S. F., Ong, A. K. S., & Nadlifatin, R. (2022). Understanding the perceived behavior of public utility bus passengers during the era of COVID-19 pandemic in the Philippines: Application of social exchange theory and theory of planned behavior. Research in Transportation Business & Management, 45, 100840.
  • Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272–309. https://doi.org/10.1080/15213269.2015.1015740
  • Çakır, G., & Ergin, R. (2023). Fiziksel aktivite ve iyi oluş ilişkisi. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, 12(3), 1367–1374. https://doi.org/10.37989/gumussagbil.1320687
  • Çelikeddin S. (2012). Liderlik ve motivasyon: Geleneksel ve güncel yaklaşımlar. Nobel Akademik Yayıncılık.
  • Charmaz, K. (1983). Loss of self: A fundamental form of suffering in the chronically ill. Sociology of Health & Illness, 5(2), 168–195. https://doi.org/10.1111/1467-9566.ep10491512
  • Cheng, K.-H. (2023). An epistemic curiosity-evoking model for immersive virtual reality narrative reading: User experience and the interaction among epistemic curiosity, transportation, and attitudinal learning. Computers & Education, 201, 104814. https://doi.org/10.1016/j.compedu.2023.104814
  • Dal, N. E., & Taşcı, M. F. (2023). Avatar görünümünün etkili olduğu unsurların müşteri olma niyeti üzerine etkisinin incelenmesi. Akademik Araştırmalar ve Çalışmalar Dergisi (AKAD), 15(29), 309-330.
  • Damer, B. (2008). Meeting in the ether: A brief history of virtual worlds as a medium for user-created events. Artifact, 2(2), 94-107.
  • Dionisio, J. D. N., III, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse. ACM Computing Surveys, 45(3), 1–38. https://doi.org/10.1145/2480741.2480751
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good. Proceedings of the 29th ACM International Conference on Multimedia, 153–161. https://doi.org/10.1145/3474085.3479238
  • Foxman, M. (2022). Gaming the system: Playbour, production, promotion, and the metaverse. Baltic Screen Media Review, 2(10), 224-233.
  • Glaser, B. G., & Strauss, A. L. (2017). The discovery of grounded theory. Routledge. https://doi.org/10.4324/9780203793206
  • Grimshaw, M. (2014). The Oxford handbook of virtuality. Oxford University Press.
  • Güler, H., & Yıldız, K. (2023). Spor örgütü çalışanlarının kişisel gelişim, iş performansı ve psikolojik iyi oluş durumlarının incelenmesi. Akdeniz Spor Bilimleri Dergisi, 6(1), 1–12. https://doi.org/10.38021/asbid.1155801
  • Güler, H. (2025). Geleceğin spor pazarlaması: Fiziksel olarak aktif bireylerin sanal gerçeklik gözlüğü ile metaverse etkinlik deneyimi. Spor Bilimlerinde Yeni Vizyonlar: Kavramlar - Kuramlar - Uygulamalar. Duvar Yayınları.
  • Harmon-Jones, E., Gable, P. A., & Price, T. F. (2012). The influence of affective states varying in motivational intensity on cognitive scope. Frontiers in Integrative Neuroscience, 6. https://doi.org/10.3389/fnint.2012.00073
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910–931. https://doi.org/10.1111/j.1083-6101.2006.00301.x
  • Anderson, J., & Rainie, L. (2022). The metaverse in 2040. Pew Research Center: Internet. Science & Tech.
  • Kaitane, W. S., Shrestha, S., Lean, C. P., Purnshatman, T., Ng, P. K., Kong, F. Y., et al. (2024). Immersive horizons: Exploring virtual reality, augmented reality, and the metaverse in game development A comprehensive review. Malaysian Journal of Science and Advanced Technology, 4(3), 222–234. https://doi.org/10.56532/mjsat.v4i3.309
  • Kavasoğlu, İ. Ö. (2016). Sporda favoritizm: Mücadele sporları üzerine bir inceleme. Ankara Üniversitesi Beden Eğitimi ve Spor Yüksekokulu SPORMETRE Beden Eğitimi ve Spor Bilimleri Dergisi, 14(2), 199–211. https://doi.org/10.1501/Sporm_0000000297
  • Kuş, O. (2021). Metaverse: ‘Dijital büyük patlamada ’fırsatlar ve endişelere yönelik algılar. Intermedia International e-journal, 8(15), 245-266.
  • Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
  • Ludyga, S., Gerber, M., & Kamijo, K. (2022). Exercise types and working memory components during development. Trends in Cognitive Sciences, 26, 191–203. https://doi.org/10.1016/j.tics.2021.12.004
  • Maier, M. (2022). 6G, next G, and the metaverse: Toward the peak-experience machine. In 2022 13th International Symposium on Communication Systems, Networks and Digital Signal Processing (CSNDSP) (pp. 637–641). IEEE. https://doi.org/10.1109/CSNDSP54353.2022.9907941
  • Özbay, S., & Ulupınar, S. (2023). Sportif performans analizinde yeni nesil teknolojiler üzerine genel bir bakış. In Dijital çağda spor araştırmaları II. Özgür Yayınları. https://doi.org/10.58830/ozgur.pub223.c963
  • Pakyardım, C., Karademir, T., & Paksoy, S. M. (2024). Egzersiz yapan bireylerin fiziksel görünüm mükemmeliyetçiliği ve psikolojik iyi oluş düzeylerinin egzersize katılım durumlarına göre değerlendirilmesi. Kahramanmaraş Sütçü İmam Üniversitesi Sosyal Bilimler Dergisi, 21(3), 1787–1799. https://doi.org/10.33437/ksusbd.1515139
  • Royo-Vela, M., & Varga, Á. (2022). Unveiling neuromarketing and its research methodology. Encyclopedia, 2(2), 729–751. https://doi.org/10.3390/encyclopedia2020051
  • Rutherford, H. J. V., & Lindell, A. K. (2011). Thriving and surviving: Approach and avoidance motivation and lateralization. Emotion Review, 3(3), 333–343. https://doi.org/10.1177/1754073911402392
  • Sidhu, M. S., Mousakhani, S., Lee, C. K., & Sidhu, K. K. (2024). Educational impact of metaverse learning environment for engineering mechanics dynamics. Computer Applications in Engineering Education, 32(5). https://doi.org/10.1002/cae.22772
  • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. https://doi.org/10.1162/pres.1997.6.6.6
  • Takatalo, J., Nyman, G., & Laaksonen, L. (2008). Components of human experience in virtual environments. Computers in Human Behavior, 24(1), 1–15. https://doi.org/10.1016/j.chb.2006.11.003
  • Tcha-Tokey, K., Christmann, O., Loup-Escande, E., & Richir, S. (2016). Proposition and validation of a questionnaire to measure the user experience in immersive virtual environments. International Journal of Virtual Reality, 16(1), 33–48. https://doi.org/10.20870/IJVR.2016.16.1.2880
  • Van der Wurff, I., Meijs, C., Hurks, P., Resch, C., & de Groot, R. (2021). The influence of sensory processing tools on attention and arithmetic performance in Dutch primary school children. Journal of Experimental Child Psychology, 209, 105143. https://doi.org/10.1016/j.jecp.2021.105143
  • Venkatesh, V., & Morris, M. G. (2000). Why don't men ever stop to ask for directions? Gender, social influence, and their role in technology acceptance and usage behavior. MIS Quarterly, 24(1), 115–139. https://doi.org/10.2307/3250981
  • Woods, L. (2003). Grounded theory: A practical guide for management, business and market researchers. Nurse Researcher, 11(1), 81–82. https://doi.org/10.7748/nr.11.1.81.s11
  • Yang, W. H., Heine, O., & Grau, M. (2018). Rapid weight reduction does not impair athletic performance of Taekwondo athletes: A pilot study. PLoS ONE, 13(4), e0196568. https://doi.org/10.1371/journal.pone.0196568.
Toplam 44 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor ve Rekreasyon
Bölüm Araştırma Makalesi
Yazarlar

Hakan Güler 0000-0002-8612-6901

Volkan Gökören 0000-0003-4255-3319

Onur Can Dolğun 0000-0002-2468-1539

Halime Dinç 0000-0002-2391-5508

Metin Argan 0000-0002-9570-0469

Gönderilme Tarihi 18 Aralık 2025
Kabul Tarihi 27 Mart 2026
Yayımlanma Tarihi 30 Nisan 2026
DOI https://doi.org/10.22282/tojras.1844113
IZ https://izlik.org/JA36LZ79HY
Yayımlandığı Sayı Yıl 2026 Cilt: 15 Sayı: 2

Kaynak Göster

Vancouver 1.Hakan Güler, Volkan Gökören, Onur Can Dolğun, Halime Dinç, Metin Argan. Qualitative Investigation into the ’Peak Moments’ of Metaverse Experiences Among Physically Active Individuals. TOJRAS. 01 Nisan 2026;15(2):183-9. doi:10.22282/tojras.1844113