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Tanrım, Beni Baştan Yarat! Metaverse Dünyasından Gerçek Dünyaya Benlik Yansımaları

Yıl 2025, Cilt: 14 Sayı: 2, 114 - 127, 30.04.2025

Öz

Kaynakça

  • Akturan, K. E. (2023). Metaverse’ün yapım sektöründeki etkilerinin incelenmesi [Master Thesis], Lisansüstü Eğitim Enstitüsü, Mimarlık Anabilim Dalı, İstanbul Kültür Üniversitesi: İstanbul.
  • Argan, M., Tokay Argan, M., Dinç, H. (2022). Beni başka âlemlere götür! Kullanıcı temelli metaverse etkinlik deneyimi. Journal of Internet Applications and Management, 13(1);33-53 https://doi.org/10.34231/iuyd.1123136.
  • Arıcı, V. A. (2013). Fen eğitiminde sanal gerçeklik programları üzerine bir çalışma:" Güneş sistemi ve ötesi: Uzay bilmecesi" ünitesi örneği [Master thesis]. Adnan Menderes Üniversitesi: Aydın.
  • Ayiter, E. (2012). Heteronyms and avatars: a self-reflective system for artistic activity. The Engineering Reality of Virtual Reality, 8289; 91-98.
  • Baltacıoğlu, Ş. (2023). Metaversede mülkiyet sahibi olan ve olmayan kişilerin psikolojik ölçeklerle değerlendirilmesi ve karşılaştırılması [Uzmanlık Tezi]. Cumhuriyet Üniversitesi; Sivas.
  • Bayliss, B. (2020). Cyberpunk 2077 Hits Over 1 Million Concurrent Players on Steam in Less Than 12 Hours [Internet]. DualShocker; Web address: https://www.dualshockers.com/cyberpunk-2077-concurrent-steam-players-less-than-12-hours/.
  • Bojic, L. (2022). Metaverse through the prism of power and addiction: what will happen when the virtual world becomes more attractive than reality? European Journal of Futures Research;10(1):22. https://doi.org/10.1186/s40309-022-00208-4.
  • Burnkrant, R.E. & Page T.J. (1988). The structure and antecedents of the normative and attitudinal components of Fishbein’s theory of reasoned action. Journal of Experimental Social Psychology, 24(1):66–87. https://doi.org/10.1016/0022-1031(88)90044-3.
  • Cairns, P., Cox A. & Nordin A.I. (2014). Immersion in Digital Games: Review of Gaming Experience Research. In:Angelides MC, Agius H. (eds) Handbook of Digital Games. Wiley, 334-361. https://doi.org/10.1002/9781118796443.ch12.
  • Campaign Turkey (2021). Global oyun pazarı 2021’de ilk kez küçülecek [Internet]. Campaign Turkey;2021 Web address: https://www.campaigntr.com/global-oyun-pazari-2021de-ilk-kez-kuculecek/
  • Carver, C.S. & Scheier, M.F. (1998). On the Self-Regulation of Behavior. Cambridge University Press; https://doi.org/10.1017/CBO9781139174794.
  • Cooley, C.H. (1902). Human nature and the social order. New York:Charles Scribner’s Sons.
  • Creswell, J.W. (1998). Qualitative inquiry and research design: Choosing among five traditions. Sage Publications.
  • Creswell, JW. (2003). Research design: qualitative, quantitative and mixed methods approaches. Sage Publications.
  • Deligöz, E. (2024). Self-presentation in metaverse environments from a psychological perspective. International Journal of Social Sciences and Education Research, 10 (3), xx-xx. DOI: https://doi.org/10.24289/ijsser.1493484.
  • Dionisio, J.D.N,, Burns, W.G. & Gilbert, R. (2013). 3D Virtual worlds and the metaverse. ACM Computing Surveys, 45(3):1–38. https://doi.org/10.1145/2480741.2480751.
  • Dowie, J. & Elstein A. (1988). Professional judgment: A reader in clinical decision making. Cambridge: Cambridge University Press.
  • Durukan, Ş. (2017). Sait Faik’in Aynasından Benliğin Yansıması: “Plajdaki Ayna.” Uluslararası Türkçe Edebiyat Kültür Eğitim Dergisi; 6(3): 1556–1563.
  • Ekman, P. (1992). An argument for basic emotions. Cognition and Emotion. 6(3–4):169–200. https://doi.org/10.1080/02699939208411068.
  • Emmelkamp, P.M.G & Meyerbröker K. (2021). Virtual reality therapy in mental health. Annual Review of Clinical Psychology, 17(1): 495–519. https://doi.org/10.1146/annurev-clinpsy-081219-115923.
  • Fox, J., Bailenson, J.N. & Tricase, L. (2013). The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior. 29(3):930–938. https://doi.org/10.1016/j.chb.2012.12.027.
  • Glaser, B. G. & Strauss, A.L. (1967). The discovery of grounded theory strategies for qualitative research. London: Aldine.
  • Glaser, B. G. (1978). Theoretical sensitivity: Advances in the methodology of grounded theory. San Francisco: Sociology Press.
  • Google Trends. (2023) Metaverse [Internet]. Trends. Web adress: https://trends.google.com/trends/explore?q=metaverse&date=now%201-d&geo=TR&hl=tr
  • Göçen, A. (2022). Eğitim Bağlamında Metaverse. Uluslararası Batı Karadeniz Sosyal ve Beşeri Bilimler Dergisi. 6(1):98–122. https://doi.org/10.46452/baksoder.1124844
  • Gökulu, G., (2019). Sembolik etkileşimci teorinin gündelik yaşam sosyolojisine katkıları. Ekev Akademi Dergisi. 23(80): 173-191
  • Grant, A.M., Franklin J. & Langford P. (2002). The self-reflectıon and ınsıght scale: A new measure of prıvate self-conscıousness. Social Behavior and Personality: An International Journal;30(8):821–835. https://doi.org/10.2224/sbp.2002.30.8.821
  • Grider, D. (2021). The Metaverse Web 3.0 Virtual Cloud Economies. Grayscale Research.
  • Hamilton, D., McKechnie J. & Edgerton E. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education;8(1): 1–32. https://doi.org/10.1007/s40692-020-00169-2
  • James, W. (1979). Felsefenin bazı sorunları. Cambridge, MA ve Londra: Harvard University Press. İlk olarak 1911'de yayınlandı.
  • Jeon, H. J., Y., H. C., Ko, S M. & Kim, T. H. (2022). Blockchain and AI meet in the metaverse [Internet]. Blockchain Potential in AI. IntechOpen;. http://dx.doi.org/10.5772/intechopen.99114
  • Kang, Y.M. (2021). Metaverse framework and building block. Journal of the Korea Institute of Information and Communication Engineering. 25(9): 1263–1266.
  • Karaca, M. (2012). Farklılaşma, bütünleşme ve birlikte yaşama üzerine. Dicle Üniversitesi Ziya Gökalp Eğitim Fakültesi Dergisi, (18): 226-238.
  • Lee, H.T. & Kim, Y.S. (2018). The effect of sports VR training for improving human body composition. Eurasip Journal on Image and Video Processing, (1):148 https://doi.org/10.1186/s13640-018-0387-2
  • Lee, Y.J.A. (2021). Study on metaverse hype for sustainable growth. The International Journal of Advanced Smart Convergence;10(3):72–80.
  • Lincoln, Y.S. & Guba, E.G. (1985). Naturalistic inquiry. Sage Publications.
  • Ma, M. & Zheng, H. (2011). Virtual Reality and Serious Games in Healthcare. In: Brahnam, S., Jain, L.C. (eds) Advanced Computational Intelligence Paradigms in Healthcare 6. Virtual Reality in Psychotherapy, Rehabilitation, and Assessment. Studies in Computational Intelligence. Berlin: Springer; https://doi.org/10.1007/978-3-642-17824-5_9
  • Mead, G. (1964). Mind, Self and Society. In A. Strauss (Ed.), George Herbert Mead: On Social Psychology. 115-284. Chicago: University of Chicago Press.
  • Mozumder, M.A.I., Sheeraz, M.M., Athar, A., Aich, S. & Kim, H.C. (2022). Overview: Technology Roadmap of the Future Trend of Metaverse based on IoT, Blockchain, AI Technique, and Medical Domain Metaverse Activity. 10.23919/ICACT53585.2022.9728808.
  • Mystakidis, S., Fragkaki, M. & Filippousis (2021) G. Ready Teacher One: Virtual and Augmented Reality Online Professional Development for K-12 School Teachers. Computers, 10: 134.
  • Ondrejka, C. (2005). Escaping the Gilded Cage: User Created Content and Building the Metaverse. New York Law School Law Review, 49(1):6.
  • Reicher, S.D, Spears R. & Postmes T. A. (1995). Social Identity Model of Deindividuation Phenomena. European Review of Social Psychology, 6(1):161–198. https://doi.org/10.1080/14792779443000049
  • Schön, D. (1987). Educating the Reflective Practitioner. San Francisco: Jossey-Bass.
  • Shackelford, J.L. & Maxwell M. (2012). Sense of community in graduate online education: Contribution of learner to learner interaction. The International Review of Research in Open and Distributed Learning,13(4):228. https://doi.org/10.19173/irrodl.v13i4.1339.
  • Shaw, S. (2015). Routledge handbook of theory in sport management (G. B. Cunningham, J. S. Fink, & A. Doherty, Eds.). Routledge; https://doi.org/10.4324/9781315753461.
  • Sherrick, B., Hoewe J. & Waddell T.F. (2014). The role of stereotypical beliefs in gender-based activation of the Proteus effect. Computers in Human Behavior, 38:17–24. https://doi.org/10.1016/j.chb.2014.05.010.
  • Smith, M.J., Ginger E.J. & Wright K. (2014). Virtual Reality Job Interview Training in Adults with Autism Spectrum Disorder. Journal of Autism and Developmental Disorders,;44(10): 2450–2463. https://doi.org/10.1007/s10803-014-2113-y
  • Smith, Z. (2021). Facebook ve Microsoft Dahil Herkes Neden Metaverse’e Sahip Olmak İstiyor? [Internet]. Ieconomy, Web address: https://ieconomy.io/facebook-ve-microsoft-dahil-herkes-neden-metaversee-sahip-olmak-istiyor
  • Strauss, A.L. & Corbin J.M. (1998). Basics of qualitative research: Techniques and procedures for developing grounded theory (2nd Edition). Sage Publications Inc.
  • Sungvaribudh, S. & Nasongkhla, J. (2023). Metaverse technology that employs role-playing in self-reflection to promote self-esteem among adolescents. Journal of Namibian Studies: History Politics Culture, 34, 834-846.
  • Tolbert, S. (2022). Cyberpunk 2077 reaches 18 million copies sold, Witcher 3 over 40 million copies sold [Internet]. Windows Central; Web address: https://www.windowscentral.com/cyberpunk-2077-reaches-18-million-copies-sold
  • Tuescher, K. D. (1998). The effect of portfolios on self reflection in counseling students (Doktora Tezi), Wisconsin-Madison University the U.S.A.
  • Tutar, H. (1988). Simetrik ve Asimetrik İletişim Bağlamanda Örgütsel Algılama Yönetimi. Ankara: Seçkin Yayıncılık.
  • Türk, G.D., Bayrakçı, S. & Akçay, E. (2022). Metaverse And Self-Representatıon. The Turkısh Onlıne Journal Of Desıgn Art And Communıcatıon, 12(2):316–333. https://doi.org/10.7456/11202100/008
  • Webel, S., Bockholt U. & Engelke T. (2013). An augmented reality training platform for assembly and maintenance skills. Robotics and Autonomous Systems, 61(4): 398–403. https://doi.org/10.1016/j.robot.2012.09.013
  • Wood, S. (2020). Cyberpunk 2077 Received A Whopping 8 Million Pre-orders [Internet]. DualShocker, Web address: https://www.dualshockers.com/cyberpunk-2077-8-million-pre-orders/
  • Yee, N., Bailenson, J.N. & Ducheneaut, N. (2009). The proteus effect. Communication Research, 36(2):285–312. https://doi.org/10.1177/0093650208330254
  • Yee, N. (2007). The Proteus Effect: Behavioral modification via transformations of digital self representation [Doctoral Thesis]. Stanford University: California.
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6): 772–775. https://doi.org/10.1089/cpb.2006.9.772

My God, Recreate Me! Self Reflections From The Metaverse World To The Real World

Yıl 2025, Cilt: 14 Sayı: 2, 114 - 127, 30.04.2025

Öz

The aim of this study is to determine the dimensions that reveal the self-reflections in the context of Cyberpunk 2077 metaverse game/application. This approach, which describes the state of self-reflection in the metaverse world, is capable of filling the gap in the literature. Using the purposive sampling method, in-depth interviews were conducted with 21 people who experienced the Cyberpunk 2077 metaverse game, in accordance with the nature of the embedded theory method. The saturation point approach, which is used in many qualitative studies, has been adopted in determining the number of interviewees to be interviewed. The theory of burial method was used in data analysis, and the data were analyzed using continuous comparative analysis. The criteria of Creswell, which has an important place in the validity and reliability/credibility (trustworthiness) of qualitative research, were used in this study. The analyzes made as a result of the interviews show that the experiences gained from participating in the metaverse game Cyberpunk 2077 can be grouped under eight main themes. These; Illusional Being, Mirror, Personal Equipment , Fashion and Visual Pleasure, Personal Equipment, Imagination, Integration, Desire / Request. This study, which reveals the dimensions or factors that make up the self-reflection, contributes to the existing literature. Namely, in addition to factors such as instant pleasure, flow, escape, and illusionary presence, which represent selfreflections, factors such as fashion creation, fantasy world, integration, use of personal equipment, and personality reflections provide a theoretical explanation.

Kaynakça

  • Akturan, K. E. (2023). Metaverse’ün yapım sektöründeki etkilerinin incelenmesi [Master Thesis], Lisansüstü Eğitim Enstitüsü, Mimarlık Anabilim Dalı, İstanbul Kültür Üniversitesi: İstanbul.
  • Argan, M., Tokay Argan, M., Dinç, H. (2022). Beni başka âlemlere götür! Kullanıcı temelli metaverse etkinlik deneyimi. Journal of Internet Applications and Management, 13(1);33-53 https://doi.org/10.34231/iuyd.1123136.
  • Arıcı, V. A. (2013). Fen eğitiminde sanal gerçeklik programları üzerine bir çalışma:" Güneş sistemi ve ötesi: Uzay bilmecesi" ünitesi örneği [Master thesis]. Adnan Menderes Üniversitesi: Aydın.
  • Ayiter, E. (2012). Heteronyms and avatars: a self-reflective system for artistic activity. The Engineering Reality of Virtual Reality, 8289; 91-98.
  • Baltacıoğlu, Ş. (2023). Metaversede mülkiyet sahibi olan ve olmayan kişilerin psikolojik ölçeklerle değerlendirilmesi ve karşılaştırılması [Uzmanlık Tezi]. Cumhuriyet Üniversitesi; Sivas.
  • Bayliss, B. (2020). Cyberpunk 2077 Hits Over 1 Million Concurrent Players on Steam in Less Than 12 Hours [Internet]. DualShocker; Web address: https://www.dualshockers.com/cyberpunk-2077-concurrent-steam-players-less-than-12-hours/.
  • Bojic, L. (2022). Metaverse through the prism of power and addiction: what will happen when the virtual world becomes more attractive than reality? European Journal of Futures Research;10(1):22. https://doi.org/10.1186/s40309-022-00208-4.
  • Burnkrant, R.E. & Page T.J. (1988). The structure and antecedents of the normative and attitudinal components of Fishbein’s theory of reasoned action. Journal of Experimental Social Psychology, 24(1):66–87. https://doi.org/10.1016/0022-1031(88)90044-3.
  • Cairns, P., Cox A. & Nordin A.I. (2014). Immersion in Digital Games: Review of Gaming Experience Research. In:Angelides MC, Agius H. (eds) Handbook of Digital Games. Wiley, 334-361. https://doi.org/10.1002/9781118796443.ch12.
  • Campaign Turkey (2021). Global oyun pazarı 2021’de ilk kez küçülecek [Internet]. Campaign Turkey;2021 Web address: https://www.campaigntr.com/global-oyun-pazari-2021de-ilk-kez-kuculecek/
  • Carver, C.S. & Scheier, M.F. (1998). On the Self-Regulation of Behavior. Cambridge University Press; https://doi.org/10.1017/CBO9781139174794.
  • Cooley, C.H. (1902). Human nature and the social order. New York:Charles Scribner’s Sons.
  • Creswell, J.W. (1998). Qualitative inquiry and research design: Choosing among five traditions. Sage Publications.
  • Creswell, JW. (2003). Research design: qualitative, quantitative and mixed methods approaches. Sage Publications.
  • Deligöz, E. (2024). Self-presentation in metaverse environments from a psychological perspective. International Journal of Social Sciences and Education Research, 10 (3), xx-xx. DOI: https://doi.org/10.24289/ijsser.1493484.
  • Dionisio, J.D.N,, Burns, W.G. & Gilbert, R. (2013). 3D Virtual worlds and the metaverse. ACM Computing Surveys, 45(3):1–38. https://doi.org/10.1145/2480741.2480751.
  • Dowie, J. & Elstein A. (1988). Professional judgment: A reader in clinical decision making. Cambridge: Cambridge University Press.
  • Durukan, Ş. (2017). Sait Faik’in Aynasından Benliğin Yansıması: “Plajdaki Ayna.” Uluslararası Türkçe Edebiyat Kültür Eğitim Dergisi; 6(3): 1556–1563.
  • Ekman, P. (1992). An argument for basic emotions. Cognition and Emotion. 6(3–4):169–200. https://doi.org/10.1080/02699939208411068.
  • Emmelkamp, P.M.G & Meyerbröker K. (2021). Virtual reality therapy in mental health. Annual Review of Clinical Psychology, 17(1): 495–519. https://doi.org/10.1146/annurev-clinpsy-081219-115923.
  • Fox, J., Bailenson, J.N. & Tricase, L. (2013). The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior. 29(3):930–938. https://doi.org/10.1016/j.chb.2012.12.027.
  • Glaser, B. G. & Strauss, A.L. (1967). The discovery of grounded theory strategies for qualitative research. London: Aldine.
  • Glaser, B. G. (1978). Theoretical sensitivity: Advances in the methodology of grounded theory. San Francisco: Sociology Press.
  • Google Trends. (2023) Metaverse [Internet]. Trends. Web adress: https://trends.google.com/trends/explore?q=metaverse&date=now%201-d&geo=TR&hl=tr
  • Göçen, A. (2022). Eğitim Bağlamında Metaverse. Uluslararası Batı Karadeniz Sosyal ve Beşeri Bilimler Dergisi. 6(1):98–122. https://doi.org/10.46452/baksoder.1124844
  • Gökulu, G., (2019). Sembolik etkileşimci teorinin gündelik yaşam sosyolojisine katkıları. Ekev Akademi Dergisi. 23(80): 173-191
  • Grant, A.M., Franklin J. & Langford P. (2002). The self-reflectıon and ınsıght scale: A new measure of prıvate self-conscıousness. Social Behavior and Personality: An International Journal;30(8):821–835. https://doi.org/10.2224/sbp.2002.30.8.821
  • Grider, D. (2021). The Metaverse Web 3.0 Virtual Cloud Economies. Grayscale Research.
  • Hamilton, D., McKechnie J. & Edgerton E. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education;8(1): 1–32. https://doi.org/10.1007/s40692-020-00169-2
  • James, W. (1979). Felsefenin bazı sorunları. Cambridge, MA ve Londra: Harvard University Press. İlk olarak 1911'de yayınlandı.
  • Jeon, H. J., Y., H. C., Ko, S M. & Kim, T. H. (2022). Blockchain and AI meet in the metaverse [Internet]. Blockchain Potential in AI. IntechOpen;. http://dx.doi.org/10.5772/intechopen.99114
  • Kang, Y.M. (2021). Metaverse framework and building block. Journal of the Korea Institute of Information and Communication Engineering. 25(9): 1263–1266.
  • Karaca, M. (2012). Farklılaşma, bütünleşme ve birlikte yaşama üzerine. Dicle Üniversitesi Ziya Gökalp Eğitim Fakültesi Dergisi, (18): 226-238.
  • Lee, H.T. & Kim, Y.S. (2018). The effect of sports VR training for improving human body composition. Eurasip Journal on Image and Video Processing, (1):148 https://doi.org/10.1186/s13640-018-0387-2
  • Lee, Y.J.A. (2021). Study on metaverse hype for sustainable growth. The International Journal of Advanced Smart Convergence;10(3):72–80.
  • Lincoln, Y.S. & Guba, E.G. (1985). Naturalistic inquiry. Sage Publications.
  • Ma, M. & Zheng, H. (2011). Virtual Reality and Serious Games in Healthcare. In: Brahnam, S., Jain, L.C. (eds) Advanced Computational Intelligence Paradigms in Healthcare 6. Virtual Reality in Psychotherapy, Rehabilitation, and Assessment. Studies in Computational Intelligence. Berlin: Springer; https://doi.org/10.1007/978-3-642-17824-5_9
  • Mead, G. (1964). Mind, Self and Society. In A. Strauss (Ed.), George Herbert Mead: On Social Psychology. 115-284. Chicago: University of Chicago Press.
  • Mozumder, M.A.I., Sheeraz, M.M., Athar, A., Aich, S. & Kim, H.C. (2022). Overview: Technology Roadmap of the Future Trend of Metaverse based on IoT, Blockchain, AI Technique, and Medical Domain Metaverse Activity. 10.23919/ICACT53585.2022.9728808.
  • Mystakidis, S., Fragkaki, M. & Filippousis (2021) G. Ready Teacher One: Virtual and Augmented Reality Online Professional Development for K-12 School Teachers. Computers, 10: 134.
  • Ondrejka, C. (2005). Escaping the Gilded Cage: User Created Content and Building the Metaverse. New York Law School Law Review, 49(1):6.
  • Reicher, S.D, Spears R. & Postmes T. A. (1995). Social Identity Model of Deindividuation Phenomena. European Review of Social Psychology, 6(1):161–198. https://doi.org/10.1080/14792779443000049
  • Schön, D. (1987). Educating the Reflective Practitioner. San Francisco: Jossey-Bass.
  • Shackelford, J.L. & Maxwell M. (2012). Sense of community in graduate online education: Contribution of learner to learner interaction. The International Review of Research in Open and Distributed Learning,13(4):228. https://doi.org/10.19173/irrodl.v13i4.1339.
  • Shaw, S. (2015). Routledge handbook of theory in sport management (G. B. Cunningham, J. S. Fink, & A. Doherty, Eds.). Routledge; https://doi.org/10.4324/9781315753461.
  • Sherrick, B., Hoewe J. & Waddell T.F. (2014). The role of stereotypical beliefs in gender-based activation of the Proteus effect. Computers in Human Behavior, 38:17–24. https://doi.org/10.1016/j.chb.2014.05.010.
  • Smith, M.J., Ginger E.J. & Wright K. (2014). Virtual Reality Job Interview Training in Adults with Autism Spectrum Disorder. Journal of Autism and Developmental Disorders,;44(10): 2450–2463. https://doi.org/10.1007/s10803-014-2113-y
  • Smith, Z. (2021). Facebook ve Microsoft Dahil Herkes Neden Metaverse’e Sahip Olmak İstiyor? [Internet]. Ieconomy, Web address: https://ieconomy.io/facebook-ve-microsoft-dahil-herkes-neden-metaversee-sahip-olmak-istiyor
  • Strauss, A.L. & Corbin J.M. (1998). Basics of qualitative research: Techniques and procedures for developing grounded theory (2nd Edition). Sage Publications Inc.
  • Sungvaribudh, S. & Nasongkhla, J. (2023). Metaverse technology that employs role-playing in self-reflection to promote self-esteem among adolescents. Journal of Namibian Studies: History Politics Culture, 34, 834-846.
  • Tolbert, S. (2022). Cyberpunk 2077 reaches 18 million copies sold, Witcher 3 over 40 million copies sold [Internet]. Windows Central; Web address: https://www.windowscentral.com/cyberpunk-2077-reaches-18-million-copies-sold
  • Tuescher, K. D. (1998). The effect of portfolios on self reflection in counseling students (Doktora Tezi), Wisconsin-Madison University the U.S.A.
  • Tutar, H. (1988). Simetrik ve Asimetrik İletişim Bağlamanda Örgütsel Algılama Yönetimi. Ankara: Seçkin Yayıncılık.
  • Türk, G.D., Bayrakçı, S. & Akçay, E. (2022). Metaverse And Self-Representatıon. The Turkısh Onlıne Journal Of Desıgn Art And Communıcatıon, 12(2):316–333. https://doi.org/10.7456/11202100/008
  • Webel, S., Bockholt U. & Engelke T. (2013). An augmented reality training platform for assembly and maintenance skills. Robotics and Autonomous Systems, 61(4): 398–403. https://doi.org/10.1016/j.robot.2012.09.013
  • Wood, S. (2020). Cyberpunk 2077 Received A Whopping 8 Million Pre-orders [Internet]. DualShocker, Web address: https://www.dualshockers.com/cyberpunk-2077-8-million-pre-orders/
  • Yee, N., Bailenson, J.N. & Ducheneaut, N. (2009). The proteus effect. Communication Research, 36(2):285–312. https://doi.org/10.1177/0093650208330254
  • Yee, N. (2007). The Proteus Effect: Behavioral modification via transformations of digital self representation [Doctoral Thesis]. Stanford University: California.
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6): 772–775. https://doi.org/10.1089/cpb.2006.9.772
Toplam 59 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Egzersiz ve Spor Psikolojisi
Bölüm Research Article
Yazarlar

Volkan Gökören 0000-0003-4255-3319

Onur Can Dolğun 0000-0002-2468-1539

Hakan Güler 0000-0002-8612-6901

Halime Dinç 0000-0002-2391-5508

Metin Argan 0000-0002-9570-0469

Yayımlanma Tarihi 30 Nisan 2025
Gönderilme Tarihi 22 Temmuz 2024
Kabul Tarihi 28 Mart 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 14 Sayı: 2

Kaynak Göster

Vancouver Gökören V, Dolğun OC, Güler H, Dinç H, Argan M. My God, Recreate Me! Self Reflections From The Metaverse World To The Real World. TOJRAS. 2025;14(2):114-27.