2023
DOI: 10.57019/jmv.1176938
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The Age Beyond Sports: User Experience in the World of Metaverse

Abstract: The metaverse is a new place where people's avatars spend their time playing, working, having fun, cultural outing, and more. Although metaverse offers many experiences to its users, one of the metaverse experiences where users spend the most time is the gaming experience. Therefore, this study investigates the opinions of the participants who experienced the Nikeland sports game, which is the initiative of the Nike sports brand in the metaverse. Within the scope of the research, semi-structured interviews wer… Show more

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Cited by 22 publications
(6 citation statements)
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References 18 publications
(20 reference statements)
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“…This is consistent with the research of Chatwattana et al [5], who found the combination of new technology concepts and new teaching methods to create the brand-new ideas and innovations by providing an appropriate environments and suitable learning media for students can encourage students to have more engagement in the learning process and enable them to have instant interaction with others and follow up on their results at any time. It is also in accordance with the research of Demir et al [25], who stated that the metaverse is a new technology that can enhance interactive experiences in the virtual world. It paves the way to active learning through media and information technology, which is thought to enable students to obtain learning experiences on their own.…”
Section: Discussionsupporting
confidence: 90%
“…This is consistent with the research of Chatwattana et al [5], who found the combination of new technology concepts and new teaching methods to create the brand-new ideas and innovations by providing an appropriate environments and suitable learning media for students can encourage students to have more engagement in the learning process and enable them to have instant interaction with others and follow up on their results at any time. It is also in accordance with the research of Demir et al [25], who stated that the metaverse is a new technology that can enhance interactive experiences in the virtual world. It paves the way to active learning through media and information technology, which is thought to enable students to obtain learning experiences on their own.…”
Section: Discussionsupporting
confidence: 90%
“…The metaverse is the newest virtual environment that offers many new experiences, such as game experiences (Demir et al, 2023), but it will revolutionize nearly every industry including sports and entertainment (Hollensen et al, 2023). Beyond the composition of the virtual world itself (i.e.…”
Section: Metaverse Applicationsmentioning
confidence: 99%
“…Demir et al conducted semi-structured interviews to explore consumers' experiences in Nikeland sports game (Demir et al, 2023). As a result of analyzing responses from 15 experienced participants, seven themes emerged, including positive consumer experiences (i.e.…”
Section: Sport Metaversementioning
confidence: 99%
“…Bununla birlikte, bazı çalışmalar, metaverse'nin spordaki potansiyel uygulamalarını araştırmıştır. Bir çalışma, Nike spor markasının Metaverse (Demir, Argan, & Dinç, 2022) girişimi olan Nikeland spor oyununu deneyimleyen katılımcıların görüşlerini analiz etmiştir. Çalışma, spor ve metaverse kavramlarının birbirinden uzak olmadığını ve metaverse'deki spor markalarının artacağı bulgusuna ulaşmıştır.…”
Section: Introductionunclassified
“…Bu konuda Camkıran, Sersan ve Yıldız (2021) yapmış oldukları çalışmada sporda teknoloji kullanımının sağlık, iletişim, sportif başarıyı etkilediği görülmüştür. Araştırmada aynı zamanda metaverse teknolojisinin spor endüstrisi üzerinde etkili bir faktör olduğu ortaya koyulmaktadır.TekkurşunDemir (2022) yapmış olduğu araştırmada dijital çağa ayak uydurulmasıyla; hareketsiz yaşam, sağlıksız beslenme, obezite, zayıflık, bilişsel bozukluk gibi sorunlarla karşı karşıya kalındığı bulgusuna ulaşılmaktadır. Özellikle bu sorunlar sporcuların beslenmesini, rekreatif aktivite ve egzersize katılmasını, sosyal, psikolojik ve kültürel yapısını, motivasyonunu, beden kitle indeksini vb.…”
unclassified