The Age Beyond Sports
User Experience in the World of Metaverse
Bibliographic Data
| ID | 22361059 |
|---|---|
| Authors | Gülsüm DEMİR (0000-0003-1959-2440, Eskisehir Technical University), Metin Argan (0000-0002-9570-0469, Eskisehir Technical University), Halime Dinç (0000-0002-2391-5508, Afyon Kocatepe University) |
| Year | 2023 |
| Volume | 3 |
| Issue | 1 |
| Pages | 19-27 |
| Publication date | 2023-06-30 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Metaverse (JOURNAL) |
| Journal identifiers | ISSN: 2792-0232 • E-ISSN: 2792-0232 |
| Publisher | Izmir Akademi Dernegi (PUBLISHER) |
| DOI | 10.57019/jmv.1176938 |
| OpenAlex | W4311046406 |
| Language | EN |
| Citations received | 9 |
| References cited | 18 |
A platform for augmented reality called Metaverse enables users to build interactive experiences that combine the virtual and real worlds. Additionally, it can be considered a virtual version of the concept or idea of cyberspace. People have many alternative options in Metaverse but they mostly use their choise by gaming. Therefore, this study examining 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 were conducted with the participants who experienced the Nikeland game. Seven themes were obtained: the age beyond sports, atmospheric, feelings, chaotic structure in access, flow, perception of reality and innovative brand in this research. As a result of the findings, although the game initiative of the Nike brand in the metaverse is still in its infancy, it has been seen that there is a belief that this initiative will come to better places in the future. As a consequent of the literature review of the metaverse and the opinions of the users who have experienced the Nikeland game, the researchers have obtained results that the concepts of sports and metaverse are not far from each other and that the sports brands in the metaverse will increase
Advertising · Human–computer interaction · Metaverse · Nike · Perception · Virtual reality · Computer Science · Digital Games and Media · Educational Games and Gamification · Psychology · Virtual Reality Applications and Impacts
Shaping the Future of Metaverse Research
Analysis of Caribbean XR Survey Creates an XR Development Strategy as a Path to the Regional Metaverse Evolution
Establishing customers’ value co-creation of using metaverse commerce
Üniversite Öğrencilerinin Metaverse İnançları İle Dijital Okuryazarlık Arasındaki İlişkinin İncelenmesi
A comprehensive analysis of presence, seamlessness, and player responses in metaverse gaming
Crafting user experiences in the metaverse
Bridging the Virtual and the Real
Assessing quality of experience for manipulation modes in virtual reality interaction
Reconceptualizing the metaverse
D Virtual worlds and the metaverse
Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research
Metaverse Games
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
Metaverse through the prism of power and addiction
Using thematic analysis in psychology
Naturalistic inquiry
| Unique citing works | 9 |
|---|---|
| Citations per year | 3 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 9 |