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The Age Beyond Sports

User Experience in the World of Metaverse

Bibliographic Data

ID22361059
AuthorsGülsüm 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)
Year2023
Volume3
Issue1
Pages19-27
Publication date2023-06-30
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Metaverse (JOURNAL)
Journal identifiersISSN: 2792-0232 • E-ISSN: 2792-0232
PublisherIzmir Akademi Dernegi (PUBLISHER)
DOI10.57019/jmv.1176938
OpenAlexW4311046406
LanguageEN
Citations received9
References cited18

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

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Unique citing works9
Citations per year3
Citation span2023 - 2026 (4)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 9

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