Journals / Akdeniz Spor Bilimleri Dergisi / 2026 / Cilt: 6 Sayı: 1-Cumhuriyet'in 100. Yılı Özel Sayısı Özel Sayı

I am neither Clark Kent nor Superman: A Case Study of Experience in Virtual Activity in the Metaverse

Ne Clark Kentim Ne Süpermenim: Sanal Gerçeklik Perspektifinden Metaverse Etkinlik Deneyimi Üzerine Bir Çalışma

Gözde Yetim(MUŞ ALPARSLAN ÜNİVERSİTESİ)0000-0002-4345-4251
Metin Argan(ESKİŞEHİR TEKNİK ÜNİVERSİTESİ)0000-0002-9570-0469
Halime Dinç(AFYON KOCATEPE ÜNİVERSİTESİ)0000-0002-2391-5508
Pages
420–438
Publication Date
2023-10-29
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

As a result, it was concluded that the students thoroughly enjoyed this experience.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The metaverse has gained attention as an important aspect of virtual word, but little is known about user experiences.
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Key Findings & Data:A qualitative research method including in-depth interview was utilized to collect data from 34 university students, using purposive sampling method.
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Conclusion & Impact:As a result, it was concluded that the students thoroughly enjoyed this experience.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:Metaverse · Sanal Gerçeklik · Etkinlik Deneyimi

Abstract

The metaverse has gained attention as an important aspect of virtual word, but little is known about user experiences. This study aims to determine university students' experiences, thoughts, and feelings regarding the metaverse event experience from a virtual reality perspective. A qualitative research method including in-depth interview was utilized to collect data from 34 university students, using purposive sampling method. The interviews were applied after the participants experienced the Roller Coaster metaverse game, which lasted for about 5 minutes. In the qualitative research conducted to explore the participants' experiences with the Roller Coaster metaverse activity, six main themes emerged: Superman, Pleasure Journey, Fearless Coward, Flow, Emotion Zone, and Fear of Missing Out (FoMO). As a result, it was concluded that the students thoroughly enjoyed this experience. Moreover, they couldn't believe how quickly time passed, that this experience was a step toward overcoming their fears. They also added that the experience transitioned them to different worlds and emotions. Additionally, they had FoMO when someone else had this experience before them. Finally, it was revealed that they experienced the feeling of freedom by removing all real-world restrictions. This study might enable to the advancement of virtual reality environments, Metaverse, and leisure-based activities in particular and may reveal many potential research opportunities.

Özet

Günümüzde metaverse, sanal gerçeklik/artırılmış gerçeklik gibi teknolojilerin gelişmesiyle dünyanın dört bir yanından büyük ilgi görmektedir. Eğlence sektöründe de önemli bir yere sahip olan metaverse, fiziksel gerçekliği dijital sanallıkla birleştiren sürekli ve kalıcı çok kullanıcılı bir ortam olan gerçeklik sonrası evren olarak ifade edilmektedir. Bu çalışmanın amacı, üniversite öğrencilerinin sanal gerçeklik perspektifinden metaverse etkinlik deneyimine ilişkin deneyimlerini, düşüncelerini ve etkinlik sırasında yaşadıkları duyguları belirlemeye yöneliktir. Bu amaç doğrultusunda, Muş Alparslan Üniversitesi Spor Bilimleri Fakültesinde lisans öğrenimi gören 34 öğrenci araştırmaya dahil edilmiştir. Araştırma katılımcılarının seçiminde amaçlı örnekleme yöntemi kullanılmıştır. Katılımcılara yaklaşık 5 dakika süren Roller Coaster metaverse videosu izlettirildikten sonra derinlemesine görüşme tekniği kullanılmıştır. Katılımcıların Roller Coaster metaverse etkinliğine yönelik deneyimlerini keşfetmek için yapılan nitel araştırmada Süpermen, haz yolculuğu, korkusuz korkak, akış, duygu kuşağı ve FoMO olmak üzere altı ana tema ortaya çıkmıştır. Sonuç olarak, öğrencilerin bu deneyimden oldukça haz aldıkları ve bu sırada zamanın nasıl geçtiğini anlayamadıkları, korkularının üstesinden gelme aşamasında bu deneyimin bir basamak olduğu, yaşadıkları deneyim sayesinde farklı dünyalara ve duygulara geçiş yaptıkları, bu deneyimi yaşayan kişilerden eksik kalma korkularının olduğu ve gerçek dünyadaki tüm kısıtlamalardan uzaklaşarak özgür olma hissini yaşadıkları ortaya çıkmıştır.

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Cite This Article

Yetim, G., Argan, M., Dinç, H. (2023). I am neither Clark Kent nor Superman: A Case Study of Experience in Virtual Activity in the Metaverse. Akdeniz Spor Bilimleri Dergisi, Cilt: 6 Sayı: 1-Cumhuriyet'in 100. Yılı Özel Sayısı Özel Sayı, 420–438. https://doi.org/10.38021/asbid.1349809

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