Journals / The Online Journal of Recreation and Sports / 2026 / Cilt: 15 Sayı: 2

Qualitative Investigation into the 'Peak Moments' of Metaverse Experiences Among Physically Active Individuals

Fiziksel Aktif Bireylerde Metaverse Deneyiminin “En Anlarına” İlişkin Nitel Bir Araştırma

Hakan Güler(MANİSA CELÂL BAYAR ÜNİVERSİTESİ)0000-0002-8612-6901
Volkan Gökören(İstanbul Topkapı Üniversitesi)0000-0003-4255-3319
Onur Can Dolğun(İstanbul Topkapı . Üniversitesi)0000-0002-2468-1539
Halime Dinç(AFYON KOCATEPE ÜNİVERSİTESİ, SPOR BİLİMLERİ FAKÜLTESİ)0000-0002-2391-5508
Metin Argan(ESKISEHIR TECHNICAL UNIVERSİTY, FACULTY OF SPORTS SCIENCE)0000-0002-9570-0469
Pages
183–193
Publication Date
2026-04-30
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AI Summary & Key Takeaways

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

There is a need to conduct more crowded groups and gender-specific studies in future research.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The aim of this study is to reveal the “peak” and “peak” moments of mood changes that occur as a result of metaverse experiences of physically active individuals.
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Key Findings & Data:The research group consisted of a total of 10 participants, 5 males and 5 females, between the ages of 20-31, who were physically active (2994 ± 1827 MET) and studying at the Faculty of Sport Sciences.
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Conclusion & Impact:There is a need to conduct more crowded groups and gender-specific studies in future research.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:Metaverse · Fiziksel Aktivite · Etkinlik

Abstract

The aim of this study is to reveal the “peak” and “peak” moments of mood changes that occur as a result of metaverse experiences of physically active individuals. In the study, grounded theory method, one of the qualitative research methods, was applied and the data were analysed using comparative, data reduction-based, theoretical sampling. In sample selection, easily accessible case sampling, one of the purposive sampling methods, was used. The research group consisted of a total of 10 participants, 5 males and 5 females, between the ages of 20-31, who were physically active (2994 ± 1827 MET) and studying at the Faculty of Sport Sciences. As a data collection method, interview approach was used and interviews were conducted using a semi-structured interview form. Data analysis was evaluated by thematic analysis method and the findings were grouped under 8 main themes: “Flow”, “Horizon Line”, “Motivation”, “Hedonism”, “Solidarity”, “Design”, “Curiosity” and “Illusionary Presence”. As a result, the peak point and the most memorable moment determined regarding the virtual spaces used in metaverse Experiences in physically active individuals was determined as the scene where skateboard areas and avatars lift each other. While the main reason that played an active role in the determination of this scene was that the relevant sections encouraged an increase in strength and energy in the participants, it was also frequently reported that it encouraged solidarity. The findings of the study showed that the metaverse experience can be a mediator for physically active individuals to reach the peak moment. In addition, it is thought that the qualitative approach used in the study may be an appropriate method that can be used to examine the metaverse experience. There is a need to conduct more crowded groups and gender-specific studies in future research.

Özet

Bu araştırmanın amacı, fiziksel olarak aktif bireylerin metaverse deneyimlerimi sonucunda meydana gelen duygu durum değişikliklerinden “en” ve “zirve” anlarını ortaya koyabilmektir. Araştırmada, nitel araştırma yöntemlerinden gömülü teori yöntemi uygulanmış olup veriler karşılaştırmalı, veri azaltmaya dayalı, teorik örneklendirme kullanılarak analiz edilmiştir. Örneklem seçiminde ise, amaçlı örneklem yöntemlerinden kolay ulaşılabilir durum örneklemesine başvurulmuştur. Araştırma grubunu spor bilimleri fakültesinden mezun ve öğrenim gören fiziksel olarak aktif(2994 ± 1827 MET), 20–31 yaş arası, 5 erkek 5 kadın olmak üzere toplam 10 katılımcıdan oluşmaktadır. Veri toplama yöntemi olarak, görüşme yaklaşımı kullanılmış ve görüşmeler yarı yapılandırılmış görüşme formu kullanılarak gerçekleştirilmiştir. Veri analizleri tematik analiz yöntemi ile değerlendirilmiş ve bulgular, “Akış”, “Ufuk Çizgisi”, “Motivasyon”, “Hedonizm”, “Dayanışma”, “Tasarım”, “Merak” ve “Illüzyonel Varlık” olmak üzere 8 ana tema altında toplanmıştır. Sonuç olarak; fiziksel aktif bireylerde metaverse Deneyimlerinde kullanılan sanal alanlara ilişkin belirlenen zirve nokta ve en anı kaykaylı alanlar ve avatarların birbirini kaldırdığı sahne olarak saptanmıştır. Bu sahnenin belirlenmesinde ana sebep, ilgili bölümlerin katılımcılarda güç ve enerji artışını teşvik etmesidir. Ayrıca, bu bölümlerin dayanışmayı teşvik ettiğine dair bildirimler de sıklıkla yapılmıştır. Araştırma bulguları uygulatılan metaverse deneyiminin fiziksel olarak aktif olan bireylerde zirve anına ulaşmalarında aracı olabileceğini göstermiştir. Ayrıca araştırmada kullanılan nitel yaklaşımın metaverse deneyiminin incelenmesinde kullanılabilecek uygun bir yöntem olabileceği düşünülmektedir. Gelecek araştırmalarda daha kalabalık gruplarda ve cinsiyetlere özgü çalışmalar yapılmasına ihtiyaç vardır.

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Cite This Article

Güler, H., Gökören, V., Dolğun, O. C., Dinç, H., Argan, M. (2026). Qualitative Investigation into the 'Peak Moments' of Metaverse Experiences Among Physically Active Individuals. The Online Journal of Recreation and Sports, Cilt: 15 Sayı: 2, 183–193. https://doi.org/10.22282/tojras.1844113

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