Metaverese can be considered as one of the most talked about virtual reality channels in today's world, and it is also widely used as an entertainment tool. In this study, this virtual medium or realm was investigated as an experience tool among university students participating in metaverse leisure activities. Within the scope of the research, semi-structured interviews were conducted with the participants who experienced metaverse activities. The results of this study revealed eight themes titled as illusory presence, FOMO-based non-French, escape, flow, instant gratification, horizon line, spirit realm and virtual symptomatic. The findings show that metaverse channels, which are an indispensable part of today's life, are also widely used as a means of experience, entertainment and pleasure. As a result of the metaverse literature review and interviews with the event users of the metaverse, the researchers concluded that this new virtual environment is widely used for purposes such as getting rid of boredom, having new experiences, having fun, and establishing social interaction.
The aim of this research is to examine the self-leadership and leisure management of the students of the Faculty of Sports Sciences in the online education process. The sample group of the research is formed from the students studying in different departments of Afyon Kocatepe University, Faculty of Sports Sciences, in the 2020-2021 academic year, a total of 195 students, including 97 female and 98 male. As a data collection tool, "Self-Leadership Scale", "Leisure Management Scale" and "Personal Information Form" consisting of demographic variables were used in the research. In the data analysis, descriptive statistical methods, t test from independent samples, and one-way Variance Analysis (ANOVA) were used. In addition, Exploratory Factor Analysis (EFA) was used to determine the subdimensions of the relevant scales and correlation analysis to determine the relationship between the scales. In line with the findings of the study, it was determined that the self-leadership levels of the students of the Faculty of Sports Sciences during the online education process were close to perfect, and the levels of leisure management were close to good. In some subdimensions of the relevant scales; a significant difference according to gender, age and department variables has been found. A low-level meaningful relationship between self-leadership and leisure management has also been found. As a result of the research, it was determined that the Faculty of Sports Sciences students with formal education experience had a better level of self-leadership and leisure management than the students who participated directly in the educational process online.
Nowadays, information technology is not only widely used in all walks of life but also fully applied in the marketing and advertisement sector. In particular, Artificial Intelligence (AI) has received growing attention worldwide because of its impact on advertising. However, it remains unclear how social media users react to AI advertisements. The purpose of this study is to examine the behavior of social media users towards AI-based advertisements. This study used a qualitative method, including a semi-structured interview. A total of 23 semi-structured interviews were conducted with social media users aged 18 and over, using a purposive sampling method. The interviews lasted between 27.05–50.39 minutes on average (Mean: 37.48 SD: 6.25) between August and October 2021. We categorized the findings of the current qualitative research into three main process themes: I) reception; II) diving; and III) break-point. While 'reception' covers positive and negative sub-themes, 'diving' includes three themes: comparison, timesaving, and leaping. The final theme, 'break-point', represents the decision-making stage and includes negative or positive opinions. This study provides content producers, social media practitioners, marketing managers, advertising industry, AI researchers, and academics with many insights into AI advertising.
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 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.
Bu araştırmanın amacı; üniversite öğrencilerinin boş zaman anlamlarının incelenmesidir. Bu araştırmanın evrenini 2017-2018 eğitim öğretim yılında Afyon Kocatepe Üniversitesi'nde farklı fakülte ve bölümlerde öğrenim görmekte olan öğrenciler oluşturmuştur. Araştırma örneklemini ise Afyon Kocatepe Üniversitesi'nin farklı fakülte ve bölümlerinde öğrenim gören 488 kadın, 473 erkek olmak üzere toplam 961 öğrenci oluşturmaktadır. Öğrencilerin yaş ortalamaları 21,54±2,09 olarak tespit edilmiştir. Araştırmada veri toplama aracı olarak, "Boş Zaman Anlamı Ölçeği" ve demografik değişkenlerden oluşan anket formu kullanılmıştır. Verilerin analizinde; betimsel istatistik yöntemleri, Independent Samples T Testi ve tek yönlü Varyans Analizi (ANOVA) testleri kullanılarak değerlendirilmiştir. Araştırmada elde edilen bulgular doğrultusunda üniversite öğrencilerinin boş zaman anlamlarının iyi seviyede olduğu belirlenmiştir. Öğrencilerin cinsiyet, fakülte, düzenli fiziksel aktiviteye katılımlarına göre boş zaman anlamlarının anlamlı fark gösterdiği tespit edilmiştir. Ayrıca üniversite öğrencilerin boş zaman anlamlarının fakülteler arası ve düzenli fiziksel aktivite yapma durumlarına göre fark gösterdiği sonucuna ulaşılmıştır. Sonuç olarak; üniversite öğrencilerinin boş zaman anlamlarının iyi seviyede olduğu, boş zaman anlamlarının kadınlarda erkeklerden daha yüksek olduğu belirlenmiştir.
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