2020
DOI: 10.26677/tr1010.2020.507
|View full text |Cite
|
Sign up to set email alerts
|

Sanal Gerçeklik ve Artırılmış Gerçeklik Uygulamalarının Rekreatif Faaliyetlere Yansıması: Dijital Rekreasyon

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
5
0
4

Year Published

2022
2022
2023
2023

Publication Types

Select...
6

Relationship

0
6

Authors

Journals

citations
Cited by 13 publications
(9 citation statements)
references
References 0 publications
0
5
0
4
Order By: Relevance
“…In the postmodern era, digital culture has dominated people's leisure time (Silk et al, 2016;Valtchanov & Parry, 2017) and developing technology has transformed leisure activities (Lopez-Sintas et al, 2017). This has led to some changes in the recreation phenomenon, as in many areas (Aylan & Aylan, 2020). Accordingly, in today's world, people are frequently exposed to electronic environments and digital applications, and they have started to spend their leisure time using electronic devices such as game consoles, virtual reality glasses, computers, tablets and mobile phones in their daily lives at home or outside the home (Nimrod & Adoni, 2012).…”
Section: Virtual Recreationmentioning
confidence: 99%
See 4 more Smart Citations
“…In the postmodern era, digital culture has dominated people's leisure time (Silk et al, 2016;Valtchanov & Parry, 2017) and developing technology has transformed leisure activities (Lopez-Sintas et al, 2017). This has led to some changes in the recreation phenomenon, as in many areas (Aylan & Aylan, 2020). Accordingly, in today's world, people are frequently exposed to electronic environments and digital applications, and they have started to spend their leisure time using electronic devices such as game consoles, virtual reality glasses, computers, tablets and mobile phones in their daily lives at home or outside the home (Nimrod & Adoni, 2012).…”
Section: Virtual Recreationmentioning
confidence: 99%
“…In this context, many activities such as electronic sports activities, virtual tours, digital games and watching movies on the internet have become a form of leisure for people (Akoğlan Kozak & Özkeroğlu, 2018). This change in the ways of making use of leisure time has led to the transfer of many recreational activities performed in physical areas to the electronic environment (Aylan & Aylan, 2020). Accordingly, people have started to spend most of their time with electronic applications that they find more economical and enjoyable (Özkeroğlu & Akyıldız Munusturlar, 2020).…”
Section: Virtual Recreationmentioning
confidence: 99%
See 3 more Smart Citations