Phygitally Yours: Examination of Virtual Reality Experiences in Digital Sports and Recreational Games

IF 0.3 Q4 COMMUNICATION Jurnal The Messenger Pub Date : 2021-09-02 DOI:10.26623/themessenger.v13i1.2481
A. Yüce, Volkan Aydoğdu, Sevda Gökce Yüce, H. Katırcı
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引用次数: 2

Abstract

The demand for, and investment in digital virtual reality (VR) games, both by companies and consumers, are increasing day by day. Accordingly, understanding the experiences created by VR within the scope of phygital marketing is important in terms of contributing to virtual experiential marketing, marketing communication, recreation and similar fields. The concept of phygital, expresses the integral wholeness of the digital and physical. And ‘Phygitally Yours’ refers to individuals who can live in their own phygital worlds in today's technologies. The aim of this study was to examine the experiences created by digital games involving sports and recreational content within the scope of phygital marketing. Eight individuals who did not have any prior VR experience played digital games with sports (Grand Turismo Sport) and recreational (VR Worlds) content using VR glasses. Subsequently, in-depth interviews were conducted. The data were analysed using the content analysis method, and thematic codes and concepts were revealed and interpreted. As a result of the research, it was determined that the participants' first VR experience of digital games involved the dimensions of sense, interaction, pleasure and flow, with the following codes emerging: perfect holistic effect, showroom feeling, understandable, competition, magic, gorgeous, dilemma, and place independent behaviour.
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物理上的:数字体育和娱乐游戏中的虚拟现实体验的检验
公司和消费者对数字虚拟现实(VR)游戏的需求和投资与日俱增。因此,在数字营销范围内理解VR创造的体验对于促进虚拟体验营销、营销传播、娱乐和类似领域的发展至关重要。物理数字的概念,表达了数字与物理的整体性。“Phygitally Yours”指的是在当今技术中能够生活在自己的数字世界中的个人。本研究的目的是在数字营销的范围内检验涉及体育和娱乐内容的数字游戏所创造的体验。八名之前没有任何VR经验的人使用VR眼镜玩体育(Grand Turismo Sport)和娱乐(VR Worlds)内容的数字游戏。随后进行了深入访谈。使用内容分析方法对数据进行了分析,并揭示和解释了主题代码和概念。研究结果表明,参与者对数字游戏的第一次VR体验涉及感官、互动、愉悦和流动等维度,并产生了以下代码:完美的整体效果、展厅感、可理解性、竞争性、魔力、华丽性、困境性和独立于场所的行为。
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来源期刊
Jurnal The Messenger
Jurnal The Messenger COMMUNICATION-
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发文量
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