Yıl 2018, Cilt 8, Sayı 2, Sayfalar 376 - 392 2018-04-01

AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE

Deniz YENGİN [1] , Tamer BAYRAK [2] , Özge TOPÇU [3] , Berkan BAYINDIR [4]

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In today's world the differences between the virtual and real have fairly diminished. In this context, the virtual reality systems, which are the new means of communication and have the characteristic qualifications of new media technologies, have changed the one way communication model of traditional media. As a result of this transformation of the communication model, the user has begun to interact with the content producers. Therefore, the user is transformed from the passive role to the active role and continues his/her life in a two-way communication model. In this way, virtual environments, which the so called new media technology devices has brought in, made it possible for the users to control and interact with interfaces and this made it easy to send the message from the source to the target. The communication notion stands in the basis of the technology, which is produced for consuming; also it forms a basis for new media technologies like virtual reality. Especially gamification of consumption and by this way increasing the consuming behavior, this technology is the frontier of continuously improving new media technologies. In this context, in this study Huizinga’s game notion is related with augmented technology and IKEA’s augmented technology is examined.


New Media, Augmented, Consumption, Virtual Environment
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Birincil Dil en
Konular Sosyal ve Beşeri Bilimler
Dergi Bölümü Makaleler
Yazarlar

Orcid: 0000-0002-6846-0770
Yazar: Deniz YENGİN (Sorumlu Yazar)
E-posta: denizyengin@aydin.edu.tr
Kurum: ISTANBUL AYDIN UNIV
Ülke: Turkey


Orcid: 0000-0003-0776-1606
Yazar: Tamer BAYRAK
E-posta: tbayrak@aydin.edu.tr
Kurum: ISTANBUL AYDIN UNIV
Ülke: Turkey


Orcid: 0000-0003-3729-7509
Yazar: Özge TOPÇU
E-posta: ozgeeetopcu@hotmail.com

Orcid: 0000-0001-7629-3928
Yazar: Berkan BAYINDIR
E-posta: berkanbayindir@mynet.com

Bibtex @araştırma makalesi { tojdac411039, journal = {The Turkish Online Journal of Design Art and Communication}, issn = {2146-5193}, address = {Deniz Yengin}, year = {2018}, volume = {8}, pages = {376 - 392}, doi = {}, title = {AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE}, key = {cite}, author = {TOPÇU, Özge and BAYRAK, Tamer and YENGİN, Deniz and BAYINDIR, Berkan} }
APA YENGİN, D , BAYRAK, T , TOPÇU, Ö , BAYINDIR, B . (2018). AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE. The Turkish Online Journal of Design Art and Communication, 8 (2), 376-392. Retrieved from http://dergipark.gov.tr/tojdac/issue/36245/411039
MLA YENGİN, D , BAYRAK, T , TOPÇU, Ö , BAYINDIR, B . "AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE". The Turkish Online Journal of Design Art and Communication 8 (2018): 376-392 <http://dergipark.gov.tr/tojdac/issue/36245/411039>
Chicago YENGİN, D , BAYRAK, T , TOPÇU, Ö , BAYINDIR, B . "AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE". The Turkish Online Journal of Design Art and Communication 8 (2018): 376-392
RIS TY - JOUR T1 - AUGMENTED REALITY AS A MEDIUM OF GAMIFICATION OF CONSUMPTION IN THE CONTEXT OF GLOBAL VILLAGE AU - Deniz YENGİN , Tamer BAYRAK , Özge TOPÇU , Berkan BAYINDIR Y1 - 2018 PY - 2018 N1 - DO - T2 - The Turkish Online Journal of Design Art and Communication JF - Journal JO - JOR SP - 376 EP - 392 VL - 8 IS - 2 SN - 2146-5193-2146-5193 M3 - UR - Y2 - 2018 ER -
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