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AydoÄŸdu, Volkan
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Common Language of New Era in Sport Clubs: Emojis Y ¼ce, Arif; AydoÄŸdu, Volkan; Katırcı, Hakan
Jurnal The Messenger Vol. 13 No. 1 (2021): January-April
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/themessenger.v13i1.2390

Abstract

Defined as an easy and automated way of expressing emotions in the digital age, emojis are emerging as a new language in the social media world and sports clubs also. For sports clubs, it is of vital importance to communicate and establish effective relations with fans or followers. Hence, almost all professional sports clubs use social media and shape their social media accounts to interact with fans/followers and effectively maintain marketing communication efforts. The aim of this study was to determine the content of emoji usage in tweets of Turkish sports clubs (Besiktas JK, Fenerbahce SK, Galatasaray SK, Istanbul BaÅŸakÅŸehir FK, Trabzonspor SK). Since Twitter is one of the most heavily used social media networks of sports clubs, so in this study was preferred. Content analysis method was used to examine emojis used by sports clubs. The study found that sports clubs use emojis that create positive and neutral connotations. Emojis used are heavily determined to be visuals depicting the colors and symbols of sports clubs. The study is the first to examine sports clubs' emojis used. Hence, the study included important results for the management of communication and marketing strategies of sports clubs on social media.
Phygitally Yours: Examination of Virtual Reality Experiences in Digital Sports and Recreational Games Y ¼ce, Arif; AydoÄŸdu, Volkan; G ¶kce Y ¼ce, Sevda; Katırcı, Hakan
Jurnal The Messenger Vol. 13 No. 1 (2021): January-April
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/themessenger.v13i1.2481

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.