TY - JOUR T1 - A Comparative Study on VR Games in terms of Digital Media Users AU - Tercan-bıngol, Hande AU - Karayel-bılbıl, Emel PY - 2023 DA - October DO - 10.55549/epess.1381963 JF - The Eurasia Proceedings of Educational and Social Sciences JO - EPESS PB - ISRES Publishing WT - DergiPark SN - 2587-1730 SP - 92 EP - 98 VL - 31 LA - en AB - Digital media users, who have integrated digital technologies into their daily lives, represent a broad spectrum of age groups and backgrounds. Digital natives, commonly referred to as individuals who were born and raised in the digital era, have grown up surrounded by digital technologies and are characterized by their deep integration and familiarity with them; while digital hybrids represent a transitional group, consisting of individuals who have adapted to the digital world later in life, either through necessity or choice. Understanding the dynamics between digital natives, and digital hybrids, as digital media users, in the realm of VR games is crucial for game developers, researchers and the gaming industry. This study aims to serve as a foundation for further exploration and analysis of the evolving relationship between these media user groups and virtual reality (VR) games, shedding light on the implications for gamer gratifications and media use in the digital era. KW - Digital media users KW - Digital natives KW - Dijital hybrids KW - VR games KW - Gratifications CR - Athique, A. (2013). Digital media and society: an introduction. Cambridge: Polity Press. CR - Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of Online Environments, 1(1), 1-27. CR - Biocca, F. A. (1988). Opposing conceptions of the audience: The active and passive hemispheres of mass communication theory. In J. A. Anderson (Ed.), Communication yearbook 11 (pp. 51–80). Sage Publications. UR - https://doi.org/10.55549/epess.1381963 L1 - https://dergipark.org.tr/en/download/article-file/3499771 ER -