Research Article
BibTex RIS Cite

ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ

Year 2020, Volume: 5 Issue: 9, 110 - 130, 28.04.2020

Abstract

1980’lerin
başında hızlı bir şekilde ticarileşmeye başlayan oyun endüstrisi günümüzde
geniş bant internettin sağladığı olanaklarla milyonlarca kişiye ulaşan bir
dünya haline gelmiştir.
Dijital
oyunlar bireylerin ilgilerini, tercihlerini, tutum ve davranışlarını sosyolojik
ve psikolojik tüm argümanları kullanarak yönlendirmektedir. Bu sanal dünya,
kullanıcıların benlik sunumu ve etki yönetimi için benzersiz araçlar sunmaktadır.
RPG (Role Playing Game) tarzı oyunlarda her oyuncu bir karakterle bağ kurarak
sanal bir kimliğe bürünmektedir. Oyuncular günlük yaşamlarındaki sosyal ve
psikolojik gereksinimlerini oyun içeriğine yansıtarak bir doyuma ulaşmaktadır. Milyonlarca
kişiye hitap eden geleneksel medya ortamları gibi
video oyunlarının da kişilerin düşünce ve davranışları üzerinde yönlendirici etkisi olup
olmadığına yönelik çeşitli metodolojiler
ve veri kaynaklarını içine alan birçok
araştırma bulunmaktadır.



Bu çalışmada popüler dijital oyun
karakterlerinin görsel unsurlarının oyuncular üstündeki etkilerini
incelenmektedir. Araştırma kapsamında dört bölümden oluşan bir çevrimiçi anket
formu kullanılmıştır. Öğrencilerin dijital oyun karakterler tercihlerinin
incelendiği bu çalışmaya 18-25 yaş aralığında 130 öğrenci katılmıştır. Anket
sonuçlarına göre elde edilen puan ortalamaları yaş, cinsiyet, kişilik
özellikleri, oyun tercihleri ve dijital oyun karakter özelliklerine göre
anlamlı düzeyde değişimin olup olmadığı ilişkisel olarak incelenmiştir.

References

  • Allen, N. J., Pickering W.S.F., and Miller, W. Watts (1998). On Durkheim’s Elementary Forms of Religion Life. London: Routledge.
  • Arcuri, L. (1982). Three patterns of social categorization in attribution memory. European Journal of Social Psychology, 12(3), 271-282.
  • Bakan, U. & Aydoğdu Karaaslan, İ. (2017). Bireysel Farklılıkların Sosyal Sermaye Oluşumuna Etkisi: Facebook ve Linkedin Kullanıcıları Üzerine Karşılaştırmalı Bir Analiz. Intermedia International e-Journal, 4(6). doi:10.21645/intermedia.2017.25
  • Bancroft, T. (2006). Creating characters with personality. New York: Watson-Guptill Publications.
  • Barrick, M. R., Day, D. V., Lord, R. G., & Alexander, R. A. (1991). Assessing the utility of executive leadership. The Leadership Quarterly, 2(1), 9–22. doi:10.1016/1048-9843(91)90004-l
  • Bean, A. M., Ferro, L. S., Vissoci, J. R. N., Rivero, T., & Groth-Marnat, G. (2016). The emerging adolescent World of Warcraft dijital gamer: A five factor exploratory profile model. Entertainment Computing, 17, 45–54. doi:10.1016/j.entcom.2016.08.006
  • Beasley, B., & Collins Standley, T. (2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Dijital Games. Mass Communication and Society, 5(3), 279–293. doi:10.1207/s15327825mcs0503_3
  • Behm-Morawitz, E., & Mastro, D. (2009). The effects of the sexualization of female dijital game characters on gender stereotyping and female self-concept. Sex roles, 61(11-12), 808-823.
  • Behm-Morawitz, E., & Mastro, D. (2009). The Effects of the Sexualization of Female Dijital Game Characters on Gender Stereotyping and Female Self-Concept. Sex Roles, 61(11-12), 808–823. doi:10.1007/s11199-009-9683-8
  • Beiman, N. (2012). Prepare to board!: Creating story and characters for animated features and shorts. Burlington, MA: Focal Press.
  • Benet-Martínez, V., & John, O. P. (1998). Los Cinco Grandes across cultures and ethnic groups: Multitrait-multimethod analyses of the Big Five in Spanish and English. Journal of Personality and Social Psychology, 75(3), 729–750. doi:10.1037/0022-3514.75.3.729
  • Bilgin, N. (1994). Sosyal Bilimlerin Kavşağında Kimlik Sorunu, İzmir: Ege Yayıncılık.
  • Cloninger, C. R. (1993). A Psychobiological Model of Temperament and Character. Archives of General Psychiatry, 50(12), 975. doi:10.1001/archpsyc.1993.01820240059008
  • Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52(2), 133–138. doi:10.1016/j.paid.2011.09.015
  • Costa, P. T., & McCrae, R. R. (1992). Revised NEO Personality Inventory (NEO-PI-R) and NEO Five-Factor Inventory (NEO-FFI) professional manual. Odessa, FL:Psychological Assessment Resources.
  • Costa, P. T., McCrae, R. R., & Dye, D. A. (1991). Facet Scales for Agreeableness and Conscientiousness: A Revision of the NEO Personality Inventory. Personality and Individual Differences, 12(9), 887–898. doi:10.1016/0191-8869(91)90177-d
  • Dickerman, C., Christensen, J. and Kerl-Mcclain, S.B. (2008), “Big breasts and bad guys: depictions of gender and race in dijital games”, Journal of Creativity in Mental Health, 3 (1), 20-29.
  • Dietz, T. L. (1998). An examination of violence and gender role portrayals in dijital games: Implications for gender socialization and aggressive behavior. Sex roles, 38(5-6), 425-442.
  • Dill, K. E., & Thill, K. P. (2007). Dijital game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57, 851–865.
  • Dunlop, J. C. (2007). The U.S. Dijital Game Industry. International Journal of Technology and Human Interaction, 3(2), 96–109. doi:10.4018/jthi.2007040106
  • Friedman, H. S., & Schustack, M. W. (1999). Personality: Classic theories and modern research. Boston: Allyn and Bacon.
  • Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action dijital game players. Cognition, 101, 217–245.
  • Griffiths, M. D., & Dancaster, I. (1995). The effect of type a personality on physiological arousal while playing computer games. Addictive Behaviors, 20(4), 543–548. doi:10.1016/0306-4603(95)00001-s
  • Gough, H. G., & Heilbrun, A. B., Jr. (1983). The Adjective Check List manual: 1980 edition. Palo Alto, CA: Consulting Psychologists Press.
  • Hamari, J., & Tuunanen, J. (2014). Player Types: A Meta-synthesis. Transactions of the Digital Games Research Association, 1(2). doi:10.26503/todigra.v1i2.13
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: exploring females' dislikes. Journal of Computer-Mediated Communication, 11(4), 910e931.
  • Helson, R., & Wink, P. (1992). Personality change in women from the early 40s to the early 50s. Psychology and Aging, 7(1), 46-55.
  • Heron, M., & Belford, P. (2014). “It”s only a game’ — ethics, empathy and identification in game morality systems. The Computer Games Journal, 3(1), 34–53.
  • Hoffman, B., & Nadelson, L. (2010). Motivational engagement and dijital gaming: A mixed methods study. Educational Technology Research and Development, 58, 245–270.
  • Islam, M. T., Nahiduzzaman, K. M., Why, Y. P., & Ashraf, G. (2011). Informed character pose and proportion design. The Visual Computer, 27(4), 251–261. doi:10.1007/s00371-011-0545-3
  • Itzhar-Nabarro, Z., Silberschatz, G., & Curtis, J. T. (2009). The Adjective Check List as an outcome measure: Assessment of personality change in psychotherapy. Psychotherapy Research, 19(6), 707–717. doi:10.1080/10503300902988760
  • Jennings, A. B., & Messer, M. (2019). Paying to play: an economic experiment examining children’s avatar preferences and their willingness to pay for them. Young Consumers, 20(3), 219–235. doi:10.1108/yc-12-2018-0910
  • John, O. P., Donahue, E. M., & Kentle, R. L. (1991). The Big Five Inventory – Versions 44 and 54. Berkeley: University of California at Berkeley, Institute of Personality and Social Research.
  • John, O. P. ve Srivastava, S. (1999). The Big-Five trait taxonomy: History, measurement, and theoretical perspectives. In L. A. Pervin & O. P. John (Eds.), Handbook of personality: Theory and research (ss. 102–138). New York: Guilford Press.
  • Knoll, T. (2018). “Instant Karma”- Moral Decision Making Systems in Digital Games. Religions, 9(4), 131.
  • Lee, K., & Ashton, M. C. (2004). Psychometric Properties of the HEXACO Personality Inventory. Multivariate Behavioral Research, 39(2), 329–358. doi:10.1207/s15327906mbr3902_8
  • Lo, S.-K., Wang, C.-C., & Fang, W. (2005). Physical Interpersonal Relationships and Social Anxiety among Online Game Players. CyberPsychology & Behavior, 8(1), 15–20. doi:10.1089/cpb.2005.8.15
  • Lynch, T., Tompkins, J.E., van Driel, I.I. and Fritz, N. (2016). Sexy, strong, and secondary: a content analysis of female characters in dijital games across 31 years. Journal of Communication, 66(4), 564-584
  • Mauger, V. (2014). Interface. In Wolf & Perron (Eds.) The Routledge Companion to Dijital Game Studies (ss. 32-40). New-York: Routledge.
  • McCrae, R. R., & Costa, P. T. (1991). Adding Liebe und Arbeit: The Full Five-Factor Model and Well-Being. Personality and Social Psychology Bulletin, 17(2), 227–232. doi:10.1177/014616729101700217
  • McClure, R. F., & Mears, F. G. (1984). Dijital Game Players: Personality Characteristics and Demographic Variables. Psychological Reports, 55(1), 271–276. doi:10.2466/pr0.1984.55.1.271
  • Morlock, H., Yando, T., & Nigolean, K. (1985). Motivation of Dijital Game Players. Psychological Reports, 57(1), 247–250. doi:10.2466/pr0.1985.57.1.247
  • Morrison, I., & Ziemke, T. (2005). Empathy with Computer Game Characters: A Cognitive Neuroscience Perspective. Proceedings of the Joint Symposium on Virtual Social Agents (pp.73–79). Hatfield:AISB
  • Newzoo (2019). 2019 Global Games Market Report: The industry standard for understanding and sizing the global games market. Amsterdam, Netherlands.
  • Park, A. E., & Henley, T. B. (2007). Personality and Fantasy Game Character Preferences. Imagination, Cognition and Personality, 27(1), 37–46. doi:10.2190/ic.27.1.d
  • Pearlin, L.I. (1989). The sociological study of stress. Journal of Health and Social Behavior, 30, 241-256.
  • Provenzo, E. F. (1991). Dijital kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.
  • Przybylski, A. K. (2014). Electronic gaming and psychosocial adjustment. American Academy of Pediatrics, 134(3), 722-729.
  • Scharrer, E. (2004). Virtual violence: Gender and aggression in dijital game advertisements. Mass Communication & Society, 7(4), 393-412.
  • Seo, M.-R., & Kim, A.-K. (2015). Fashion Styles and Characteristics of Game Characters. Journal of Digital Convergence, 13(2), 343–349. doi:10.14400/jdc.2015.13.2.343
  • Sherry, J. L., Lucas, K., Greenberg, B. S. & Lachlan, K. (2006). Dijital game uses and gratifications as predictors of use and game preference. In P. Vorderer, & J. Bryant (Eds.), Playing dijital games: Motives, responses, and consequences (pp. 213–224). New York: Routledge, Taylor & Francis Group.
  • Shockley-Zalabak, P., Ellis, K., & Winograd, G. (2000). Organizational trust: What it means, why it matters. Organization Development Journal, 18(4), 35-48.
  • Sicart, M. (2009). The banality of simulated evil: designing ethical gameplay. Ethics and in-formation technology, 11(3), 191-202.
  • Siyez, D. M., & Baran, B. (2017). Determining reactive and proactive aggression and empathy levels of middle school students regarding their dijital game preferences. Computers in Human Behavior, 72, 286–295. doi:10.1016/j.chb.2017.03.006
  • Smith, M. (1995). Engaging characters: Fiction, emotion, and the cinema. New York: Oxford University Press.
  • Sümer, N., Lajunen, T., & Özkan, T. (2005). Big Five Personality Traits as the Distal Predictors of Road Accident Involvement. (Ed. G. Underwood) Ch. 18, Traffic and Transport Psyhology. Elsevier Ltd.
  • Tychsen, A., McIlwain, D., Brolund, T., & Hitchens, M. (2007). Player-character dynamics in multi-player Role Playing Games. In A. Baba (Ed.), 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 (pp. 40-48). Finland: Authors & Digital Games Research Association (DiGRA).
  • Vahlo, J., Kaakinen, J. K., Holm, S. K., & Koponen, A. (2017). Digital Game Dynamics Preferences and Player Types. Journal of Computer-Mediated Communication, 22(2), 88–103. doi:10.1111/jcc4.12181
  • Walkerdine, V. (2007). Introduction. In V. Walkerdine (Eds.), Children, Gender, Dijital Games: Towards a relational approach to multimedia (ss.1-15). Basingstoke: Palgrave Macmillan.
  • Wolf, Mark J. P. (2008). The dijital game explosion: a history from PONG to Playstation and beyond. Westport, Conn: Greenwood Press.
  • Yee, N. (2006). Motivations for Play in Online Games. CyberPsychology & Behavior, 9(6), 772–775. doi:10.1089/cpb.2006.9.772
Year 2020, Volume: 5 Issue: 9, 110 - 130, 28.04.2020

Abstract

References

  • Allen, N. J., Pickering W.S.F., and Miller, W. Watts (1998). On Durkheim’s Elementary Forms of Religion Life. London: Routledge.
  • Arcuri, L. (1982). Three patterns of social categorization in attribution memory. European Journal of Social Psychology, 12(3), 271-282.
  • Bakan, U. & Aydoğdu Karaaslan, İ. (2017). Bireysel Farklılıkların Sosyal Sermaye Oluşumuna Etkisi: Facebook ve Linkedin Kullanıcıları Üzerine Karşılaştırmalı Bir Analiz. Intermedia International e-Journal, 4(6). doi:10.21645/intermedia.2017.25
  • Bancroft, T. (2006). Creating characters with personality. New York: Watson-Guptill Publications.
  • Barrick, M. R., Day, D. V., Lord, R. G., & Alexander, R. A. (1991). Assessing the utility of executive leadership. The Leadership Quarterly, 2(1), 9–22. doi:10.1016/1048-9843(91)90004-l
  • Bean, A. M., Ferro, L. S., Vissoci, J. R. N., Rivero, T., & Groth-Marnat, G. (2016). The emerging adolescent World of Warcraft dijital gamer: A five factor exploratory profile model. Entertainment Computing, 17, 45–54. doi:10.1016/j.entcom.2016.08.006
  • Beasley, B., & Collins Standley, T. (2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Dijital Games. Mass Communication and Society, 5(3), 279–293. doi:10.1207/s15327825mcs0503_3
  • Behm-Morawitz, E., & Mastro, D. (2009). The effects of the sexualization of female dijital game characters on gender stereotyping and female self-concept. Sex roles, 61(11-12), 808-823.
  • Behm-Morawitz, E., & Mastro, D. (2009). The Effects of the Sexualization of Female Dijital Game Characters on Gender Stereotyping and Female Self-Concept. Sex Roles, 61(11-12), 808–823. doi:10.1007/s11199-009-9683-8
  • Beiman, N. (2012). Prepare to board!: Creating story and characters for animated features and shorts. Burlington, MA: Focal Press.
  • Benet-Martínez, V., & John, O. P. (1998). Los Cinco Grandes across cultures and ethnic groups: Multitrait-multimethod analyses of the Big Five in Spanish and English. Journal of Personality and Social Psychology, 75(3), 729–750. doi:10.1037/0022-3514.75.3.729
  • Bilgin, N. (1994). Sosyal Bilimlerin Kavşağında Kimlik Sorunu, İzmir: Ege Yayıncılık.
  • Cloninger, C. R. (1993). A Psychobiological Model of Temperament and Character. Archives of General Psychiatry, 50(12), 975. doi:10.1001/archpsyc.1993.01820240059008
  • Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52(2), 133–138. doi:10.1016/j.paid.2011.09.015
  • Costa, P. T., & McCrae, R. R. (1992). Revised NEO Personality Inventory (NEO-PI-R) and NEO Five-Factor Inventory (NEO-FFI) professional manual. Odessa, FL:Psychological Assessment Resources.
  • Costa, P. T., McCrae, R. R., & Dye, D. A. (1991). Facet Scales for Agreeableness and Conscientiousness: A Revision of the NEO Personality Inventory. Personality and Individual Differences, 12(9), 887–898. doi:10.1016/0191-8869(91)90177-d
  • Dickerman, C., Christensen, J. and Kerl-Mcclain, S.B. (2008), “Big breasts and bad guys: depictions of gender and race in dijital games”, Journal of Creativity in Mental Health, 3 (1), 20-29.
  • Dietz, T. L. (1998). An examination of violence and gender role portrayals in dijital games: Implications for gender socialization and aggressive behavior. Sex roles, 38(5-6), 425-442.
  • Dill, K. E., & Thill, K. P. (2007). Dijital game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57, 851–865.
  • Dunlop, J. C. (2007). The U.S. Dijital Game Industry. International Journal of Technology and Human Interaction, 3(2), 96–109. doi:10.4018/jthi.2007040106
  • Friedman, H. S., & Schustack, M. W. (1999). Personality: Classic theories and modern research. Boston: Allyn and Bacon.
  • Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action dijital game players. Cognition, 101, 217–245.
  • Griffiths, M. D., & Dancaster, I. (1995). The effect of type a personality on physiological arousal while playing computer games. Addictive Behaviors, 20(4), 543–548. doi:10.1016/0306-4603(95)00001-s
  • Gough, H. G., & Heilbrun, A. B., Jr. (1983). The Adjective Check List manual: 1980 edition. Palo Alto, CA: Consulting Psychologists Press.
  • Hamari, J., & Tuunanen, J. (2014). Player Types: A Meta-synthesis. Transactions of the Digital Games Research Association, 1(2). doi:10.26503/todigra.v1i2.13
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: exploring females' dislikes. Journal of Computer-Mediated Communication, 11(4), 910e931.
  • Helson, R., & Wink, P. (1992). Personality change in women from the early 40s to the early 50s. Psychology and Aging, 7(1), 46-55.
  • Heron, M., & Belford, P. (2014). “It”s only a game’ — ethics, empathy and identification in game morality systems. The Computer Games Journal, 3(1), 34–53.
  • Hoffman, B., & Nadelson, L. (2010). Motivational engagement and dijital gaming: A mixed methods study. Educational Technology Research and Development, 58, 245–270.
  • Islam, M. T., Nahiduzzaman, K. M., Why, Y. P., & Ashraf, G. (2011). Informed character pose and proportion design. The Visual Computer, 27(4), 251–261. doi:10.1007/s00371-011-0545-3
  • Itzhar-Nabarro, Z., Silberschatz, G., & Curtis, J. T. (2009). The Adjective Check List as an outcome measure: Assessment of personality change in psychotherapy. Psychotherapy Research, 19(6), 707–717. doi:10.1080/10503300902988760
  • Jennings, A. B., & Messer, M. (2019). Paying to play: an economic experiment examining children’s avatar preferences and their willingness to pay for them. Young Consumers, 20(3), 219–235. doi:10.1108/yc-12-2018-0910
  • John, O. P., Donahue, E. M., & Kentle, R. L. (1991). The Big Five Inventory – Versions 44 and 54. Berkeley: University of California at Berkeley, Institute of Personality and Social Research.
  • John, O. P. ve Srivastava, S. (1999). The Big-Five trait taxonomy: History, measurement, and theoretical perspectives. In L. A. Pervin & O. P. John (Eds.), Handbook of personality: Theory and research (ss. 102–138). New York: Guilford Press.
  • Knoll, T. (2018). “Instant Karma”- Moral Decision Making Systems in Digital Games. Religions, 9(4), 131.
  • Lee, K., & Ashton, M. C. (2004). Psychometric Properties of the HEXACO Personality Inventory. Multivariate Behavioral Research, 39(2), 329–358. doi:10.1207/s15327906mbr3902_8
  • Lo, S.-K., Wang, C.-C., & Fang, W. (2005). Physical Interpersonal Relationships and Social Anxiety among Online Game Players. CyberPsychology & Behavior, 8(1), 15–20. doi:10.1089/cpb.2005.8.15
  • Lynch, T., Tompkins, J.E., van Driel, I.I. and Fritz, N. (2016). Sexy, strong, and secondary: a content analysis of female characters in dijital games across 31 years. Journal of Communication, 66(4), 564-584
  • Mauger, V. (2014). Interface. In Wolf & Perron (Eds.) The Routledge Companion to Dijital Game Studies (ss. 32-40). New-York: Routledge.
  • McCrae, R. R., & Costa, P. T. (1991). Adding Liebe und Arbeit: The Full Five-Factor Model and Well-Being. Personality and Social Psychology Bulletin, 17(2), 227–232. doi:10.1177/014616729101700217
  • McClure, R. F., & Mears, F. G. (1984). Dijital Game Players: Personality Characteristics and Demographic Variables. Psychological Reports, 55(1), 271–276. doi:10.2466/pr0.1984.55.1.271
  • Morlock, H., Yando, T., & Nigolean, K. (1985). Motivation of Dijital Game Players. Psychological Reports, 57(1), 247–250. doi:10.2466/pr0.1985.57.1.247
  • Morrison, I., & Ziemke, T. (2005). Empathy with Computer Game Characters: A Cognitive Neuroscience Perspective. Proceedings of the Joint Symposium on Virtual Social Agents (pp.73–79). Hatfield:AISB
  • Newzoo (2019). 2019 Global Games Market Report: The industry standard for understanding and sizing the global games market. Amsterdam, Netherlands.
  • Park, A. E., & Henley, T. B. (2007). Personality and Fantasy Game Character Preferences. Imagination, Cognition and Personality, 27(1), 37–46. doi:10.2190/ic.27.1.d
  • Pearlin, L.I. (1989). The sociological study of stress. Journal of Health and Social Behavior, 30, 241-256.
  • Provenzo, E. F. (1991). Dijital kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.
  • Przybylski, A. K. (2014). Electronic gaming and psychosocial adjustment. American Academy of Pediatrics, 134(3), 722-729.
  • Scharrer, E. (2004). Virtual violence: Gender and aggression in dijital game advertisements. Mass Communication & Society, 7(4), 393-412.
  • Seo, M.-R., & Kim, A.-K. (2015). Fashion Styles and Characteristics of Game Characters. Journal of Digital Convergence, 13(2), 343–349. doi:10.14400/jdc.2015.13.2.343
  • Sherry, J. L., Lucas, K., Greenberg, B. S. & Lachlan, K. (2006). Dijital game uses and gratifications as predictors of use and game preference. In P. Vorderer, & J. Bryant (Eds.), Playing dijital games: Motives, responses, and consequences (pp. 213–224). New York: Routledge, Taylor & Francis Group.
  • Shockley-Zalabak, P., Ellis, K., & Winograd, G. (2000). Organizational trust: What it means, why it matters. Organization Development Journal, 18(4), 35-48.
  • Sicart, M. (2009). The banality of simulated evil: designing ethical gameplay. Ethics and in-formation technology, 11(3), 191-202.
  • Siyez, D. M., & Baran, B. (2017). Determining reactive and proactive aggression and empathy levels of middle school students regarding their dijital game preferences. Computers in Human Behavior, 72, 286–295. doi:10.1016/j.chb.2017.03.006
  • Smith, M. (1995). Engaging characters: Fiction, emotion, and the cinema. New York: Oxford University Press.
  • Sümer, N., Lajunen, T., & Özkan, T. (2005). Big Five Personality Traits as the Distal Predictors of Road Accident Involvement. (Ed. G. Underwood) Ch. 18, Traffic and Transport Psyhology. Elsevier Ltd.
  • Tychsen, A., McIlwain, D., Brolund, T., & Hitchens, M. (2007). Player-character dynamics in multi-player Role Playing Games. In A. Baba (Ed.), 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 (pp. 40-48). Finland: Authors & Digital Games Research Association (DiGRA).
  • Vahlo, J., Kaakinen, J. K., Holm, S. K., & Koponen, A. (2017). Digital Game Dynamics Preferences and Player Types. Journal of Computer-Mediated Communication, 22(2), 88–103. doi:10.1111/jcc4.12181
  • Walkerdine, V. (2007). Introduction. In V. Walkerdine (Eds.), Children, Gender, Dijital Games: Towards a relational approach to multimedia (ss.1-15). Basingstoke: Palgrave Macmillan.
  • Wolf, Mark J. P. (2008). The dijital game explosion: a history from PONG to Playstation and beyond. Westport, Conn: Greenwood Press.
  • Yee, N. (2006). Motivations for Play in Online Games. CyberPsychology & Behavior, 9(6), 772–775. doi:10.1089/cpb.2006.9.772
There are 61 citations in total.

Details

Primary Language Turkish
Journal Section Makaleler
Authors

Uğur Bakan 0000-0003-0117-3731

Fikri Salman

Publication Date April 28, 2020
Acceptance Date April 25, 2020
Published in Issue Year 2020 Volume: 5 Issue: 9

Cite

APA Bakan, U., & Salman, F. (2020). ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat, 5(9), 110-130.
AMA Bakan U, Salman F. ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat. April 2020;5(9):110-130.
Chicago Bakan, Uğur, and Fikri Salman. “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”. Akademik Sanat 5, no. 9 (April 2020): 110-30.
EndNote Bakan U, Salman F (April 1, 2020) ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat 5 9 110–130.
IEEE U. Bakan and F. Salman, “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”, Akademik Sanat, vol. 5, no. 9, pp. 110–130, 2020.
ISNAD Bakan, Uğur - Salman, Fikri. “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”. Akademik Sanat 5/9 (April 2020), 110-130.
JAMA Bakan U, Salman F. ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat. 2020;5:110–130.
MLA Bakan, Uğur and Fikri Salman. “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”. Akademik Sanat, vol. 5, no. 9, 2020, pp. 110-3.
Vancouver Bakan U, Salman F. ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat. 2020;5(9):110-3.

 1654816583165452217022223