Araştırma Makalesi
BibTex RIS Kaynak Göster

PUBG OYNAMA PRATİKLERİNİN DİJİTAL OYUN BAĞIMLILIĞI İLİŞKİSİ EKSENİNDE İNCELENMESİ

Yıl 2021, Sayı: 21, 5 - 28, 30.04.2021
https://doi.org/10.32952/atauniiletisim.886441

Öz

Araştırma, popüler olarak oynanan PUBG oyununu (Playerunknown's Battlegrounds - FPS: Birinci Şahıs Nişancı Savaş Are-nası Oyunu) oynayan 15-17 yaş aralığındaki gençlerin oynama pratiklerini, bağımlılık davranışı ekseninde incelemek amacıyla yapılmıştır. Oyun oynama etkinliği genel olarak eğlence, merak, odaklanma, sosyalleşme, kontrol kaybı (zaman algısının farklı-laşması) ve uzun süre oynama gibi bağımlılık unsurlarını ifade eden başlıklar altında incelenmiştir. Oyunu oynayanlara, özel olarak PUBG oyunu için geliştirilen PUBG bağımlılık testi (PAT-Pubg Addiction Test) uygulanmıştır. Bağımlılık testinden elde edilen bulgulara göre, gençler haftada yaklaşık 21 saat oyun oynamaktadırlar ve oyun oynamaya ortalama 9 yaşında başlamış-lardır. Test sonucuna göre, gençlerin bağımlılık seviyeleri düşük çıkmıştır, ancak oyun bağımlılığı olarak nitelendirilen konsant-rasyon ve uzun süre sıkılmadan oynama gibi unsurlar istatistiki olarak anlamlı bulunmuştur.

Kaynakça

  • ALTUN, Meryem ve ATASOY, Murat (2018). Investgation of Digital Game Addicton of Children Between 9-11 Age Groups: Kırşehir Sample. International Journal of Eurasia Social Sciences, 9 (33), 1740-1757.
  • ANAND, Vivek (2007). A Study of Time Management: The Correlation Between Video Game Usage and Academic Performance Markers. Cyberpsychol Behav, 10, 552-559.
  • BALLARD, Mary, GRAY, Melissa, REILLY, Jenny ve NOGGLE, Matthew (2009). Correlates of Video Game Screen Time Among Males: Body Mass, Physical Activity, And Other Media Use. Eat Behaviors, 10 (3), 161-167.
  • BERANUY, Marta, CARBONELL, Xavier ve GRIFFITHS, Mark D. (2013). A QualitativeAnalysis of Online Gaming Addicts in Treatment. International Journal of Mental Health and Addiction, 11 (2), 149-161.
  • BİNARK, Mutlu ve BAYRAKTUTAN, Günseli (2011). Dijital Oyun Kültürü Haritasında Oyuncular: Dijital Oyuncuların Habitusları ve Kariyer Türevleri, Katılımın "ehali": Gençlerin Sanal Alemi içinde (Der. A. Telli Aydemir), İstanbul: Alternatif Bilişim, 303-330.
  • BİNARK, Mutlu ve BAYRAKTUTAN-SÜTÇÜ, Günseli (2008). Kültür Endüstrisi Olarak Dijital Oyun. İstanbul: Kalkedon Yayıncılık.
  • CHARLTON, John P. ve DANFORTH, Ian D. W. (2007). Distinguishing Addiction and High Engagement in The Context of Online Game Playing. Computers in Human Behaviour, 23 (3), 1531-1548.
  • CHEN, Jenova (2007). Flow in Games (and Everything Else), Communications of the ACM, 50 (4), 31-34.
  • D’SOUZA, Lancy, MANISH, S. ve DEEKSHA, S. (2019). Development and Validation of PUBG Addiction Test (PAT), The International Journal of Indian Psychology, 7 (1), 562-574.
  • DEMİRBAŞ, Yavuz (2019). Dijital Oyun Araştırmalarında Biçimsel Analiz ve Oyun Türleri: Hayatta Kalma Oyun Türü. Ege Üniversitesi İletişim Fakültesi Yeni Düşünceler Hakemli E-Dergisi, (12), 15-32.
  • DERRIDA, Jacques (1980). The Law of Genre. Critical Inquiry, 7 (1), 55-81.
  • EISENBERGER, Robert, JONES, Jason R., STINGLHAMBER, Florence, SHANOCK, Linda. ve RANDALL, Amanda T. (2005). Flow Experiences at Work: For High Need Achievers Alone?, Journal of Organizational Behavior, 26 (7), 755-775.
  • ENGESER, Stefan (2012). Advances in Flow Research. New York: Springer Science Business Media
  • FOTI, Kathryn E., EATON, Danice K., LOWRY, Richard ve McKNIGHT-ELY, Lela R. (2011). Sufficient Sleep, Physical Activity, and Sedentary Behaviors, American Journal of Preventive Medicine, 41 (6), 596-602.
  • FULLERTON, Simon, TAYLOR, Anne W., GRANDE, Eleonora D. ve BERRY, Naralle (2014). Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?, Journal of Obesity, https://doi.org/10.1155/2014/287013.
  • GRANIC, Isabela (2014). The benefits of Playing Video Games, Developmental Psychopathology Department, Behavioural Science Institute, Radboud University Nijmegen, Nijmegen, The Netherlands.
  • GRIFFITHS Mark D. ve DAVIES, M. N. O. (2005). Videogame Addiction: Does It Exist?, Handbook of Computer Game Studies.J. Goldstein,J. Raessens(Eds), Boston: MIT Pres, 359–368.
  • GRUSSER Sabine M., THALEMANN, Ralf ve GRIFFITHS, Mark D. (2007). Excessive Computer Game Playing: Evidence for Addiction and Aggression?, Cyberpsychol Behaviour., 10 (2), 290-292.
  • JOHNSON, Daniel, JONES, Christian, SCHOLES, Laura ve CARRAS, Michelle C. (2013). Videogames and Wellbeing: A Comprehensive Review. Melbourne: Young and Well CRC.
  • KELLER, Johannes, ve BLESS, Herbert (2008). Flow and Regulatory Compatibility: An Experimental Approach to The Flow Model of İntrinsic Motivation. Personality and Social Psychology Bulletin, 34 (2), 196-209.
  • KILIÇ, Selim (2016). Cronbach’ın Alfa Güvenirlik Katsayısı, Journal of Mood Disorders, 6 (1), 47-48.
  • KNEER, Julia ve GLOCK, Sabine (2013). Escaping in Digital Games: The Relationship Between Playing Motives and Addictive Tendencies in Males. Computers in Human Behavior, 29 (4), 1415-1420.
  • KUSS, Daria. J., LOUWS, Jorik ve WIERS, Reinout W. (2012). Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online RolePlaying Games. Cyberpsychology, Behavior, and Social Networking, 15 (9), 480-485.
  • LEMMENS, Jeroen S., ve HENDRIKS, Stefan J. (2016). Addictive Online Games: Examining The Relationship Between Game Genres and Internet Gaming Disorder. Cyberpsychology, Behavior, and Social Networking, 19 (4), 270-276.
  • LEMMENS, Jeroen S., VALKENBURG, Patti. M. ve PETER, Jochen (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12 (1), 77-95.
  • LIU, Chuang C., ve CHANG, I. Cheng (2012). Measuring The Flow Experience of Players Playing Online Games. PACIS 2012 Proceedings. Paper 104. Chuang-Chun Liu
  • MALONE, Thomas W. (1981). Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science, (4), 333-369.
  • PARTINGTON, Sarah, PARTINGTON, Elizabeth ve OLIVIER, Steve (2009). The Dark Side of Flow: A Qualitative Study of Dependence in Big Wave Surfing. The Sport Psychologist, 23, 170-185.
  • PRZYBYLSKI, Andrew. K., RYAN, Richard M. ve RIGBY, C. Scott. (2009). The Motivating Role of Violence in Video Games. Personality and Social Psychology Bulletin, 35, 243-259.
  • REDAELLI, Claudia ve RIVA, Giuseppe (2011). Flow for Presence Questionnaire, Digital Factory for Human-oriented Production Systems içinde, New York: Springer Science Business Media, 3-22.
  • SEZGİN, Sezan, BOZKURT, Aras, YILMAZ, Ercan A. & LİNDEN, Niels (2018). Oyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve Sürdürülebilirlik, Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, 45, 169-189.
  • SANJAMSAI, Supat ve PHUKAO, Darunee (2018). Flow Experience in Computer Game Playing Among Thai University Students, Kasetsart Journal of Social Sciences, 39, 175-182.
  • SWEETSER, Penelope ve WYETH, Peta (2005). Gameflow: A Model for Evaluating Player Enjoyment in Games. Computers in Entertainment, 3 (3), 1-24.
  • TENG, Ching I. (2012). How Do Challenges Increase Customer Loyalty to Online Games?, Cyberpsychology, Behavior, and Social Networking, 16, 884-891.
  • TOKER, Sacip ve BATURAY, Meltem H. (2016). Antecedents and Consequences of Game Addiction. Computers in Human Behavior, 55, 668-679.
  • URAL, Ayhan ve KILIÇ, İbrahim (2011) Bilimsel Araştırma Süreci ve SPSS ile Veri Analizi. Ankara: Detay Yayıncılık.
  • USMAN, Ahmed ve ULLAH, Inam (2013). Video Games Addiction: Positive and Negative Effect of Playing Video Game on Youth and Children (Research Report). Boras, Sweden: School of Business and IT, University of Boras.
  • VAHLO, Jukka, KAAKINEN, Johanna K., HOLM, Suvi K. ve KOPONEN, Aki (2017). Digital Game Dynamics Preferences and Player Types, Journal of Computer-Mediated Communication, 22 (2), 88-103.
  • WEINSTEIN, Aviv M. (2010). Computer and Video Game Addiction-A Comparison Between Game Users and Non-Game Users. The American Journal of Drug and Alcohol Abuse, 36 (5), 268-276.
  • WOOD, Richard T. A. (2008). Problems with The Concept of Video Game “Addiction”: Some Case Study Examples. International Journal of Mental Health and Addiction, 6 (2), 169-178.
  • WU, Tsung C., SCOTT, David ve YANG, Chun C. (2013). Advanced or Addicted? Exploring The Relationship of Recreation Specialization to Flow Experiences and Online Game Addiction. Leisure Sciences: An Interdisciplinary Journal, 35 (3), 203-217.
  • YEE, Nick (2006). Motivations of Play in Online Games. CyberPsychology and Behavior, 9 (6), 772-777.
  • YÜKSEL, Müberra (2012). The Positive Psychology of Gaming: Immersion Through Flow in Simulations. Journal of Internet and e-Business Studies, 2012, 1-10.
Toplam 43 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Özlem Yumrukuz 0000-0003-1376-3325

Yayımlanma Tarihi 30 Nisan 2021
Gönderilme Tarihi 25 Şubat 2021
Yayımlandığı Sayı Yıl 2021 Sayı: 21

Kaynak Göster

APA Yumrukuz, Ö. (2021). PUBG OYNAMA PRATİKLERİNİN DİJİTAL OYUN BAĞIMLILIĞI İLİŞKİSİ EKSENİNDE İNCELENMESİ. Atatürk İletişim Dergisi(21), 5-28. https://doi.org/10.32952/atauniiletisim.886441

19179