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Investigation Of Gaming Addiction with A Model Which Enrolles Technology Acceptance Model (TAM) and Planned Behavior Theory (PBT)

Year 2020, Issue: 57, 1 - 26, 23.12.2020
https://doi.org/10.18070/erciyesiibd.757409

Abstract

The purpose of this article is to
investigate the factors affecting online game addiction with a research model
that integrates the Technology Acceptance Model (TKM) and Planned Behavior
Theory (PDT).
In this context, a research model
was used that integrates Technology Acceptance Model (TAM) and Planned Behavior
Theory (PBT). The Technology Acceptance Model is able to give researchers
important ideas in the process of explaining and predicting individuals'
behavior in general and their tendency to use or not to use technology. The
Theory of Planned Behavior is a theory designed to explain and predict human
behavior that occurs on a particular subject. Game addiction is considered a
type of technology addiction, but is also evaluated in the internet addiction
subcategory. For this reason, TAM and PBT are based on the game addiction model
that will be created. Structural Equation Modelling (SEM) was used to test the
compatibility of the proposed model. At the end of the study, it was estimated
that a one-unit increase in perceived enjoyment would increase the attitude
towards online play by 0.92 units, as well as significant increases in the
intentions and behavior of playing such games as the dependence on online play
increases.
The results of this study highlight some important issues
related to the critical determinants of users' intention and behavior to online
game, which have not been addressed in previous research.

References

  • Alzahrania, A.I., Mahmud, I, Ramayah, T, Alfarraja, O. ve Alalwana, N. (2017). Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students, Telematics and Informatics, 34 (4), 239-251.
  • Armitage, C. J. ve Conner, M. (2001). Efficacy of the theory of planned behavior: A metaanalytic review. British Journal of Social Psychology, 40(3), 471–499.
  • Association, D.-A.P. (2013). Diagnostic and statistical manual of mental disorders. Arlington: American Psychiatric Publishing.
  • Association, E.S. (2016). Essential facts about computer and video game industry. Washington. DC, USA Entertainment Software Association.
  • Ajzen, I. (1985). From Intentions to Actions: A Theory of Planned Behavior. Action- Control: From Cognition to Behavior, Springer-Verlag, Berlin.
  • Ajzen, I. (1987). Attitudes, traits, and actions: dispositional prediction of behavior insocial psychology. Advances in Experimental Social Psychology, 20, 1–63.
  • Ajzen, I. (1991), The theory of planned behavior. Organizational Behavior and Human Decision Process, 5(1), 179-211.
  • Ajzen, I. ve Fishbein, M. (1980). Understanding attitudes and predicting social behavior. Englewood Cliffs, NJ: Prentice-Hall.
  • Ajzen, I. ve Madden, T. J. (1986). Prediction of goal directed behavior: Attitude, intentions and perceived behavioral control. Journal of Experimental Social Psychology, 22, 453–474.
  • Brand, J.E. (2007). Interactive Australia 2007: Facts about the Australian computer and video game industry. Humanities & Social Sciences papers, 95.
  • Byrne, B.M. (1998), Structural Equation Modeling with LISREL, PRELIS, and SIMPLIS: Basic concepts, Applications, and Programming. Lawrence Erbaum Associates Publisher, New Jersey.
  • Choi, D. ve Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. Cyberpsychology & Behavior, 7, 11–24.
  • Csikszentmihalyi, M. (Ed.). (1990). Flow: The psychology of optimal experience. New York: HarperCollins.
  • Csikszentmihalyi, M. ve LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56, 815–822.
  • Davis, F., Bagozzi, R. ve Warshaw, P. (1989). User acceptance of computer technology: A comparision of two theoretical models. Management Science, 35, 982–1003.
  • Davis, F., Bagozzi, R. ve Warshaw, P. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of Applied Social Psychology, 22, 1111–1132.
  • Deci, E. L. ve Ryan, R. M. (1987). Accessibility and stability of predictors in the theory of planned behavior. Journal of Personality and Social Psychology, 63, 754–765.
  • Duggan, M. (2015). “Gaming and Gamers.” Pew Research Center. 03.06.2019 tarihinde http://www.pewinternet.org/2015/12/15/gaming-and-gamers/ adresinden erişildi.
  • Ferris, J. (2001). Social ramifications of excessive Internet use among college-age males. Journal of Technology and Culture, 20(1), 44-53.
  • Fornell, C. ve Larcker, D. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. http://dx.doi.org/10.2307/3150980.
  • Idrees, M.D, Hafeez, M. ve Kim, J-Y. (2015). Psychological Factors Affecting the Perception of Personal Safety of Construction Workers in a Developing Country. International Journal of Scientific Engineering and Research (IJSER), 94-98.
  • Festl, R., Scharkow, M. ve Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108(3), 592-599.
  • Fornell, C. ve Larcker, D., (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1):39-50.
  • Game changer. (2013). 18 Nisan 2017 tarihinde https://www.wescrimmage.com/from-the-consumer-to-the-enterprise.pdf. Adresinden erişildi.
  • Granic, I., Lobel, A. ve Engels, R.C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78.
  • Greenfield, D. (1999). Virtual addiction: Help for netheads, cyberfreaks, and those who love them. Oakland, CA: New Harbinger.
  • Griffiths, M. (1996). Technological addictions. Clinical Psychology Forum, 76, 14-19.
  • Ha, I., Yoon, Y. ve Choi, M. (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment. Information & Management, 44(3), 276-86.
  • Hair, J., Anderson, R., Tatham, R. ve Black, W.,(1998). Multivariate Data Analysis, (5th Edition). Upper Saddle River, NJ: Prentice Hall.
  • Hansen, S. (2002). Excessive Internet usage or “Internet addiction”? Diagnostic categories for student users. Journal of Computer Assisted Learning, 18(2), 235-239.
  • Heijden, H. (2003). Factors influencing the usage of websites: The case of a generic portal in The Netherlands. Information & Management, 40, 541–549.
  • Hsu, C.L. ve Lu, H.P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 47, 853–868.
  • Joreskog, K. ve Sörbom, D., (2001). Lisrel 8: User’s Reference Guide, Scientific Software International Inc.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds. MIT press.,
  • Kim, J., Oh, S. ve Heejin, L. (2005). What make people experience flow? Social characteristics of online games. International Journal of Advanced Media and Communication, 1, 76–92.
  • Laurel, B. (1993). Computer as theatre. New York: Addison-Wesley Longman.
  • Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. 09.08.2018 tarihinde http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf. adresinden erişildi.
  • Lee M. ve Tsai T., (2010). What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior, Intl. Journal of Human–Computer Interaction, 26:6, 601-620.
  • Levy, S. (1996). Breathing is also addictive. Newsweek, 128, 52-53.
  • Lewinski, J. S. (Ed.). (2000). Developer’s guide to computer game design. Portland:Wordware.
  • Peele, S. ve Brodsky, A. (1979). Love and addiction. Scarborough, Ontario: New American Library of Canada.
  • Pew Research Center Internet & Technology, Americans’ Internet Access: 2000-2015, 2015. 27.04.2020 tarihinde https://www.pewresearch.org/internet/2015/06/26/americans-internet-access-2000-2015/ adresinden erişildi.
  • Pilke, E.M. (2004), Flow experiences in information technology use. International Journal of Human-Computer Studies, 61(3), 347-57.,
  • Ramayah T., Rabaya T., Saparya S., Mahmud I., Rawshon S. (2017). Why are they so addicted?: Modeling online games addiction behavior among university students. 1st International Conference on Business & Management, At Dhaka, Bangladesh.
  • Raykov, T. ve Marcoulides, G. A. (2006). A first course in structural equation modeling. Mahwah, NJ: Erlbaum.
  • Rachlin, H. (1990). Why do people gamble and keep gambling despite heavy losses? Psychological Science, 1, 294-297.
  • Refiana, L., Mizerski, D. ve Murphy, J. (2005). Measuring the state of flow in playing online games. Paper presented at the ANZMAC 2005 Conference: Marketing Research and Research Methodologies. New Zealand, December 2005.
  • Shotton, M. (1991). The costs and benefits of “computer addiction.” Behaviour and Information Technology, 10(3), 219-230.
  • Song, S. ve Lee, J. (2007). Key factors of heuristic evaluation for game design: towards massively multi-player online role-playing game. International Journal of Human- Computer Studies, 65(8) 709-23.
  • Spilgames (2013). Spil Games Technology 2013 State of Online Gaming Report. 27.04.2020 tarihinde <http:// gamesauce.org/news> internet adresinden erişildi.
  • Sweetser, P. ve Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1-24.
  • Taylor, S. ve Todd, P. (1995a). Assessing IT usage: The role of prior experience. MIS Quarterly, 19, 561–570.
  • Taylor, S. ve Todd, P. (1995b). Understanding information technology usage: a test of competing models. Information Systems Research, 6, 144–176.
  • Turkle, S. (1995). Life behind the screen: Identity in the age of the Internet. New York: Simon & Schuster.
  • Venkatesh, V. ve Brown, S. V. (2001). A longitudinal investigation of personal computers in homes: adoption determinants and emerging challenges. MIS Quarterly, 25, 71–102.
  • Venkatesh, V. ve Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46, 186–204.
  • Vellerand, R. J. (1997). Toward a hierarchical model of intrinsic and extrinsic motivation. Advances in Experimental Social Psychology, 29, 271–360.
  • Yılmaz, V. ve Doğan. M. (2016). Planlanmış Davranış Teorisi Kullanılarak Önerilen Bir Yapısal Eşitlik Modeli ile Geri Dönüşüm Davranışlarının Araştırılması. Anadolu Üniversitesi Sosyal Bilimler Dergisi,16(5), 191-205.
  • Walker, M. B. (1989). Some problems with the concept of “gambling addiction”: Should theories of addiction be generalized to include excessive gambling? Journal of Gambling Behavior, 5, 179- 200.
  • Xiang, Y., Lee, S. C. ve Li, X. (2005). The variables of effecting customer loyalty in Chinese online game market. services systems and services management, 2005. Proceedings of ICSSSM _05. 2005 International Conference on June 13–15, Chongging University, Chongging, China.
  • Young, K. S. (1996). Pathological Internet use: A case that breaks the stereotype. Psychological Reports, 79, 899-902.
  • Young S. (2004). Internet Addiction. American Behavioral Scientist, 48(4), 402-415.
  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32.

Oyun Bağımlılığının Teknoloji Kabul Modeli (TKM) ve Planlı Davranış Teorisini (PDT) Bütünleştiren Bir Model İle Araştırılması

Year 2020, Issue: 57, 1 - 26, 23.12.2020
https://doi.org/10.18070/erciyesiibd.757409

Abstract

Bu
makalenin amacı, online oyun bağımlılığına etki eden faktörlerin Teknoloji
Kabul Modeli (TKM) ve Planlı Davranış Teorisini (PDT) bütünleştiren bir
araştırma modeli ile araştırmaktır. Teknoloji Kabul Modeli, bireylerin genel
olarak davranışlarını ve teknolojiyi kullanma veya kullanmama konusundaki
eğilimlerini açıklamak ve tahmin etme sürecinde araştırmacılara önemli fikirler
verebilmektedir. Planlı Davranış Teorisi ise belirli bir konuda gerçekleşen
insan davranışlarını açıklamak ve tahmin etmek amacıyla tasarlanmış bir teoridir.
Oyun bağımlılığı, bir tür teknoloji bağımlılığı türü olarak kabul edilmekle
birlikte internet bağımlılığı alt kategorisinde de değerlendirilmektedir. Bu
sebeple oluşturulacak olan oyun bağımlılığı modelinde TKM VE PDT esas
alınmıştır.
Önerilen modelin uyumunun
sınanmasında ise Yapısal Eşitlik Modellemesi (YEM) kullanılmıştır. Çalışma
sonunda Algılanan Keyifteki bir birimlik artış, online oyuna yönelik olumu
tutumu 0,92 birim arttıracağı, ayrıca online oyuna yönelik bağımlılık arttıkça
bu tür oyunları oynama niyetlerinde ve davranışlarında da anlamlı artışlar
olacağı tahmin edilmiştir. Bu çalışmanın sonuçları, kullanıcıların önceki
araştırmalarda ele alınmamış olan online oyun oynama niyetinin ve davranışının
kritik belirleyicileri ile ilgili bazı önemli konulara ışık tutmaktadır. 

References

  • Alzahrania, A.I., Mahmud, I, Ramayah, T, Alfarraja, O. ve Alalwana, N. (2017). Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students, Telematics and Informatics, 34 (4), 239-251.
  • Armitage, C. J. ve Conner, M. (2001). Efficacy of the theory of planned behavior: A metaanalytic review. British Journal of Social Psychology, 40(3), 471–499.
  • Association, D.-A.P. (2013). Diagnostic and statistical manual of mental disorders. Arlington: American Psychiatric Publishing.
  • Association, E.S. (2016). Essential facts about computer and video game industry. Washington. DC, USA Entertainment Software Association.
  • Ajzen, I. (1985). From Intentions to Actions: A Theory of Planned Behavior. Action- Control: From Cognition to Behavior, Springer-Verlag, Berlin.
  • Ajzen, I. (1987). Attitudes, traits, and actions: dispositional prediction of behavior insocial psychology. Advances in Experimental Social Psychology, 20, 1–63.
  • Ajzen, I. (1991), The theory of planned behavior. Organizational Behavior and Human Decision Process, 5(1), 179-211.
  • Ajzen, I. ve Fishbein, M. (1980). Understanding attitudes and predicting social behavior. Englewood Cliffs, NJ: Prentice-Hall.
  • Ajzen, I. ve Madden, T. J. (1986). Prediction of goal directed behavior: Attitude, intentions and perceived behavioral control. Journal of Experimental Social Psychology, 22, 453–474.
  • Brand, J.E. (2007). Interactive Australia 2007: Facts about the Australian computer and video game industry. Humanities & Social Sciences papers, 95.
  • Byrne, B.M. (1998), Structural Equation Modeling with LISREL, PRELIS, and SIMPLIS: Basic concepts, Applications, and Programming. Lawrence Erbaum Associates Publisher, New Jersey.
  • Choi, D. ve Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. Cyberpsychology & Behavior, 7, 11–24.
  • Csikszentmihalyi, M. (Ed.). (1990). Flow: The psychology of optimal experience. New York: HarperCollins.
  • Csikszentmihalyi, M. ve LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56, 815–822.
  • Davis, F., Bagozzi, R. ve Warshaw, P. (1989). User acceptance of computer technology: A comparision of two theoretical models. Management Science, 35, 982–1003.
  • Davis, F., Bagozzi, R. ve Warshaw, P. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of Applied Social Psychology, 22, 1111–1132.
  • Deci, E. L. ve Ryan, R. M. (1987). Accessibility and stability of predictors in the theory of planned behavior. Journal of Personality and Social Psychology, 63, 754–765.
  • Duggan, M. (2015). “Gaming and Gamers.” Pew Research Center. 03.06.2019 tarihinde http://www.pewinternet.org/2015/12/15/gaming-and-gamers/ adresinden erişildi.
  • Ferris, J. (2001). Social ramifications of excessive Internet use among college-age males. Journal of Technology and Culture, 20(1), 44-53.
  • Fornell, C. ve Larcker, D. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. http://dx.doi.org/10.2307/3150980.
  • Idrees, M.D, Hafeez, M. ve Kim, J-Y. (2015). Psychological Factors Affecting the Perception of Personal Safety of Construction Workers in a Developing Country. International Journal of Scientific Engineering and Research (IJSER), 94-98.
  • Festl, R., Scharkow, M. ve Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108(3), 592-599.
  • Fornell, C. ve Larcker, D., (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1):39-50.
  • Game changer. (2013). 18 Nisan 2017 tarihinde https://www.wescrimmage.com/from-the-consumer-to-the-enterprise.pdf. Adresinden erişildi.
  • Granic, I., Lobel, A. ve Engels, R.C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78.
  • Greenfield, D. (1999). Virtual addiction: Help for netheads, cyberfreaks, and those who love them. Oakland, CA: New Harbinger.
  • Griffiths, M. (1996). Technological addictions. Clinical Psychology Forum, 76, 14-19.
  • Ha, I., Yoon, Y. ve Choi, M. (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment. Information & Management, 44(3), 276-86.
  • Hair, J., Anderson, R., Tatham, R. ve Black, W.,(1998). Multivariate Data Analysis, (5th Edition). Upper Saddle River, NJ: Prentice Hall.
  • Hansen, S. (2002). Excessive Internet usage or “Internet addiction”? Diagnostic categories for student users. Journal of Computer Assisted Learning, 18(2), 235-239.
  • Heijden, H. (2003). Factors influencing the usage of websites: The case of a generic portal in The Netherlands. Information & Management, 40, 541–549.
  • Hsu, C.L. ve Lu, H.P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 47, 853–868.
  • Joreskog, K. ve Sörbom, D., (2001). Lisrel 8: User’s Reference Guide, Scientific Software International Inc.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds. MIT press.,
  • Kim, J., Oh, S. ve Heejin, L. (2005). What make people experience flow? Social characteristics of online games. International Journal of Advanced Media and Communication, 1, 76–92.
  • Laurel, B. (1993). Computer as theatre. New York: Addison-Wesley Longman.
  • Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. 09.08.2018 tarihinde http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf. adresinden erişildi.
  • Lee M. ve Tsai T., (2010). What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior, Intl. Journal of Human–Computer Interaction, 26:6, 601-620.
  • Levy, S. (1996). Breathing is also addictive. Newsweek, 128, 52-53.
  • Lewinski, J. S. (Ed.). (2000). Developer’s guide to computer game design. Portland:Wordware.
  • Peele, S. ve Brodsky, A. (1979). Love and addiction. Scarborough, Ontario: New American Library of Canada.
  • Pew Research Center Internet & Technology, Americans’ Internet Access: 2000-2015, 2015. 27.04.2020 tarihinde https://www.pewresearch.org/internet/2015/06/26/americans-internet-access-2000-2015/ adresinden erişildi.
  • Pilke, E.M. (2004), Flow experiences in information technology use. International Journal of Human-Computer Studies, 61(3), 347-57.,
  • Ramayah T., Rabaya T., Saparya S., Mahmud I., Rawshon S. (2017). Why are they so addicted?: Modeling online games addiction behavior among university students. 1st International Conference on Business & Management, At Dhaka, Bangladesh.
  • Raykov, T. ve Marcoulides, G. A. (2006). A first course in structural equation modeling. Mahwah, NJ: Erlbaum.
  • Rachlin, H. (1990). Why do people gamble and keep gambling despite heavy losses? Psychological Science, 1, 294-297.
  • Refiana, L., Mizerski, D. ve Murphy, J. (2005). Measuring the state of flow in playing online games. Paper presented at the ANZMAC 2005 Conference: Marketing Research and Research Methodologies. New Zealand, December 2005.
  • Shotton, M. (1991). The costs and benefits of “computer addiction.” Behaviour and Information Technology, 10(3), 219-230.
  • Song, S. ve Lee, J. (2007). Key factors of heuristic evaluation for game design: towards massively multi-player online role-playing game. International Journal of Human- Computer Studies, 65(8) 709-23.
  • Spilgames (2013). Spil Games Technology 2013 State of Online Gaming Report. 27.04.2020 tarihinde <http:// gamesauce.org/news> internet adresinden erişildi.
  • Sweetser, P. ve Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1-24.
  • Taylor, S. ve Todd, P. (1995a). Assessing IT usage: The role of prior experience. MIS Quarterly, 19, 561–570.
  • Taylor, S. ve Todd, P. (1995b). Understanding information technology usage: a test of competing models. Information Systems Research, 6, 144–176.
  • Turkle, S. (1995). Life behind the screen: Identity in the age of the Internet. New York: Simon & Schuster.
  • Venkatesh, V. ve Brown, S. V. (2001). A longitudinal investigation of personal computers in homes: adoption determinants and emerging challenges. MIS Quarterly, 25, 71–102.
  • Venkatesh, V. ve Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46, 186–204.
  • Vellerand, R. J. (1997). Toward a hierarchical model of intrinsic and extrinsic motivation. Advances in Experimental Social Psychology, 29, 271–360.
  • Yılmaz, V. ve Doğan. M. (2016). Planlanmış Davranış Teorisi Kullanılarak Önerilen Bir Yapısal Eşitlik Modeli ile Geri Dönüşüm Davranışlarının Araştırılması. Anadolu Üniversitesi Sosyal Bilimler Dergisi,16(5), 191-205.
  • Walker, M. B. (1989). Some problems with the concept of “gambling addiction”: Should theories of addiction be generalized to include excessive gambling? Journal of Gambling Behavior, 5, 179- 200.
  • Xiang, Y., Lee, S. C. ve Li, X. (2005). The variables of effecting customer loyalty in Chinese online game market. services systems and services management, 2005. Proceedings of ICSSSM _05. 2005 International Conference on June 13–15, Chongging University, Chongging, China.
  • Young, K. S. (1996). Pathological Internet use: A case that breaks the stereotype. Psychological Reports, 79, 899-902.
  • Young S. (2004). Internet Addiction. American Behavioral Scientist, 48(4), 402-415.
  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32.
There are 63 citations in total.

Details

Primary Language Turkish
Journal Section Makaleler
Authors

Veysel Yılmaz 0000-0001-5147-5047

Erkan Arı 0000-0001-6012-0619

Yusuf Bilge 0000-0002-9785-5253

Publication Date December 23, 2020
Acceptance Date July 9, 2020
Published in Issue Year 2020 Issue: 57

Cite

APA Yılmaz, V., Arı, E., & Bilge, Y. (2020). Oyun Bağımlılığının Teknoloji Kabul Modeli (TKM) ve Planlı Davranış Teorisini (PDT) Bütünleştiren Bir Model İle Araştırılması. Erciyes Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi(57), 1-26. https://doi.org/10.18070/erciyesiibd.757409

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