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Sokak Oyunlarından Sanal Oyunlara Dijital Oyunların Gelişimsel Süreçlerinin Çocuk Kullanıcıların Ahlaki Gelişimleri Açısından Değerlendirilmesi

Year 2022, Volume: 24 Issue: 3, 545 - 557, 01.12.2022
https://doi.org/10.17556/erziefd.1052883

Abstract

20. yüzyılın ortalarında akademik amaçlı olarak başlayan ilk dijital oyun denemeleri, 1970’li yılların başlarından itibaren ticari amaçlı üretilmeye başlandı ve böylece günümüzde yüz milyarlarca dolar değerine ulaşan dijital oyun endüstrisinin temeli atılmış oldu. Bu tarihten itibaren günümüze kadar pastadan en büyük payı elde etme yarışına giren oyun şirketleri, her geçen gün daha gelişmiş özelliklere sahip oyunları kullanıcıların hizmetine sunmaya başladı. Kullanıcıların daha sık ve uzun süre dijital oyun oynamalarına neden olan bu yarış, aynı zamanda “dijital oyunların çocukların ahlaki gelişimleri üzerindeki etkileri” sorunsalını beraberinde getirmiştir. Çünkü dijital oyunlar, eğlence ve haz sağlamalarının yanı sıra belirli mesajları kullanıcıların bilinçaltına göndermek için kullanılırlar. Bazı dijital oyunlarda cinselliği çağrıştıran sahnelere ve söylemlere sıklıkla yer verildiği görülmektedir. Yine erkek karakterlerin genelde beyaz tenli, kaslı, güçlü ve şiddete meyilli olarak; kadın karakterlerin ise ya korunmaya muhtaç ve zayıf ya da güçlü ancak cinselliği çağrıştıran obje olarak tasvir edilmesi en sık başvurulan yöntemlerdendir. Öte yandan dijital oyunlar aracılığıyla çocukların empati becerileri geliştirilebilir, etik algıları güçlendirilebilir ya da sosyalleşmeleri sağlanabilir. Dolayısıyla dijital oyun içerikleri iyi analiz edilmeli ve uygun içeriğe sahip olanların oynanmasına izin verilmelidir. 

References

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From Street Games to Virtual Games: Assessing the Developmental Processes of Digital Games in Terms of Moral Developments of Child Users

Year 2022, Volume: 24 Issue: 3, 545 - 557, 01.12.2022
https://doi.org/10.17556/erziefd.1052883

Abstract

Games based on the emergence of human beings and even before have started to shift from the street to the virtual world with the technological developments and the widespread use of the internet. The first digital game trials that started in the middle of the 20th century for academic purposes began to be produced for commercial purposes in the early 1970s, thus the foundation of the digital game industry, which has reached hundreds of billions of dollars was laid. From this date to present, the game companies, which have entered the race to obtain the largest share of the cake by reaching the highest number of customers, have started to offer games with advanced features day by day. This race, which causes users to play digital games more often and for a long time, also brought the problematique of “the effects of digital games on children’s moral development”. Because, digital games, besides being means of entertainment and pleasure, are very suitable tools to send certain messages to the subconscious of the users. It is seen that especially in new generation digital games, the subliminal messages that are containing the scenes and discourses that evoke sexuality are frequently and that male characters with generally white skin are muscular, strong and inclined to violence and thus achieve success, and female characters with sexy clothes are the most used ones by developers. However, digital games can also contribute to the moral development of children according to their content and production purposes. Therefore, digital game contents should be well analyzed and those with appropriate content should be allowed to be played.

References

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  • Anderson, C., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries. Psychological Bulletin, 136(2), 151–173.
  • Anderson, C. A., ve Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta- analytic review of the scientific literature. Psychological Science, 12, 353 – 359.
  • Annetta, L. A. (2010). The “I’s” have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105–113.
  • Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation ve Gaming, 37(1), 6–23.
  • Arsenault, D. (2009). Video game genre, evolution, and innovation. Eludamos: Journal for Computer Game Culture, 3(2), 149–176.
  • Arslan, A. (2007). Roma halkının sevdiği bir oyun: Duodecim Scripta. Selçuk Üniversitesi Fen-Edebiyat Fakültesi Edebiyat Dergisi, 17, 33-43.
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  • Beasley, B., ve Standley, T. C. (2002). Shirts vs. skins: Clothing as an indicator of gender stereotyping in video games. Mass Communication & Society, 5, 279-292.
  • Benrazavi, R., Teimouri, M., ve Griffiths, M. D. (2015). Utility of parental mediation model on youth’s problematic online gaming. International Journal of Mental Health and Addiction, 13, 712–727.
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  • Chang, J. H., ve Bushman, B. J. (2019). Effect of exposure to gun violence in video games on children’s dangerous behavior with real guns: A randomized clinical trial. JAMA Network Open, 2(5), e194319-e194319.
  • Christen, M., Faller, F., Götz, U., ve Müller, C. (2012). Serious moral games. Analyzing and engaging moral values through video games. Zurich, Switzerland: Institute for Design Research.
  • Diah, N. M., Sutiono, A. P., Zuo, L., Nossal, N., Lida, H., Azan, N., ve Zin, M. (2015, July). Quantifying engagement of video games: Pac-man and dota (defense of the ancients). In 17th International Conference on Mathematical and Computational Methods in Science and Engineering (MACMESE15), Kuala Lumpur.
  • Dickerman, C., Christensen, J., ve Kerl-McClain, S. B. (2008). Big breasts and bad guys: Depictions of gender and race in video games. Journal of Creativity in Mental Health, 3(1), 20-29.
  • Elliott, L., Ream, G., McGinsky, E., ve Dunlap, E. (2012). The contribution of game genre and other use patterns to problem video game play among adult video gamers. International Journal of Mental Health and Addiction, 10(6), 948–969.
  • Emes, C. E. (1997). Is Mr Pac Man eating our children? A review of the effect of video games on children. The Canadian Journal of Psychiatry, 42(4), 409-414.
  • Ferguson, C. (2007). The good, the bad and the ugly. Psychiatric Quarterly, 78(4), 309–316.
  • Fogel, D. B. (1993, March). Using evolutionary programing to create neural networks that are capable of playing tic-tac-toe. In IEEE International Conference on Neural Networks, San Francisco.
  • Funk, J. B., Buchman, D. D., Jenks, J., ve Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology, 24(4), 413-436.
  • Gadia, D., Granato, M., Maggiorini, D., Marras, M., ve Ripamonti, L. A. (2017). A Touch-based Configurable Gamepad for Gamers with Physical Disabilities. In International Conference on Computer-Human Interaction Research and Applications – CHIRA, Funchal.
  • Gentile, D.A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychological Science, 20(5), 594–602.
  • Global Digital Gaming Market (2018). https://www.researchandmarkets.com/reports/4761435/global-digital-gaming-market-2018-2023
  • Griffiths, M. D., ve Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39(4), 247-253.
  • Griffiths, M. D., Kuss, D., ve King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318.
  • Guggisberg, M. (2020). Sexually explicit video games and online pornography–The promotion of sexual violence: A critical commentary. Aggression and Violent Behavior, 53, 101432.
  • Gürses, İ., ve Kılavuz, M. A. (2016). Kuşakların ahlâkî değerleri birlikte öğrenmesi: Kohlberg’in ahlâkî gelişim kuramı açısından bir değerlendirme. Uludağ Üniversitesi İlahiyat Fakültesi Dergisi, 25(1), 97-117.
  • Güvenli İnternet Merkezi. Dijital Oyunlar Raporu 2019. https://www.guvenliweb.org.tr/dosya/RjARy.pdf
  • Hamlen, K. R., ve Blumberg, F. C. (2015). Problem solving through “cheating” in video games. In Video Games and Creativity (pp. 83-97). Academic Press.
  • Horn, S. S. (2003). Adolescents’ reasoning about exclusion from social groups. Developmental Psychology, 39, 71-84.
  • Huizinga J. (2010). Homo Ludens: Oyunun Toplumsal İşlevi Üzerine Bir Deneme [M. A. Kılıçbay., Çev.] (5. Baskı). İstanbul: Ayrıntı.
  • Jamel, M. F., Shafiq, W. S., ve Abdul-Wahid, S. S. (2019). The impact of computer-based video-games devices on the children's health. Diyala Journal of Medicine, 16(1), 94-100.
  • Jansz, J., ve Martis, R. G. (2007). The Lara phenomenon: Powerful female characters in video games. Sex Roles, 56(3-4), 141-148.
  • Katsarov, J., Christen, M., Mauerhofer, R., Schmocker, D., ve Tanner, C. (2019). Training moral sensitivity through video games: A review of suitable game mechanisms. Games and Culture, 14(4), 344-366.
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There are 83 citations in total.

Details

Primary Language Turkish
Subjects Other Fields of Education
Journal Section In This Issue
Authors

Eyup Yılmaz 0000-0002-0336-1747

Early Pub Date November 5, 2022
Publication Date December 1, 2022
Acceptance Date July 21, 2022
Published in Issue Year 2022 Volume: 24 Issue: 3

Cite

APA Yılmaz, E. (2022). Sokak Oyunlarından Sanal Oyunlara Dijital Oyunların Gelişimsel Süreçlerinin Çocuk Kullanıcıların Ahlaki Gelişimleri Açısından Değerlendirilmesi. Erzincan Üniversitesi Eğitim Fakültesi Dergisi, 24(3), 545-557. https://doi.org/10.17556/erziefd.1052883