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Devasa Çok Oyunculu Çevrimiçi Rol Yapma Oyunlarının Takım Çalışma ve Problem Çözme Becerilerine Etkisi

Year 2020, Volume: 8 Issue: 22, 114 - 135, 31.12.2020

Abstract

Amaç: Çevrimiçi bilgisayar oyunlarından bir tür olan Devasa Çok Oyunculu Çevrimiçi Rol Yapma
Oyunları [Massively Multiplayer Online Role-Playing Game (MMORPG)] birçok kişinin internet yoluyla
iletişim kurarak oynamalarına imkân sağlayan bir oyun türüdür. Bu araştırmanın amacı MMORPG’nin
oyuncuların takım çalışma ve sosyal problem çözme becerilerine etkisinin incelenmesidir. Yöntem:
Araştırma modeli olarak statik grup karşılaştırması tasarımı kullanılmış olup oyunu bir süredir oynayan
deney grubu ve oynamayan kontrol grubunun son testleri karşılaştırılmıştır. Araştırmanın örneklemini
100’ü MMORPG, 18’i diğer video oyunları oynayan ve 42’si ise video oyunu oynamayan toplam 160
kişi oluşturmaktadır. Katılımcılara sosyodemografik bilgi formu, Ergenler İçin Takım Çalışması Ölçeği,
Sosyal Problem Çözme Envanteri Kısa Formu ve Oyun Motivasyonu Ölçeği uygulanmıştır. Temel
Sonuçlar: Yapılan analizlerde oyuncu grupların ve oyuncu olmayan grupların takım çalışması ve sosyal
problem çözme ortalama puanlarının istatiksel olarak anlamlı bir farklılık göstermediği görülmüştür.
Yalnızca MMORPG oyuncularının diğer iki gruba kıyasla sosyal problem çözmede daha fazla kaçınan
tarzda davranışlar sergilediği bulunmuştur. Genel olarak çevrimiçi bilgisayar oyuncularının takım
çalışma ve sosyal problem çözme becerilerinin oyun oynama motivasyonlarıyla yakından ilgili olduğu
da gözlenmiştir. Araştırma ve Uygulama için Öneriler: Özellikle genç yaştaki bireylerin giderek daha
çok oranda yer aldığı bu çevrimiçi oyunların davranışsal ve gelişimsel etkilerinin temsil gücü daha
yüksek, geniş katılımlı, boylamsal ve nitel çalışmalarla incelenmesine ihtiyaç vardır.

Thanks

Çalışmanın katılımcılarına ve katkılarından dolayı Dr. Sertaç Sırma, Fatma Nur Dolu ve Gülbilge Elif Güven’e teşekkür ederiz.

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The Effect of Massively Multiplayer Online Role-Playing Games on Teamwork and Problem-Solving Skills

Year 2020, Volume: 8 Issue: 22, 114 - 135, 31.12.2020

Abstract

Purpose: Massively Multiplayer Online Role-Playing Game (MMORPG), which is a type of online computer games, is a game genre that allows many people to communicate and play online. The aim of this study is to investigate the impact of MMORPG on players’ teamwork and social problem-solving skills. Method: In this research, static group comparison design was used. The posttest scores of the experimental group who play the MMORPG games and the control group who do not play video games were compared. The sample of the study consisted of 160 participants, 100 of whom were MMORPG players, 18 of whom played other video games and 42 of whom did not play video games. The sociodemographic information form, the Teamwork Scale for Youth, Social Problem Solving Inventory-Short Form and the Gaming Motivation Scale were administered to the participants. Key Results: In the analysis, it was seen that the player groups and the nonplayer group did not have a statistically significant difference in the mean scores of teamwork and social problem-solving. In comparison to other two groups, MMORPG players showed an avoidance in social problem-solving. Suggestions for Research and Application: There is a need to examine the behavioral and developmental effects of these online games, which especially involve younger individuals, with more representative, broad, longitudinal and qualitative studies.

References

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  • Akın, A., Yılmaz Dinç, S., Akın, Ü., Raba, S. ve Söylemez, B. (2016). Ergenler İçin Takım Çalışması Ölçeği Türkçe Formu'nun geçerlik ve güvenirliği. Türk & İslam Dünyası Sosyal Araştırmalar Dergisi 3, 7, 220-227.
  • Ang, C. S., Zaphiris, P. ve Mahmood, S. (2007). A model of cognitive loads in Massively Multiplayer Online Role Playing Games. Interacting with Computers, 19(2), 167–179. https://doi.org/10.1016/j.intcom.2006.08.006
  • Arslan, Y. (2009). Lise öğrencilerinin algıladıkları sosyal destek ile sosyal problem çözme arasındaki ilişkinin incelenmesi. (Yayımlanmamış yüksek lisans tezi). Selçuk Üniversitesi Sosyal Bilimler Enstitüsü, Konya.
  • Bacchini, D., De Angelis, G. ve Fanara, A. (2017). Identity formation in adolescent and emerging adult regular players of Massively Multiplayer Online Role-Playing Games (MMORPG). Computers in Human Behavior, 73, 191–199. https://doi.org/10.1016/j.chb.2017.03.045
  • Beeney, J. E., Franklin, R. G., Jr., Levy, K. N. ve Adams, R. B., Jr. (2011). I feel your pain: Emotional closeness modulates neural responses to empathically experienced rejection. Social Neuroscience, 6, 369–376. https://doi.org/10.1080/17470919.2011.557245
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  • Campello De Souza, B., De Lima E Silva, L. X. ve Roazzi, A. (2010). MMORPGs and cognitive performance: A study with 1280 Brazilian high school students. Computers in Human Behavior, 26(6), 1564–1573. https://doi.org/10.1016/j.chb.2010.06.001
  • Chen, M. (2009). Communication, coordination,and camaraderie in World of Warcraft. Games and Culture, 4(1), 47–73. https://doi.org/10.1177/1555412008325478
  • Cole, H. ve Griffiths, M. D. (2007). Social interactions in Massively Multiplayer Online Role-Playing gamers. CyberPsychology & Behavior, 10(4), 575–583. https://doi.org/10.1089/cpb.2007.9988
  • Çekici, F. (2009). Problem çözme terapisine dayalı beceri geliştirme grubunun üniversite öğrencilerinin sosyal problem çözme becerileri, öfkeyle ilgili davranış ve düşünceler ile sürekli kaygı düzeylerine etkisi. (Doktora tezi). Çukurova Üniversitesi Sosyal Bilimler Enstitüsü, Adana.
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There are 68 citations in total.

Details

Primary Language Turkish
Journal Section Research Articles
Authors

Asil Özdoğru 0000-0002-4273-9394

Mehmet Yunus Gökalp 0000-0002-9605-6804

Hümeyra Kuşcu 0000-0002-7499-3549

Publication Date December 31, 2020
Acceptance Date December 11, 2020
Published in Issue Year 2020 Volume: 8 Issue: 22

Cite

APA Özdoğru, A., Gökalp, M. Y., & Kuşcu, H. (2020). Devasa Çok Oyunculu Çevrimiçi Rol Yapma Oyunlarının Takım Çalışma ve Problem Çözme Becerilerine Etkisi. Gençlik Araştırmaları Dergisi, 8(22), 114-135.

ÖNEMLİ NOT: DERGİMİZ ÖZEL SAYILAR HARİCİNDE HER YILIN NİSAN, AĞUSTOS VE ARALIK AYLARINDA OLMAK ÜZERE YILDA ÜÇ DEFA YAYIMLANMAKTADIR. ADAY ÇALIŞMALAR SAYIYA ÖZEL GÖNDERİLMEMEKTEDİR. DERGİMİZE GÖNDERİLEN MAKALELER DEĞERLENDİRME SÜRECİNİN TAMAMLANMASINI TAKİBEN UYGUN OLAN İLK SAYIDA YAYIMLANMAKTADIR.