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The Effects of Covid-19 on Communication and Video Game Sector in Turkey: Problems and Policy Suggestions

Year 2020, Issue: EK SAYI (2020), 293 - 322, 01.10.2020

Abstract

COVID-19 pandemisi, beraberinde getirdiği karantina süreçleri ile turizm ve ulaşım sektörleri başta olmak üzere birçok sektörde önem-li kayıpların yaşanmasına yol açarken, sosyal mesafe gereklilikleri ile evde kapalı kalan bireylerin eğitimden alışverişe, iş hayatından sos-yalleşmeye kadar birçok alanda bilgisayar aplikasyonları çok daha etkin şekilde kullanılmaya başlanmıştır. Telefon uygulamaları yanın-da, video oyunları ve iletişim için kullanılan sosyal medya platform-larında görülen hızlı artış, konunun olumlu ve olumsuz yönleri ile ele alınmasını gerekli kılmıştır. Bu çerçevede bu çalışmada COVID-19 pandemisi döneminde kullanımları artan uygulamaların, video oyun-larının, telefon uygulamaları ve diğer bilgisayar aplikasyonlarının bireyler ve toplum üzerindeki fayda ve maliyetleri ilgili literature üzerine derinlemesine inceleme yapılarak analiz edilecek ve tespit edilen sorunlara yönelik politika önerileri ortaya konacaktır

References

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  • Bessiere, K.; Seay, F.; and Kiesler, S. (2007). The ideal Elf: Identity exploration in World of Warcraft. Cyberpscyhology and Behavior, 10(4), 530-535.
  • Blake, V. (2020). Steam breaks another record with 20 million concurrent users online today. March 15, 2020. https://www.gamesradar.com/steam-breaks-another-record- with-20-million-concurrent-users-online-today/
  • Brunborg, G. S.; Mentzoni, R. A.; and Froyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy epidemic drink- ing, or conduct problems? Journal of Behavioral Addiction, 3(1), 03 February 2014, 27-32.
  • Chiu, S.-I.; Lee, J.-Z.; and Huang, D.-H. (2004). Video game addiction in children and teenagers in Taiwan.Cyber Psy- chology and Behavior, 7(5), 571-581.
  • Çakır, H. (2013). Bilgisayar oyunlarına ilişkin ailelerin görüşleri ve öğrenci üzerindeki etkilerin belirlenmesi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 9(2), Ağustos 2013, 138- 150.
  • Delloit (2020). Küresel Covid-19 salgınının Türkiye’de farklı kategorilere etkileri – II. Mayıs 2020. file:///C:/Users/Ayfer%20Gedikli/Downloads/kuresel- covid-19-salgininin-turkiyede-farkli-kategorilere-etkileri-sayi- 2.pdf
  • Dumanoğlu, M. (2020). Corona virüs sonrası PC oyun satışları %30 arttı. https://tr.sputniknews.com/turkiye/202003211041652535- koronavirus-bilgisayar-oyunlarina-ilgiyi-artirdi/
  • Dworak, M.; Schierl, T.; Bruns, T.; Strüder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school- The Effects of Covid-19 on Communication and Video Game Sector in Turkaged children. Pediatrics, November 2007, 120(5), 978-985.
  • ESA (2020). 2020 essential facts about the video game industry. https://www.theesa.com/wpcontent/uploads/2020/07/Final-Edited-2020 ESA_Essential_facts.pdf
  • Frölich, J.; Lehmkuhl, G.; and Döpfner, M. (2009). Computer games in childhood and adolescence: relations to addictive behavior, ADHD, and aggression. Z Kinder Jogendpsychiatr Psyhother, September 2009, 37(5), 393-402.
  • Gangwisch, J. E.; Babiss, L. A.; Malaspina, D.; Turner, J. B.; Zammit, G. K.; Posner, K. (2018). Earlier Parental Set Bedtimes as a Protective Factor Against Depression and Suicida Ideation. Sleep, 33(1), 97-106.
  • Goup, C. (2020). Number of active video gamers worldwide 2015-2023. https://www.statista.com/statistics/748044/number-videogamers-world/
  • Griffiths, M. D.; Davies, M. N. O.; Chappell, D. (2004). Demografic factors and playing variables in online computer gaming. Cyberpsychology and Behavior, 7(4), 479-487.
  • Hakala, P. T.; Rimpelä, A. H.; Saarni, L. A.; Salminen, J. J. (2006). Frequent computer-related activities increase the risk of neck-shoulder and low back pain in adolescents. European Journal of Public Health, October 2006, 16(5), 536-541.
  • Higuchi, S.; Motohashi, Y.; Liu, Y.; and Maeda, A. (2005). Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep. Journal of Sleep Researches, September 2005, 14(3), 267-273.
  • Kautiainen, S.; Koivusilta, L.; Lintonen, T.; Virtanen, S. M.; Rimpelä, A. (2005). Use of information and communication technology and prevalence of overweight and obesity among adolescents. International Journal of Obesity (London), August 2005, 29(8), 925-933.
  • Lemmens, J. S.; Valkenburg, P. M.; Peter, J. (2011a). The effects of pathological gaming on aggressive behavior. Journal of Youth Adolescence, 40, 38-47.
  • Lemmens, J. S.; Valkenburg, P. M.; Peter, J. (2011b). Pscyhosocial causes and consequences of pathological gaming. Computer in Human Behavior, 27, 144-152.
  • Lemola, S.; Brand, S.; Vogler, N.; Perkinson-Gloor, N.; Allemand, M.; and Grob, A. (2011). Habitual computer game playing at night is related to deressive symptoms. Personality and Individual Differences, 51, 117-122.
  • Mazurek, M. O. and Engelhardt, C. R. (2013). Video game use in boys with autism spectrum disorder, ADHD, or typical development. Pediatrics, August 2013, 132(2), 260-266.
  • Punamäki, R.-L.; Wallenius, M.; Nygård, C.-H.; Saarni, L.; and Rimpelä, A. (2007). Use of information and communication technology (ICT) and perceived health in adolescence: The role of sleeping habits and waking-time tiredness. Adolescence, August 2007, 30(4), 569-585.
  • Rehbein, F.; Kleimann, M.; and Mößle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. Cyberpsychology, Behavior, and Social Networking, 13(0), 1-9.
  • Reportlinker (2020). Global video games industry. Market Report. September 2020
  • Rho, M. J.; Lee, H.; Lee, T.-H.; Cjo, H.; Jung, D.; Kim, D.- J.; and Choi, I. Y. (2018). Risk factors for internet gaming disorder: Psychological factors and internet gaming characteristics. International Journal of Environmental Research and Public Health, 15(40), 1-11.
  • Science News (2007). American Psychiatric Association considers 'Video Game Addiction'. 26 June 2007. https://www.sciencedaily.com/releases/2007/06/0706251333 54.htm
  • Sharif, I. and Sargent, J. D. (2006). Association between television, movie, and video game exposure and school performance. Pediatrics, October 2006, 118(4). 1961-1070.
  • Sharma, M. K. and Mahindru, P. (2015). Video game addiction: Impact on teenagers’ lifestyle. Case Report. National Medical Journal of India, November-December 2015, 28(6), 282-283.
  • Sundaray, A. and Galimotu, N. C. (2020). Effects of video games on individuals during COVID-19 lockdown in India. The International Journal of Indian Psychology, 8(2), April- June 2020, 188-192.
  • Statista (2020). Number of active video gamers worldwide from 2015 to 2023. https://www.statista.com/statistics/748044/number-videogamers-world/
  • The Business Research Company (2020). PC games market-global forecast to 2030. https://www.thebusinessresearchcompany.com/report/pc games-market.
  • UNDP (2020). COVID-19 pandemic-humanity needs leadership and solidarity to defeat the coronavirus. https://www.undp.org/content/undp/en/home/coronavirus.html
  • VRChat (2020). Why you should join VRChat. https://hello.vrchat.com/
  • Wang, E. S.-T.; Chen, L. S.-L.; Lin, J.Y.-C.; Wang, M. C.-H. (2008). The relationship between leisure satisfaction and life satisfaction of adolescents concerning online games. Adolescence, Spring 2008, 43(169), 177-184.
  • Weaver III, J. B.; Mays, D.; Waver, S. S.; Kannenberg, W.; Hopkins, G. L.; Eroğlu, D.; and Bernhardt, J. M. (2009). Healthrisk correlates of video-games playing among adults. American Journal of Preventive Medicine, October 2009, 37(4), 299-305. www.oyunfor.com (2020) Oyun satışları. https://www.oyunfor.com/blog/turkiye-de-en-cok-oyunalisverisi-yapan-iller-belli-oldu www.medianova.com (2020a).
  • The impact of coronavirus on the streaming industry. https://www.medianova.com/enblog/2020/03/23/the-impact-of-coronavirus-on-the-streamingindustry, 23 March 2020.
  • www.medianova.com (2020b). What is the current scenario of the ınternet with coronavirus? https://www.medianova.com/en-blog/2020/04/08/cancovid-19-possibly-cause-a-failure-of-the-internet.
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COVID-19 Pandemisi’nin Türkiye’de İletişim ve Video Oyunları Sektörü Üzerine Etkileri: Sorunlar ve Politika Önerileri

Year 2020, Issue: EK SAYI (2020), 293 - 322, 01.10.2020

Abstract

While the COVID-19 pandemic has led to significant damage in many important sectors especially tourism and transportation as a conse-quence of the quarantine procedure, the computer applications have been used much more effectively in many areas such the business world, education, shopping and social needs by individuals who have stayed at home as a result of the social distance requirements. In addi-tion to phone applications, the rapid increase seen in video games and social media platforms used for communication has made it nec-essary to address the issue with its positive and negative aspects. In this study, the benefits and costs of applications regarding the indi-viduals and society, video games, phone applications and other com-puter applications that have been increased in use during the COVID-19 pandemic will be analyzed through an in-depth review of the relevant literature. Besides, some policy suggestions will be put forth to benefit more from the computer technologies and applications.

References

  • BBC News (2020). Fortnite's Travis Scott virtual concert watched by millions. https://www.bbc.com/news/technology-52410647
  • Bessiere, K.; Seay, F.; and Kiesler, S. (2007). The ideal Elf: Identity exploration in World of Warcraft. Cyberpscyhology and Behavior, 10(4), 530-535.
  • Blake, V. (2020). Steam breaks another record with 20 million concurrent users online today. March 15, 2020. https://www.gamesradar.com/steam-breaks-another-record- with-20-million-concurrent-users-online-today/
  • Brunborg, G. S.; Mentzoni, R. A.; and Froyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy epidemic drink- ing, or conduct problems? Journal of Behavioral Addiction, 3(1), 03 February 2014, 27-32.
  • Chiu, S.-I.; Lee, J.-Z.; and Huang, D.-H. (2004). Video game addiction in children and teenagers in Taiwan.Cyber Psy- chology and Behavior, 7(5), 571-581.
  • Çakır, H. (2013). Bilgisayar oyunlarına ilişkin ailelerin görüşleri ve öğrenci üzerindeki etkilerin belirlenmesi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 9(2), Ağustos 2013, 138- 150.
  • Delloit (2020). Küresel Covid-19 salgınının Türkiye’de farklı kategorilere etkileri – II. Mayıs 2020. file:///C:/Users/Ayfer%20Gedikli/Downloads/kuresel- covid-19-salgininin-turkiyede-farkli-kategorilere-etkileri-sayi- 2.pdf
  • Dumanoğlu, M. (2020). Corona virüs sonrası PC oyun satışları %30 arttı. https://tr.sputniknews.com/turkiye/202003211041652535- koronavirus-bilgisayar-oyunlarina-ilgiyi-artirdi/
  • Dworak, M.; Schierl, T.; Bruns, T.; Strüder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school- The Effects of Covid-19 on Communication and Video Game Sector in Turkaged children. Pediatrics, November 2007, 120(5), 978-985.
  • ESA (2020). 2020 essential facts about the video game industry. https://www.theesa.com/wpcontent/uploads/2020/07/Final-Edited-2020 ESA_Essential_facts.pdf
  • Frölich, J.; Lehmkuhl, G.; and Döpfner, M. (2009). Computer games in childhood and adolescence: relations to addictive behavior, ADHD, and aggression. Z Kinder Jogendpsychiatr Psyhother, September 2009, 37(5), 393-402.
  • Gangwisch, J. E.; Babiss, L. A.; Malaspina, D.; Turner, J. B.; Zammit, G. K.; Posner, K. (2018). Earlier Parental Set Bedtimes as a Protective Factor Against Depression and Suicida Ideation. Sleep, 33(1), 97-106.
  • Goup, C. (2020). Number of active video gamers worldwide 2015-2023. https://www.statista.com/statistics/748044/number-videogamers-world/
  • Griffiths, M. D.; Davies, M. N. O.; Chappell, D. (2004). Demografic factors and playing variables in online computer gaming. Cyberpsychology and Behavior, 7(4), 479-487.
  • Hakala, P. T.; Rimpelä, A. H.; Saarni, L. A.; Salminen, J. J. (2006). Frequent computer-related activities increase the risk of neck-shoulder and low back pain in adolescents. European Journal of Public Health, October 2006, 16(5), 536-541.
  • Higuchi, S.; Motohashi, Y.; Liu, Y.; and Maeda, A. (2005). Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep. Journal of Sleep Researches, September 2005, 14(3), 267-273.
  • Kautiainen, S.; Koivusilta, L.; Lintonen, T.; Virtanen, S. M.; Rimpelä, A. (2005). Use of information and communication technology and prevalence of overweight and obesity among adolescents. International Journal of Obesity (London), August 2005, 29(8), 925-933.
  • Lemmens, J. S.; Valkenburg, P. M.; Peter, J. (2011a). The effects of pathological gaming on aggressive behavior. Journal of Youth Adolescence, 40, 38-47.
  • Lemmens, J. S.; Valkenburg, P. M.; Peter, J. (2011b). Pscyhosocial causes and consequences of pathological gaming. Computer in Human Behavior, 27, 144-152.
  • Lemola, S.; Brand, S.; Vogler, N.; Perkinson-Gloor, N.; Allemand, M.; and Grob, A. (2011). Habitual computer game playing at night is related to deressive symptoms. Personality and Individual Differences, 51, 117-122.
  • Mazurek, M. O. and Engelhardt, C. R. (2013). Video game use in boys with autism spectrum disorder, ADHD, or typical development. Pediatrics, August 2013, 132(2), 260-266.
  • Punamäki, R.-L.; Wallenius, M.; Nygård, C.-H.; Saarni, L.; and Rimpelä, A. (2007). Use of information and communication technology (ICT) and perceived health in adolescence: The role of sleeping habits and waking-time tiredness. Adolescence, August 2007, 30(4), 569-585.
  • Rehbein, F.; Kleimann, M.; and Mößle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. Cyberpsychology, Behavior, and Social Networking, 13(0), 1-9.
  • Reportlinker (2020). Global video games industry. Market Report. September 2020
  • Rho, M. J.; Lee, H.; Lee, T.-H.; Cjo, H.; Jung, D.; Kim, D.- J.; and Choi, I. Y. (2018). Risk factors for internet gaming disorder: Psychological factors and internet gaming characteristics. International Journal of Environmental Research and Public Health, 15(40), 1-11.
  • Science News (2007). American Psychiatric Association considers 'Video Game Addiction'. 26 June 2007. https://www.sciencedaily.com/releases/2007/06/0706251333 54.htm
  • Sharif, I. and Sargent, J. D. (2006). Association between television, movie, and video game exposure and school performance. Pediatrics, October 2006, 118(4). 1961-1070.
  • Sharma, M. K. and Mahindru, P. (2015). Video game addiction: Impact on teenagers’ lifestyle. Case Report. National Medical Journal of India, November-December 2015, 28(6), 282-283.
  • Sundaray, A. and Galimotu, N. C. (2020). Effects of video games on individuals during COVID-19 lockdown in India. The International Journal of Indian Psychology, 8(2), April- June 2020, 188-192.
  • Statista (2020). Number of active video gamers worldwide from 2015 to 2023. https://www.statista.com/statistics/748044/number-videogamers-world/
  • The Business Research Company (2020). PC games market-global forecast to 2030. https://www.thebusinessresearchcompany.com/report/pc games-market.
  • UNDP (2020). COVID-19 pandemic-humanity needs leadership and solidarity to defeat the coronavirus. https://www.undp.org/content/undp/en/home/coronavirus.html
  • VRChat (2020). Why you should join VRChat. https://hello.vrchat.com/
  • Wang, E. S.-T.; Chen, L. S.-L.; Lin, J.Y.-C.; Wang, M. C.-H. (2008). The relationship between leisure satisfaction and life satisfaction of adolescents concerning online games. Adolescence, Spring 2008, 43(169), 177-184.
  • Weaver III, J. B.; Mays, D.; Waver, S. S.; Kannenberg, W.; Hopkins, G. L.; Eroğlu, D.; and Bernhardt, J. M. (2009). Healthrisk correlates of video-games playing among adults. American Journal of Preventive Medicine, October 2009, 37(4), 299-305. www.oyunfor.com (2020) Oyun satışları. https://www.oyunfor.com/blog/turkiye-de-en-cok-oyunalisverisi-yapan-iller-belli-oldu www.medianova.com (2020a).
  • The impact of coronavirus on the streaming industry. https://www.medianova.com/enblog/2020/03/23/the-impact-of-coronavirus-on-the-streamingindustry, 23 March 2020.
  • www.medianova.com (2020b). What is the current scenario of the ınternet with coronavirus? https://www.medianova.com/en-blog/2020/04/08/cancovid-19-possibly-cause-a-failure-of-the-internet.
  • www.medianova.com (2020c)., https://www.medianova.com/en-blog/2020/04/08/cancovid-19-possibly-cause-a-failure-of-the-internet.
There are 38 citations in total.

Details

Primary Language English
Journal Section Research Article
Authors

Cihan Yavuz Taş This is me

Nur Billur Taş

Publication Date October 1, 2020
Published in Issue Year 2020 Issue: EK SAYI (2020)

Cite

APA Taş, C. Y., & Taş, N. B. (2020). The Effects of Covid-19 on Communication and Video Game Sector in Turkey: Problems and Policy Suggestions. Iğdır Üniversitesi Sosyal Bilimler Dergisi(EK SAYI (2020), 293-322.