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ВАЖНОСТЬ ВЗАИМОДЕЙСТВИЯ В ВИДЕОИГРАХ: ОБЗОР ЛИТЕРАТУРЫ

Year 2023, , 1 - 15, 30.09.2023
https://doi.org/10.17498/kdeniz.1334788

Abstract

Видеоигры прочно утвердились в качестве влиятельной и популярной формы компьютерного программного обеспечения. Игры, которые требуют значительного времени и усилий со стороны игроков, привлекают неизменный интерес игрового сообщества и стали предметом активных исследований в академических кругах. Совмещая элементы соревнования и сотрудничества, видеоигры способствуют установлению связей между игроками. Интерактивность, важнейшая составляющая каждой видеоигры, обеспечивается разнообразными методами человеко-компьютерного взаимодействия (ЧКВ), позволяющими взаимодействовать с виртуальными окружениями. Богатство вариантов взаимодействия делает видеоигры уникальной формой культурных медиа. Однако из-за сложности этой области и её междисциплинарного характера, академическое исследование сталкивается с рядом вызовов, и дизайн взаимодействия постоянно развивается. Цель данного исследования заключается в представлении текущего состояния взаимодействий в видеоиграх в научной литературе и внесении существенного вклада в будущие академические исследования и разработку игр. Оценивая результаты исследований, сосредоточенных на влиянии взаимодействий в видеоиграх, отмечается, что социальные взаимодействия и человеко-компьютерное взаимодействие оказывают значительное влияние на уровень привязанности игроков, переживание потока, воспринимаемое удовольствие, намерения продолжать играть и поведение в отношении покупки игрового контента.

References

  • Alzahrani, A. I., Mahmud, I., Ramayah, T., Alfarraj, O., ve Alalwan, 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.
  • Barr, P., Noble, J. ve Biddle, R. (2007). Video game values: Human–computer interaction and games. Interacting with Computers, 19(2), 180–195.
  • Beenen, G., Ling, K., Wang, X., Chang, K., Frankowski, D., Resnick, P., ve Kraut, R. E. (2004). Using social psychology to motivate contributions to online communities. In Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, 212–221.
  • Bernhaupt, R., Isbister, K. ve Freitas, S. (2015). Introduction to this Special Issue on HCI and Games. Human- Computer Interaction, 30, 195-201.
  • Caroux, L., Isbister, K., Bigot, L. ve Vibert, N. (2015). Player–video game interaction: A systematic review of current concepts. Computers in Human Behavior, 48, 366-381.
  • Chang, C. C. (2013). Examining users′ intention to continue using social network games: A flow experience perspective. Telematics and Informatics, 30(4), 311–321.
  • Chen, A., Lu, Y., ve Wang, B. (2016). Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology & People, 29(1), 99–119.
  • 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(1), 11–24.
  • Cialdini, R. (2008). Influence: Science and practice. Allyn & Bacon: Boston
  • De Kort, Y., IJsselsteijn, W. ve Poels, K. (2007). Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ). In Proceedings of the 10th Annual International Workshop on Presence. 195–203.
  • De Souza, L. L. F. ve De Freitas, A. A. F. (2017). Consumer behavior of electronic games’ players: a study on the intentions to play and to pay. Revista de Administraçao, 52(4), 419-430.
  • Ding, X.D., Hu, P.J.H., Verma, R., ve Wardell, D.G. (2010). The impact of service system design and flow experience on customer satisfaction in online financial services. Journal of Service Research 13 (1), 96–110.
  • Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7(2), 117–140.
  • Griffiths, M., Hussain, Z., Grüsser, S. M., Thalemann, R., Cole, H., Davies, M. N. O., ve Chappell, D. (2011). Social Interactions in Online Gaming. International Journal of Game-Based Learning, 1(4), 20–36.
  • Hamari, J. ve Lehdonvirta, V. (2010). Game design as marketing: how game mechanics create demand for virtual goods. International Journal of Business Science and Applied Management. 5(1), 14-29.
  • Hew, J.J., Lee, V.H., T’ng, S.T., Tan, G. W.H., Ooi, K.B., ve Dwivedi, Y. K. (2023). Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction. Information Systems Frontiers.
  • Hornbæk, K. ve Oulasvirta, A. (2017). What is interaction? In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 5040-5052.
  • Huang, L. Y., ve Hsieh, Y. J. (2011). Predicting online game loyalty based on need gratification and experiential motives. Internet Research, 21(5), 581-598.
  • Ivory, J. D. (2016). “A Brief History of Video Games”, The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Digital Games (Ed: Kowert, R. ve Quandt, T.), Routledge, New York.
  • Jang, M., Lee, R., ve Yoo, B. (2021). Does fun or freebie increase in-app purchase? Information Systems and E- Business Management. 19, 439-457.
  • Jeong, J., ve Moon, S. (2014). Invite your friends and get rewards: dynamics of incentivized friend invitation in kakaotalk mobile games. In Proceedings of the second ACM conference on Online social networks. 151-160.
  • Kim, H. W., Gupta, S. ve Koh, J. (2011). Investigating the intention to purchase digital items in social networking communities: A customer value perspective. Information & Management, 48(6), 228–234.
  • King, D., Delfabbro, P. ve Griffiths, M. (2009). Video Game Structural Characteristics: A New Psychological Taxonomy. International Journal of Mental Health and Addiction, 8(1), 90–106.
  • Lakkaraju, K., Sukthankar, G. ve Wigand, R. T. (2018). Social Interactions in Virtual Worlds: An Interdisciplinary Perspective, Oxford Press, New York.
  • Laurel, B. (2014). Computers as theatre. Addison-Wesley.
  • Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf
  • Lee, M. C. ve Tsai, T. R. (2010). What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior. International Journal of Human-Computer Interaction, 26(6), 601–620.
  • Lewinski, J.S. (2000). Developer’s Guide to Computer Game Design, Wordware Publishing Inc., Portland.
  • Li, H., Liu, Y., Xu, X., Heikkilä, J., ve van der Heijden, H. (2015). Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games. Computers in Human Behavior, 48, 261-272.
  • Lowgren, J., Carroll, J. M., Hassenzahl, M., Erickson, T. ve Blackwell, A. (2019). The encyclopedia of human- computer interaction. Interaction design foundation.
  • Lucas, K. ve Sherry, J. L. (2004). Sex differences in video game play: A communication‐based explanation. Communication Research, 31(5), 499–523.
  • Merhi, M. I. (2016). Towards a framework for online game adoption. Computers in Human Behavior, 60, 253–263.
  • Molinillo, S., Muñoz-Leiva, F. ve Pérez-García, F. (2018). The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games. Industrial Management & Data Systems, 118(9), 1766–1786.
  • Norman, K. L., ve Kirakowski, J. (2018). The Wiley handbook of human computer interaction. John Wiley & Sons.
  • Pagulayan, R.J., Keeker, K., Wixon, D., Romero, R.L. ve Fuller, T. (2003). User-centered design in games. (Ed. Jacko, J.A. ve Sears, A.), The Human–Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications. Lawrence Erlbaum Associates, Publishers, 884–906.
  • Park, E., Rishika, R., Janakiraman, R., Houston, M. B., ve Yoo, B. (2018). Social Dollars in Online Communities: The Effect of Product, User, and Network Characteristics. Journal of Marketing, 82(1), 93–114.
  • Ramírez-Correa, P., Rondán-Cataluña, F. J., Arenas-Gaitán, J., ve Martín-Velicia, F. (2019). Analysing the acceptation of online games in mobile devices: An application of UTAUT2. Journal of Retailing and Consumer Services, 50, 85–93.
  • Rogers, Y., Sharp, H. ve Preece, J. (2023). Interaction design: Beyond human-computer interaction (6th ed.). Wiley, New Jersey.
  • Saffer. D. (2010). Designing for interaction: creating innovative applications and devices, New Riders, Berkeley, CA.
  • Schutz, W. (1958). FIRO: A three‐dimensional theory of interpersonal behavior.
  • Sears, A., ve Jacko, J. A. (2008). The human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications. Lawrence Erlbaum Associates.
  • Stahlke, S. ve Babaei, P, M. (2022). The Game Designer’s Playbook: An Introduction to Game Interaction Design, Oxford Press, New York.
  • Stenros, J., Paavilainen, J. ve Mayra, F. (2011). Social interaction in games. International Journal of Arts and Technology, 4(3), 342.
  • Su, Y. S., Chiang, W. L., James Lee, C. T., ve Chang, H. C. (2016). The effect of flow experience on player loyalty in mobile game application. Computers in Human Behavior, 63, 240–248.
  • Sweetser, P., ve Wyeth, P. (2005). Game Flow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1–24.
  • Syahrivar, J., Chairy, C., Juwono, I. D., ve Gyulavári, T. (2022). Pay to play in freemium mobile games: a compensatory mechanism. International Journal of Retail & Distribution Management, 50(1), 117-134.
  • Tajfel, H. ve Turner, J. (1979). The social psychology of intergroup relations. (Ed. W. C. Austin ve S. Worchel). An integrated theory of intergroup conflict. 33–47, Brooks / Cole: Monterey
  • Voiskounsky, A. E., Mitina, O. V. ve Avetisova, A. A. (2004). Playing Online Games: Flow Experience. PsychNology Journal, 2(3), 259-281.
  • Wang, L., Gao, Y., Yan, J. ve Qin, J. (2020). From freemium to premium: the roles of consumption values and game affordance. Information Technology and People. 34(1), 297-317.
  • Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., ve Groner, R. (2008). Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24(5), 2274–2291.
  • Wohn D. Y. (2014). Spending real money: purchasing patterns of virtual goods in an online social game. In: Proceedings of the SIGCHI conference on human factors in computing systems, 3359–3368.
  • Wu, J. H., Wang, S. C. ve Tsai, H. H. (2010). Falling in love with online games: the uses and gratifications perspective. Computers in Human Behavior. 26(6), 1862-1871.
  • Zajonc, R. B. (1965). Social facilitation. Science, 149(3681), 269–274.
  • Zhang, G. (2021). Computer Game Interface Design Based on Human-Computer Interaction Analysis. Journal of Web Systems and Applications, 3, 22-26.

THE IMPORTANCE OF INTERACTION IN VIDEO GAMES: A LITERATURE REVIEW

Year 2023, , 1 - 15, 30.09.2023
https://doi.org/10.17498/kdeniz.1334788

Abstract

Video games are considered as influential and popular forms in the field of computer software. Games, which demand considerable time and effort from players, attract the interest of the gaming ecosystem and have become a frequent subject of academic research in recent times. Video games bring individuals together by seamlessly combining elements of competition and cooperation and encouraging connections among players. Moreover, all video games employ various Human-Computer Interaction (HCI) methods to enable players to interact with virtual environments. Additionally, with the diverse range of interaction opportunities they offer, they stand out as a distinct form of cultural media. However, due to the complexity of this field and its incorporation of interdisciplinary concepts, academic research faces certain challenges, and interaction design is constantly evolving. This study aims to present the current state of video game interactions in the literature and contribute to future academic research and game designs. When evaluating the findings from studies focusing on the effects of interactions in video games, it is observed that social interactions and human-computer interactions influence players' levels of attachment, flow experiences, perceived enjoyment, intentions to continue playing, and in-game purchasing behaviors.

References

  • Alzahrani, A. I., Mahmud, I., Ramayah, T., Alfarraj, O., ve Alalwan, 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.
  • Barr, P., Noble, J. ve Biddle, R. (2007). Video game values: Human–computer interaction and games. Interacting with Computers, 19(2), 180–195.
  • Beenen, G., Ling, K., Wang, X., Chang, K., Frankowski, D., Resnick, P., ve Kraut, R. E. (2004). Using social psychology to motivate contributions to online communities. In Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, 212–221.
  • Bernhaupt, R., Isbister, K. ve Freitas, S. (2015). Introduction to this Special Issue on HCI and Games. Human- Computer Interaction, 30, 195-201.
  • Caroux, L., Isbister, K., Bigot, L. ve Vibert, N. (2015). Player–video game interaction: A systematic review of current concepts. Computers in Human Behavior, 48, 366-381.
  • Chang, C. C. (2013). Examining users′ intention to continue using social network games: A flow experience perspective. Telematics and Informatics, 30(4), 311–321.
  • Chen, A., Lu, Y., ve Wang, B. (2016). Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology & People, 29(1), 99–119.
  • 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(1), 11–24.
  • Cialdini, R. (2008). Influence: Science and practice. Allyn & Bacon: Boston
  • De Kort, Y., IJsselsteijn, W. ve Poels, K. (2007). Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ). In Proceedings of the 10th Annual International Workshop on Presence. 195–203.
  • De Souza, L. L. F. ve De Freitas, A. A. F. (2017). Consumer behavior of electronic games’ players: a study on the intentions to play and to pay. Revista de Administraçao, 52(4), 419-430.
  • Ding, X.D., Hu, P.J.H., Verma, R., ve Wardell, D.G. (2010). The impact of service system design and flow experience on customer satisfaction in online financial services. Journal of Service Research 13 (1), 96–110.
  • Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7(2), 117–140.
  • Griffiths, M., Hussain, Z., Grüsser, S. M., Thalemann, R., Cole, H., Davies, M. N. O., ve Chappell, D. (2011). Social Interactions in Online Gaming. International Journal of Game-Based Learning, 1(4), 20–36.
  • Hamari, J. ve Lehdonvirta, V. (2010). Game design as marketing: how game mechanics create demand for virtual goods. International Journal of Business Science and Applied Management. 5(1), 14-29.
  • Hew, J.J., Lee, V.H., T’ng, S.T., Tan, G. W.H., Ooi, K.B., ve Dwivedi, Y. K. (2023). Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction. Information Systems Frontiers.
  • Hornbæk, K. ve Oulasvirta, A. (2017). What is interaction? In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 5040-5052.
  • Huang, L. Y., ve Hsieh, Y. J. (2011). Predicting online game loyalty based on need gratification and experiential motives. Internet Research, 21(5), 581-598.
  • Ivory, J. D. (2016). “A Brief History of Video Games”, The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Digital Games (Ed: Kowert, R. ve Quandt, T.), Routledge, New York.
  • Jang, M., Lee, R., ve Yoo, B. (2021). Does fun or freebie increase in-app purchase? Information Systems and E- Business Management. 19, 439-457.
  • Jeong, J., ve Moon, S. (2014). Invite your friends and get rewards: dynamics of incentivized friend invitation in kakaotalk mobile games. In Proceedings of the second ACM conference on Online social networks. 151-160.
  • Kim, H. W., Gupta, S. ve Koh, J. (2011). Investigating the intention to purchase digital items in social networking communities: A customer value perspective. Information & Management, 48(6), 228–234.
  • King, D., Delfabbro, P. ve Griffiths, M. (2009). Video Game Structural Characteristics: A New Psychological Taxonomy. International Journal of Mental Health and Addiction, 8(1), 90–106.
  • Lakkaraju, K., Sukthankar, G. ve Wigand, R. T. (2018). Social Interactions in Virtual Worlds: An Interdisciplinary Perspective, Oxford Press, New York.
  • Laurel, B. (2014). Computers as theatre. Addison-Wesley.
  • Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf
  • Lee, M. C. ve Tsai, T. R. (2010). What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior. International Journal of Human-Computer Interaction, 26(6), 601–620.
  • Lewinski, J.S. (2000). Developer’s Guide to Computer Game Design, Wordware Publishing Inc., Portland.
  • Li, H., Liu, Y., Xu, X., Heikkilä, J., ve van der Heijden, H. (2015). Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games. Computers in Human Behavior, 48, 261-272.
  • Lowgren, J., Carroll, J. M., Hassenzahl, M., Erickson, T. ve Blackwell, A. (2019). The encyclopedia of human- computer interaction. Interaction design foundation.
  • Lucas, K. ve Sherry, J. L. (2004). Sex differences in video game play: A communication‐based explanation. Communication Research, 31(5), 499–523.
  • Merhi, M. I. (2016). Towards a framework for online game adoption. Computers in Human Behavior, 60, 253–263.
  • Molinillo, S., Muñoz-Leiva, F. ve Pérez-García, F. (2018). The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games. Industrial Management & Data Systems, 118(9), 1766–1786.
  • Norman, K. L., ve Kirakowski, J. (2018). The Wiley handbook of human computer interaction. John Wiley & Sons.
  • Pagulayan, R.J., Keeker, K., Wixon, D., Romero, R.L. ve Fuller, T. (2003). User-centered design in games. (Ed. Jacko, J.A. ve Sears, A.), The Human–Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications. Lawrence Erlbaum Associates, Publishers, 884–906.
  • Park, E., Rishika, R., Janakiraman, R., Houston, M. B., ve Yoo, B. (2018). Social Dollars in Online Communities: The Effect of Product, User, and Network Characteristics. Journal of Marketing, 82(1), 93–114.
  • Ramírez-Correa, P., Rondán-Cataluña, F. J., Arenas-Gaitán, J., ve Martín-Velicia, F. (2019). Analysing the acceptation of online games in mobile devices: An application of UTAUT2. Journal of Retailing and Consumer Services, 50, 85–93.
  • Rogers, Y., Sharp, H. ve Preece, J. (2023). Interaction design: Beyond human-computer interaction (6th ed.). Wiley, New Jersey.
  • Saffer. D. (2010). Designing for interaction: creating innovative applications and devices, New Riders, Berkeley, CA.
  • Schutz, W. (1958). FIRO: A three‐dimensional theory of interpersonal behavior.
  • Sears, A., ve Jacko, J. A. (2008). The human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications. Lawrence Erlbaum Associates.
  • Stahlke, S. ve Babaei, P, M. (2022). The Game Designer’s Playbook: An Introduction to Game Interaction Design, Oxford Press, New York.
  • Stenros, J., Paavilainen, J. ve Mayra, F. (2011). Social interaction in games. International Journal of Arts and Technology, 4(3), 342.
  • Su, Y. S., Chiang, W. L., James Lee, C. T., ve Chang, H. C. (2016). The effect of flow experience on player loyalty in mobile game application. Computers in Human Behavior, 63, 240–248.
  • Sweetser, P., ve Wyeth, P. (2005). Game Flow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1–24.
  • Syahrivar, J., Chairy, C., Juwono, I. D., ve Gyulavári, T. (2022). Pay to play in freemium mobile games: a compensatory mechanism. International Journal of Retail & Distribution Management, 50(1), 117-134.
  • Tajfel, H. ve Turner, J. (1979). The social psychology of intergroup relations. (Ed. W. C. Austin ve S. Worchel). An integrated theory of intergroup conflict. 33–47, Brooks / Cole: Monterey
  • Voiskounsky, A. E., Mitina, O. V. ve Avetisova, A. A. (2004). Playing Online Games: Flow Experience. PsychNology Journal, 2(3), 259-281.
  • Wang, L., Gao, Y., Yan, J. ve Qin, J. (2020). From freemium to premium: the roles of consumption values and game affordance. Information Technology and People. 34(1), 297-317.
  • Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., ve Groner, R. (2008). Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24(5), 2274–2291.
  • Wohn D. Y. (2014). Spending real money: purchasing patterns of virtual goods in an online social game. In: Proceedings of the SIGCHI conference on human factors in computing systems, 3359–3368.
  • Wu, J. H., Wang, S. C. ve Tsai, H. H. (2010). Falling in love with online games: the uses and gratifications perspective. Computers in Human Behavior. 26(6), 1862-1871.
  • Zajonc, R. B. (1965). Social facilitation. Science, 149(3681), 269–274.
  • Zhang, G. (2021). Computer Game Interface Design Based on Human-Computer Interaction Analysis. Journal of Web Systems and Applications, 3, 22-26.

VİDEO OYUNLARINDA ETKİLEŞİMİN ÖNEMİ: BİR LİTERATÜR TARAMASI

Year 2023, , 1 - 15, 30.09.2023
https://doi.org/10.17498/kdeniz.1334788

Abstract

Video oyunları, bilgisayar yazılımı alanında etkili ve popüler bir form olarak değerlendirilmektedir. Oyuncuların oldukça fazla zaman ve çaba harcadığı oyunlar hem oyun ekosisteminin ilgisini çekmekte hem de son dönemde akademik çalışmalara sıklıkla konu olmaktadır. Video oyunları, rekabet ve iş birliği unsurlarını sorunsuz bir şekilde birleştirerek ve oyuncular arasında bağlantı kurmayı teşvik ederek bireyleri bir araya getirmektedir. Bunun yanı sıra tüm video oyunları, çeşitli insan-bilgisayar etkileşimi (İBE) yöntemlerini kullanarak oyuncuların sanal bir ortamla etkileşime geçebilmelerini sağlamaktadır. Ayrıca kullanıcılara sunduğu çeşitli etkileşim imkanlarıyla farklı bir kültürel medya türü olarak öne çıkmaktadır. Ancak bu alanın karmaşıklığı ve disiplinler arası kavramları da içermesi nedeniyle akademik çalışmalar için birtakım zorluklar oluşturmakta ve etkileşim tasarımı sürekli olarak yenilenmektedir. Bu çalışma, video oyunları etkileşimleri konusunda literatürdeki mevcut durumu ortaya koyarak gelecekte yapılacak akademik çalışmalara ve oyun tasarımlarına katkı sağlamayı amaçlamaktadır. Video oyunlarda etkileşimin etkilerine yönelik yapılan çalışmalardan derlenen sonuçlar değerlendirildiğinde sosyal etkileşimlerin ve insan-bilgisayar etkileşimlerinin, oyuncuların bağlanma düzeylerini, akış deneyimlerini, algılanan keyfi, oyun oynamaya devam etme niyetlerini ve oyun içi satın alma davranışlarını etkilediği görülmüştür.

References

  • Alzahrani, A. I., Mahmud, I., Ramayah, T., Alfarraj, O., ve Alalwan, 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.
  • Barr, P., Noble, J. ve Biddle, R. (2007). Video game values: Human–computer interaction and games. Interacting with Computers, 19(2), 180–195.
  • Beenen, G., Ling, K., Wang, X., Chang, K., Frankowski, D., Resnick, P., ve Kraut, R. E. (2004). Using social psychology to motivate contributions to online communities. In Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, 212–221.
  • Bernhaupt, R., Isbister, K. ve Freitas, S. (2015). Introduction to this Special Issue on HCI and Games. Human- Computer Interaction, 30, 195-201.
  • Caroux, L., Isbister, K., Bigot, L. ve Vibert, N. (2015). Player–video game interaction: A systematic review of current concepts. Computers in Human Behavior, 48, 366-381.
  • Chang, C. C. (2013). Examining users′ intention to continue using social network games: A flow experience perspective. Telematics and Informatics, 30(4), 311–321.
  • Chen, A., Lu, Y., ve Wang, B. (2016). Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology & People, 29(1), 99–119.
  • 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(1), 11–24.
  • Cialdini, R. (2008). Influence: Science and practice. Allyn & Bacon: Boston
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  • De Souza, L. L. F. ve De Freitas, A. A. F. (2017). Consumer behavior of electronic games’ players: a study on the intentions to play and to pay. Revista de Administraçao, 52(4), 419-430.
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There are 54 citations in total.

Details

Primary Language Turkish
Subjects Business Administration
Journal Section Articles
Authors

Atif Çağlar Ababay 0009-0001-9672-3662

Erkan Bil 0000-0003-4301-3816

Publication Date September 30, 2023
Submission Date July 30, 2023
Published in Issue Year 2023

Cite

APA Ababay, A. Ç., & Bil, E. (2023). VİDEO OYUNLARINDA ETKİLEŞİMİN ÖNEMİ: BİR LİTERATÜR TARAMASI. Karadeniz Uluslararası Bilimsel Dergi(59), 1-15. https://doi.org/10.17498/kdeniz.1334788