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VİDEO OYUN ÇALIŞMALARININ GELECEĞİ: OYUNCU MERKEZLİ VE KULLANICI DENEYİMİ ODAKLI YAKLAŞIMLAR

Year 2018, Volume: 26 Issue: 3, 268 - 283, 01.10.2018

Abstract

Son otuz yılda yükselişe geçen video oyun çalışmalarına bakıldığında, alanda akademik olarak geniş bir çeşitlilik göze çarpmaktadır. Ne var ki, bu geniş ilginin yanında oyuncu merkezli ve kullanıcı deneyimi odaklı çözümlemelerin yetersizliği dikkat çekmektedir. Öte yandan son yıllarda bu tablonun değişmeye başladığını ifade etmek olanaklıdır. Video oyun çalışmaları içerisinde kullanıcıyı merkeze alan çalışmaların sayısı giderek artmaktadır. Farklı disiplinlerden beslenen kullanıcı deneyimi araştırmaları, video oyun çalışmalarında yükselen bir eğriyi temsil eder hale gelmiştir. Kuşkusuz bunda video oyun endüstrisinin öncülüğü önemli rol oynamaktadır. Kullanıcı deneyimlerine yönelik akademik ve sektörel ilginin artışı sonucu kullanıcı deneyimlerine ilişkin çok sayıda model, kavram ve çerçevenin geliştirilmesine neden olmuştur. Çalışmanın konusunu söz konusu model, konsept ve çerçevelerin betimlenmesi oluşturmaktadır. Literatür taraması ile video oyunlarda kullanıcı deneyimleri çalışmalarının betimlendiği çalışmada, oyuncu-merkezli ve kullanıcı deneyimine odaklanan yaklaşımlar özetlenmiş ve video oyun çalışmalarının geleceği adına sunduğu olanaklar değerlendirilmiştir.

References

  • Bayraktutan-Sütcü, Günseli (2009). “Dijital Oyun Çalışmalarında Yöntem: Genel Bir Bakış” içinde. Dijital Oyun Rehberi Oyun Tasarımı, Türler ve Oyuncu. Der. Mutlu Binark, Günseli Bayraktutan-Sütcü ve Işık Barış Fidaner. Kalkedon Yayınları: İstanbul. ss. 325-348.
  • Bernhaupt, Regina (2015). User Experience Evaluation Methods in the Games Development Life Cycle. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 1-10.
  • Bryce, Jo and Rutter, Jason (2006). An introduction to understanding digital games. In. Understanding Digital Games. Ed. Jason Rutter and Jo Bryce. SAGE Publications: London. pp. 1-19.
  • Calvillo-Gámez, Eduardo H.; Cairns, Paul and Cox, Anna L. (2015). Assessing the Core Elements of the Gaming Experience. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 37-62.
  • Csikszentmihalyi, Mihaly (1991). Flow The Psychology of Optimal Experience. Harper Perennial: New York.
  • Dowey, John and Kennedy, Helen W. (2006). Game Cultures Computer Games as New Media
  • Open University Press: Berkshire.
  • Hodent, Celia (2017). The Gamer’s Brain How Neuroscience and UX Can Impact Video Game Design. CRC Press: Boca Raton.
  • Jarvinen, Aki (2009). “Understanding Video Games as Emotional Experiences” in The Video Game Theory Reader 2. Eds. Mark J.P. Wolf and Bernard Perron. Routledge: New York. pp. 85-108.
  • Lankes, Michael; Bernhaupt, Regina and Tscheligi, Manfred (2015). Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 113-134.
  • Lightbown, David (2015). Designing the User Experience of Game Development Tools. CRC Press: Boca Raton.
  • Mäyrä, Frans (2008). an Introduction to Game Studies Games in Culture. SAGE Publications: London.
  • Nacke, Lennart E. (2015). Games User Research and Physiological Game Evaluation. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 63-86. Nielsen, Jacob (2017). a 100-Year View of User Experience. https://www.nngroup.com/articles/100-years-ux/ [Erişim Tarihi: 15.04.2018]
  • Oates, Thomas P. And Brookey, Robert Alan (2015). “Introduction”. in. Playing to Win, Sports, Video Games, and the Culture of Play. Eds. Robert Alan Brookey and Thomas P. Oates. Indiana University Press: Indiana. pp. 1-22.
  • Quandt, Thorsten and Kröger, Sonja (2014). Introduction: Multiplayer Gaming as Social Media Entertainment. In. Multiplayer The Social Aspects of Digital Gaming. Ed. Thorsten Quandt and Sonja Kröger. Routledge: Oxon. pp. 1-10.
  • Segura, Marquez E. and Isbister, Katherine (2015). Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 209-238.
  • Salen, Katie ve Zimmerman (2004). Rules of Play Game Design Fundamentals. MIT Press: Cambridge.
  • Sweetser ve Wyeth (2005). Gameflow: a Model for Evaluating Player Enjoyment in Games. Computers in Entertainment (CIE) Theoretical and Practical Computer Applications in Entertainment. 3 (3), pp. 4-23.

THE FUTURE OF VIDEO GAME STUDIES: PLAYER-CENTRIC AND USER EXPERIENCE FOCUSED APPROACHES

Year 2018, Volume: 26 Issue: 3, 268 - 283, 01.10.2018

Abstract

When it is considered that the number of the video game studies increased in the last three decades, it is observed that there is a wide academic diversity in the field. However, in addition to this broad interest, the lack of player-centric and user experience-focused solutions is notable. On the other hand, it is possible to say that this situation has started to change in recent years. The number of studies that consider the user as the center in video games is increasing. Studies conducted on user experience driven by different disciplines has become a rising trend in video game studies. No doubt, the pioneering role of the video games industry plays an important role in this. Increasing academic and sectoral interest in user experiences has led to the development of numerous models, concepts and frameworks for user experiences. The subject matter of the present study consisted of the description of the model, concepts and frameworks in question. With the literature review, the studies conducted on user experiences in video games were analyzed in the present study, the approaches focused on the player-centered and on user experience were summarized, and the possibilities claimed for the future of video games were evaluated

References

  • Bayraktutan-Sütcü, Günseli (2009). “Dijital Oyun Çalışmalarında Yöntem: Genel Bir Bakış” içinde. Dijital Oyun Rehberi Oyun Tasarımı, Türler ve Oyuncu. Der. Mutlu Binark, Günseli Bayraktutan-Sütcü ve Işık Barış Fidaner. Kalkedon Yayınları: İstanbul. ss. 325-348.
  • Bernhaupt, Regina (2015). User Experience Evaluation Methods in the Games Development Life Cycle. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 1-10.
  • Bryce, Jo and Rutter, Jason (2006). An introduction to understanding digital games. In. Understanding Digital Games. Ed. Jason Rutter and Jo Bryce. SAGE Publications: London. pp. 1-19.
  • Calvillo-Gámez, Eduardo H.; Cairns, Paul and Cox, Anna L. (2015). Assessing the Core Elements of the Gaming Experience. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 37-62.
  • Csikszentmihalyi, Mihaly (1991). Flow The Psychology of Optimal Experience. Harper Perennial: New York.
  • Dowey, John and Kennedy, Helen W. (2006). Game Cultures Computer Games as New Media
  • Open University Press: Berkshire.
  • Hodent, Celia (2017). The Gamer’s Brain How Neuroscience and UX Can Impact Video Game Design. CRC Press: Boca Raton.
  • Jarvinen, Aki (2009). “Understanding Video Games as Emotional Experiences” in The Video Game Theory Reader 2. Eds. Mark J.P. Wolf and Bernard Perron. Routledge: New York. pp. 85-108.
  • Lankes, Michael; Bernhaupt, Regina and Tscheligi, Manfred (2015). Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 113-134.
  • Lightbown, David (2015). Designing the User Experience of Game Development Tools. CRC Press: Boca Raton.
  • Mäyrä, Frans (2008). an Introduction to Game Studies Games in Culture. SAGE Publications: London.
  • Nacke, Lennart E. (2015). Games User Research and Physiological Game Evaluation. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 63-86. Nielsen, Jacob (2017). a 100-Year View of User Experience. https://www.nngroup.com/articles/100-years-ux/ [Erişim Tarihi: 15.04.2018]
  • Oates, Thomas P. And Brookey, Robert Alan (2015). “Introduction”. in. Playing to Win, Sports, Video Games, and the Culture of Play. Eds. Robert Alan Brookey and Thomas P. Oates. Indiana University Press: Indiana. pp. 1-22.
  • Quandt, Thorsten and Kröger, Sonja (2014). Introduction: Multiplayer Gaming as Social Media Entertainment. In. Multiplayer The Social Aspects of Digital Gaming. Ed. Thorsten Quandt and Sonja Kröger. Routledge: Oxon. pp. 1-10.
  • Segura, Marquez E. and Isbister, Katherine (2015). Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation. in Game User Experience Evaluation. Ed. Regina Bernhaupt. Springer: Switzerland, pp. 209-238.
  • Salen, Katie ve Zimmerman (2004). Rules of Play Game Design Fundamentals. MIT Press: Cambridge.
  • Sweetser ve Wyeth (2005). Gameflow: a Model for Evaluating Player Enjoyment in Games. Computers in Entertainment (CIE) Theoretical and Practical Computer Applications in Entertainment. 3 (3), pp. 4-23.
There are 18 citations in total.

Details

Primary Language Turkish
Journal Section Research Article
Authors

Haluk Birsen This is me

Mehmet Emin Yıldız This is me

Publication Date October 1, 2018
Published in Issue Year 2018 Volume: 26 Issue: 3

Cite

APA Birsen, H., & Yıldız, M. E. (2018). VİDEO OYUN ÇALIŞMALARININ GELECEĞİ: OYUNCU MERKEZLİ VE KULLANICI DENEYİMİ ODAKLI YAKLAŞIMLAR. Kurgu, 26(3), 268-283.