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Dijital Oyun Okuryazarlığı Seviyesinin Belirlenmesine Yönelik Bir Araştırma: Çanakkale Örneği

Year 2024, , 33 - 54, 30.10.2024
https://doi.org/10.55055/mekcad.1545266

Abstract

Günümüzde farklı donanım ve mecralardan, farklı türler ile bireylerin ilgisine sunulan dijital oyunlara yönelik akademik çalışmalar gün geçtikçe artmaktadır. Bu çalışmaların bir uzantısını oluşturan dijital oyun okuryazarlığı, oyun oynayan bireylerin çeşitli nitelikleri kazanmasını sağlamakta ve bireylerin oyunlarla ilgili analitik düşünme yeteneğini geliştirmekle ilgilenmektedir. Bu noktadan yola çıkılarak yapılan bu çalışma akademik literatürde dijital oyun okuryazarlığı farkındalığına ilişkin bir veri oluşturma amacı taşımaktadır. Çalışma, nitel araştırma yöntemlerinden biri olan görüşme tekniği ile gerçekleştirilmiştir. Katılımcılar olasılıksız örnekleme yöntemlerinden kolayda örnekleme yoluyla seçilmiş, veriler yarı yapılandırılmış sorularla toplanmış ve betimsel analiz yöntemi ile yorumlanmıştır. Çanakkale şehrinde 17 katılımcı ile gerçekleştirilen bölgesel araştırma sonucunda oyun türü tercihlerinde erkek katılımcıların çoğu aksiyon odaklı, kadın katılımcıların çoğu ise zekâ ve bulmaca türü oyunları tercih ettiğini belirtmiştir. Katılımcıların dijital oyun okuryazarlığı kapsamında görsel ve grafiksel metinleri anlayabildiği, yorumlayabildiği görülmektedir. Araştırmaya dair elde edilen bir diğer önemli bulgu ise katılımcıların oyun içerisinde maruz kaldığı olumsuz tutumlar karşısında yasalara karşı bilgisiz ya da güvensiz olduğudur. Ayrıca katılımcıların oyun bileşenlerini ve oyun içeriklerini ayırt edebildiği saptanmıştır. Dolayısıyla katılımcıların çoğunun dijital oyun okuryazarlığına ilişkin seçici yeteneklere sahip olmaları çalışmanın önemli sonuçlarından biridir.

Ethical Statement

Etik Kurul onayı alınmıştır.

Supporting Institution

ÇANAKKALE ONSEKİZ MART ÜNİVERSİTESİ REKTÖRLÜĞÜ Lisansüstü Eğitim Enstitüsü Etik Kurulu Bilimsel Araştırma ve Yayın Etiği

References

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  • Adams, E. (2014). Fundamentals of game design. New Riders Publishing.
  • Adams, E. & Joris, D. (2012). Game mechanics: Advanced game design. New Riders Publishing.
  • Akgöl, O. (2023). Dijital oyunlarda içerik ve nesil farklılığı bağlamında gelişen riskler: Türkiye’de oyun okuryazarlığı kavramı üzerine bir inceleme. Ankara Üniversitesi Sosyal Bilimler Dergisi 14 (2): 137–59.
  • Alberti, J. (2008). The game of reading ve writing: how video games reframe our understveing of literacy. Computers ve Composition 25 (3): 258–69.
  • Apperley, T. & Beavis, C. (2014). A model for critical games literacy. The Journal of Digital Learning ve Teaching Victoria, 1 (1): 46–54.
  • Atkins, B. (2006). What Are We Really Looking At? The Future-Orientation of Video Game Play.” Play. Games ve Cultur 1 (2): 127–40.
  • Avşar, Z. (2013). Medya okuryazarlığı. İletişim ve Diplomasi, (2): 5–17.
  • Bakkes, C.J., Pieter H.M. Spronck, & Lankveld, G. (2012). Player behavioural modelling for video games. Entertainment Computing 3 (3): 71–79.
  • Bat, M. & Kayacan, Ş. (2016). İnternet bağımlısı erişkinlerde sosyal medya oyunları üzerine vaka incelemesi: Candy Crush Oyunu. Karadeniz Teknik Üniversitesi İletişim Araştırmaları Dergisi, 3 (12): 20–46.
  • Bilge, R. & Erbaşlı, E. (2022). Dijital oyunların evrensel iletişim kurma sürecine yansımaları. İçinde ICOMS 2022 - Uluslararası İletişim Bilimleri Sempozyumu Bildiri Tam Metin Kitabı, 29–40. Sakarya.
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  • Buckingham, D. & Verew, B. (2007). Game literacy in theory and practice. Journal of Educational Multimedia ve Hypermedia ,16 (3): 323–49.
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  • Domahidi, E., Festl, R. & Quvet, T. (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behavior, (35): 107–15.
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  • Goh, D., Than, E. P. & Lee, S. C. (2017). Perceptions of virtual reward systems in crowdsourcing games. Computers in Human Behavior, (70): 365–74.
  • Green, C. S. & Bavelier, D. (2003). Action videogame modifies visual selective attention. Nature, 423 (6939): 534–37.
  • Greenfield, P. M. (1994). Video games as cultural artifacts. Journal of Applied Developmental Psychology, 15 (1): 3–12.
  • Greitemeyer, T. & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality ve Social Psychology, 98 (2): 211–21.
  • Gros, L., Debue, N., Lete, N. & Leemput, C. (2020). video game addiction ve emotional states: possible confusion between pleasure ve happiness? Frontiers in Psychology, (10).
  • Grusin, R. (2006). Dvds, video games, and the cinema of ınteractions. ılha do desterro a journal of english language, Literatures in English and cultural Studies, (51).
  • Gunawardhana, L. P. D., & Palaniappan, S. (2015). Psychology of digital games ve ıts effects to its users. Creative Education, 6 (16): 1726–32.
  • Gupta, R. & L. D. J. (1996). The relationship between gambling and video-game playing behavior in children and adolescents. Journal of Gambling Studies, 12 (4): 375–94.
  • Hart, I. (2014). Meaningful play: Performativity, ınteractivity and semiotics in video game music. Musicology Australia, 36 (2): 273–90.
  • Hobbs, R. (2018). Media and meaning-making in the fake news age – Project Information Literacy Röportaj Alison Head and Margy MacMillan. Projectinfolit.org. https://projectinfolit.org/smart-talk-interviews/media-ve-meaning-making-in-the-fake-news-age/.
  • Hoechsmann, M. & Stuart R. P. (2012). Media literacies: A critical introduction. USA: Blackwell Publishing. Huizinga, J. (2006). Homo ludens oyunun toplumsal işlevi üzerine bir deneme. (Çev.: M. A. Kılıçbay). İstanbul: Ayrıntı Yayınları.
  • Ivory, J. D. (2016). A brief history of video games. İçinde The Video Game Debate Unravelling the Physical, Social, and Psychological Effects of Digital Games , (edt. Rachel Kowert & Thorsten Quvet ). Pp. 1–12. Oxon: Taylor & Francis.
  • Jenkins, H., Clinton, K. Ravi Purushotma, Alice J. Robinson, & Margaret Weigel. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Chicago: MacArthur Foundation.
  • King, D., Delfabbro, P. & Griffiths, M. (2009). Video game structural characteristics: a new psychological taxonomy. International Journal of Mental Health ve Addiction, 8 (1): 90–106.
  • Klimmt, C. (2009). Key dimensions of contemporary video game literacy: towards a normative model of the competent digital gamer. Eludamos: Journal for Computer Game Culture, 3 (1): 23–31.
  • Krcmar, M. & Cingel, P. D. (2016). Moral foundations theory ve moral reasoning in video game play: using real-life morality in a game context. Journal of Broadcasting & Electronic Media 60 (1): 87–103.
  • Kress, G. R. & Leeuwen, T. V. (2001). Multimodal discourse the modes ve media of contemporary communication. Londra: Arnold.
  • Lin, T., Jen-Yi L., Deng, F. & Ling, L. (2013). Understveing new media literacy: An explorative theoretical framework. Journal of Educational Technology & Society, 16 (4): 160–70.
  • Malaby, T. M. (2009). Anthropology and play: The contours of playful experience. New Literary History, 40 (1): 205–18.
  • Maviş, V. (2021). Ceza hukuku boyutuyla siber zorbalık. SÜHFD, 29 (3): 2455–2500.
  • Mc Dermott, Ashley F., Daphne Bavelier, & C. Shawn Green. (2014). Memory abilities in action video game players. Computers in Human Behavior, (34): 69–78.
  • Özarslan, Z. & Perdahcı, B. (2023). Oyuncu deneyimleri üzerinden oyun bağımlılığı ve motivasyonunu tartışmak. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 25 (1): 28–60.
  • Özkaya, P. (2023). Dijital dünyada çevrimiçi riskler, bilişim suçları ve mağdur çocuk. Türkiye Adalet Akademisi Dergisi, (53): 13–42.
  • Özyurda E. & Deniz. M. (2023). Bir gizli kimlik olarak kadın: türkiye’de çevrimiçi oyun oynayan kadın oyuncular. İçinde Oyunların Dijital Hali 2, (edt. Ö. Uğurlu Akbaş & Ö. A. Kuş). Pp. 155–81. Urzeni.
  • Palomba, A. (2018). Virtual perceived emotional ıntelligence: How high brand loyalty video game players evaluate their own video game play experiences to repair or regulate emotions. Computers in Human Behavior, (85): 34–42.
  • Potter, W. J. (2004). Theory of media literacy: A cognitive approach. SAGE Publications.
  • Potter, W. J. (2019). Media literacy. SAGE Publications.
  • Rapp, A. (2022). Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role‐playing games. Information Systems Journal, 32 (1).
  • Roberts, J. M., Malcolm J. Arth, & Robert R. Bush. (1959). Games in culture. American Anthropologist 61 (4): 597–605.
  • Rosenberg, H., Syed, S. & Rezaie, S. (2020). The twitter pandemic: The critical role of twitter in the dissemination of medical ınformation and misinformation during the COVID-19 Pandemic. CJEM, 22 (4): 1–4.
  • Rough, B. (2018). Videogames as neither video nor games. İçinde The Aesthetics of Videogames, (edt. J. Robson & G. Tavinor). Pp. 24–41. New York: Routledge.
  • Sicart, M. (2009). The ethics of computer games. MIT Press.
  • Skalski, P. R., Ashleigh Shelton, Buncher, M. & Lindmark, P. (2011). Mapping the road to fun: natural video game controllers, presence, and game enjoyment. New Media & Society, 13 (2): 224–42.
  • Sorenson, N., Pasquier, P. & DiPaola. S. (2011). A generic approach to challenge modeling for the procedural creation of video game levels. IEEE Transactions on Computational Intelligence and AI in Games, 3 (3): 229–44.
  • Strobach, T., Frensch,P. & Torsten Schubert. (2012). Video game practice optimizes executive control skills in dual-task ve task switching situations. Acta Psychologica, 140 (1): 13–24.
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A Research for the Determination the Digital Game Literacy Level: The Case of Çanakkale

Year 2024, , 33 - 54, 30.10.2024
https://doi.org/10.55055/mekcad.1545266

Abstract

Academic studies on digital games offered to individuals’ interest in different genres from different hardware and media have been increasing day by day. Digital game literacy, which is an extension of these studies, enables individuals who play games to gain various abilities and aims to improve individuals' ability to think analytically about games. Based on this point, this research aims to create data on digital game literacy awareness in academic literature. The research was carried out with the interview technique which is one of the qualitative research methods. Participants were selected through convenience sampling as an improbable sampling method. The data were collected by asking semi-structured questions and interpreted with the descriptive analysis method. As a result of the regional research conducted with 17 participants in Çanakkale city, it is stated that most of the male participants preferred action games, while most female participants preferred brain teasers and puzzle games. It is observed that the participants can understand and interpret visual and graphical texts within the scope of digital game literacy. Another important finding of the research is that the participants are either uninformed or insecure within the limits of the laws in the face of the negative attitudes they are exposed to in the game. It was also determined that the participants were able to distinguish game components and game contents. Therefore, one of the important results of the research is that most of the participants have selective abilities on digital game literacy.

References

  • Abrams, S. S. (2011). Association through action: Identity development in real ve virtual video game environments. Teachers College Record 113 (13): 220–43.
  • Adams, E. (2014). Fundamentals of game design. New Riders Publishing.
  • Adams, E. & Joris, D. (2012). Game mechanics: Advanced game design. New Riders Publishing.
  • Akgöl, O. (2023). Dijital oyunlarda içerik ve nesil farklılığı bağlamında gelişen riskler: Türkiye’de oyun okuryazarlığı kavramı üzerine bir inceleme. Ankara Üniversitesi Sosyal Bilimler Dergisi 14 (2): 137–59.
  • Alberti, J. (2008). The game of reading ve writing: how video games reframe our understveing of literacy. Computers ve Composition 25 (3): 258–69.
  • Apperley, T. & Beavis, C. (2014). A model for critical games literacy. The Journal of Digital Learning ve Teaching Victoria, 1 (1): 46–54.
  • Atkins, B. (2006). What Are We Really Looking At? The Future-Orientation of Video Game Play.” Play. Games ve Cultur 1 (2): 127–40.
  • Avşar, Z. (2013). Medya okuryazarlığı. İletişim ve Diplomasi, (2): 5–17.
  • Bakkes, C.J., Pieter H.M. Spronck, & Lankveld, G. (2012). Player behavioural modelling for video games. Entertainment Computing 3 (3): 71–79.
  • Bat, M. & Kayacan, Ş. (2016). İnternet bağımlısı erişkinlerde sosyal medya oyunları üzerine vaka incelemesi: Candy Crush Oyunu. Karadeniz Teknik Üniversitesi İletişim Araştırmaları Dergisi, 3 (12): 20–46.
  • Bilge, R. & Erbaşlı, E. (2022). Dijital oyunların evrensel iletişim kurma sürecine yansımaları. İçinde ICOMS 2022 - Uluslararası İletişim Bilimleri Sempozyumu Bildiri Tam Metin Kitabı, 29–40. Sakarya.
  • Biricik, Z. & Atik, A. (2021). gelenekselden dijitale değişen oyun kavramı ve çocuklarda oluşan dijital oyun. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi (E-Gifder) 9 (1): 445–69.
  • Buckingham, D. Banaji, S., Burn, V. Diane Carr, Sue Cranmer, & Rebekah Willett. (2005). The Media Literacy of Children Young People a Review of the Research Literature on Behalf of Ofcom.
  • Buckingham, D. & Verew, B. (2007). Game literacy in theory and practice. Journal of Educational Multimedia ve Hypermedia ,16 (3): 323–49.
  • Caillois, R. (2001). Man, play and games. (Çev.: M. Barash). Chicago: University of Illinois Press.
  • Demirtaş, M. & H. Andaç. (2023). Violent video games and aggression. içinde Hvebook of Anger, Aggression, ve Violence , editörler C. R. Martin ve V. B. Preedy, 149–70. Springer.
  • Domahidi, E., Festl, R. & Quvet, T. (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behavior, (35): 107–15.
  • Donohue, S. E., Marty G. Woldorff & Stephen R. Mitroff. (2010). Video game players show more precise multisensory temporal processing abilities. Attention, Perception, & Psychophysics, 72 (4): 1120–29.
  • Egenfeldt, N. S., Smith, J. H. & Tosca, S. (2012). Understveing video games: The essential introduction. London: Routledge.
  • Entertaintment Software Association. t.y. 2023 Essential facts about the U.S. video game Industry. The ESA. (Erişim tarihi 1 Mayıs 2024).https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2023-2/.
  • Esposito, N. (2005). A Short and simple definition of what a video game is. İçinde Proceedıngs Of The 2005 Dıgra Internatıonal Conference: Changıng Vıews: Worlds İn Play. Vancouver: Digital Games Research Association DIGRA.
  • European Parliament. t.y. An Overview of media literacy European Parliament. (Erişim tarihi 20 Mayıs 2024). www.europarl.europa.eu.
  • Fabricatore, C. (2007). Gameplay and game mechanics: A key to quality in videogames. İçinde Enlaces (Mineduc Chile) -OECD Expert Meeting on Videogames and Education, 29-31 October, 2007, Şili.
  • Gallardo-Echenique, E., Oliveira, L. Luis Marqués-Molias & Francesc Esteve-Mon. (2015). Digital competence in the knowledge society. MERLOT Journal of Online Learning and Teaching, 11 (1).
  • Goh, D., Than, E. P. & Lee, S. C. (2017). Perceptions of virtual reward systems in crowdsourcing games. Computers in Human Behavior, (70): 365–74.
  • Green, C. S. & Bavelier, D. (2003). Action videogame modifies visual selective attention. Nature, 423 (6939): 534–37.
  • Greenfield, P. M. (1994). Video games as cultural artifacts. Journal of Applied Developmental Psychology, 15 (1): 3–12.
  • Greitemeyer, T. & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality ve Social Psychology, 98 (2): 211–21.
  • Gros, L., Debue, N., Lete, N. & Leemput, C. (2020). video game addiction ve emotional states: possible confusion between pleasure ve happiness? Frontiers in Psychology, (10).
  • Grusin, R. (2006). Dvds, video games, and the cinema of ınteractions. ılha do desterro a journal of english language, Literatures in English and cultural Studies, (51).
  • Gunawardhana, L. P. D., & Palaniappan, S. (2015). Psychology of digital games ve ıts effects to its users. Creative Education, 6 (16): 1726–32.
  • Gupta, R. & L. D. J. (1996). The relationship between gambling and video-game playing behavior in children and adolescents. Journal of Gambling Studies, 12 (4): 375–94.
  • Hart, I. (2014). Meaningful play: Performativity, ınteractivity and semiotics in video game music. Musicology Australia, 36 (2): 273–90.
  • Hobbs, R. (2018). Media and meaning-making in the fake news age – Project Information Literacy Röportaj Alison Head and Margy MacMillan. Projectinfolit.org. https://projectinfolit.org/smart-talk-interviews/media-ve-meaning-making-in-the-fake-news-age/.
  • Hoechsmann, M. & Stuart R. P. (2012). Media literacies: A critical introduction. USA: Blackwell Publishing. Huizinga, J. (2006). Homo ludens oyunun toplumsal işlevi üzerine bir deneme. (Çev.: M. A. Kılıçbay). İstanbul: Ayrıntı Yayınları.
  • Ivory, J. D. (2016). A brief history of video games. İçinde The Video Game Debate Unravelling the Physical, Social, and Psychological Effects of Digital Games , (edt. Rachel Kowert & Thorsten Quvet ). Pp. 1–12. Oxon: Taylor & Francis.
  • Jenkins, H., Clinton, K. Ravi Purushotma, Alice J. Robinson, & Margaret Weigel. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Chicago: MacArthur Foundation.
  • King, D., Delfabbro, P. & Griffiths, M. (2009). Video game structural characteristics: a new psychological taxonomy. International Journal of Mental Health ve Addiction, 8 (1): 90–106.
  • Klimmt, C. (2009). Key dimensions of contemporary video game literacy: towards a normative model of the competent digital gamer. Eludamos: Journal for Computer Game Culture, 3 (1): 23–31.
  • Krcmar, M. & Cingel, P. D. (2016). Moral foundations theory ve moral reasoning in video game play: using real-life morality in a game context. Journal of Broadcasting & Electronic Media 60 (1): 87–103.
  • Kress, G. R. & Leeuwen, T. V. (2001). Multimodal discourse the modes ve media of contemporary communication. Londra: Arnold.
  • Lin, T., Jen-Yi L., Deng, F. & Ling, L. (2013). Understveing new media literacy: An explorative theoretical framework. Journal of Educational Technology & Society, 16 (4): 160–70.
  • Malaby, T. M. (2009). Anthropology and play: The contours of playful experience. New Literary History, 40 (1): 205–18.
  • Maviş, V. (2021). Ceza hukuku boyutuyla siber zorbalık. SÜHFD, 29 (3): 2455–2500.
  • Mc Dermott, Ashley F., Daphne Bavelier, & C. Shawn Green. (2014). Memory abilities in action video game players. Computers in Human Behavior, (34): 69–78.
  • Özarslan, Z. & Perdahcı, B. (2023). Oyuncu deneyimleri üzerinden oyun bağımlılığı ve motivasyonunu tartışmak. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 25 (1): 28–60.
  • Özkaya, P. (2023). Dijital dünyada çevrimiçi riskler, bilişim suçları ve mağdur çocuk. Türkiye Adalet Akademisi Dergisi, (53): 13–42.
  • Özyurda E. & Deniz. M. (2023). Bir gizli kimlik olarak kadın: türkiye’de çevrimiçi oyun oynayan kadın oyuncular. İçinde Oyunların Dijital Hali 2, (edt. Ö. Uğurlu Akbaş & Ö. A. Kuş). Pp. 155–81. Urzeni.
  • Palomba, A. (2018). Virtual perceived emotional ıntelligence: How high brand loyalty video game players evaluate their own video game play experiences to repair or regulate emotions. Computers in Human Behavior, (85): 34–42.
  • Potter, W. J. (2004). Theory of media literacy: A cognitive approach. SAGE Publications.
  • Potter, W. J. (2019). Media literacy. SAGE Publications.
  • Rapp, A. (2022). Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role‐playing games. Information Systems Journal, 32 (1).
  • Roberts, J. M., Malcolm J. Arth, & Robert R. Bush. (1959). Games in culture. American Anthropologist 61 (4): 597–605.
  • Rosenberg, H., Syed, S. & Rezaie, S. (2020). The twitter pandemic: The critical role of twitter in the dissemination of medical ınformation and misinformation during the COVID-19 Pandemic. CJEM, 22 (4): 1–4.
  • Rough, B. (2018). Videogames as neither video nor games. İçinde The Aesthetics of Videogames, (edt. J. Robson & G. Tavinor). Pp. 24–41. New York: Routledge.
  • Sicart, M. (2009). The ethics of computer games. MIT Press.
  • Skalski, P. R., Ashleigh Shelton, Buncher, M. & Lindmark, P. (2011). Mapping the road to fun: natural video game controllers, presence, and game enjoyment. New Media & Society, 13 (2): 224–42.
  • Sorenson, N., Pasquier, P. & DiPaola. S. (2011). A generic approach to challenge modeling for the procedural creation of video game levels. IEEE Transactions on Computational Intelligence and AI in Games, 3 (3): 229–44.
  • Strobach, T., Frensch,P. & Torsten Schubert. (2012). Video game practice optimizes executive control skills in dual-task ve task switching situations. Acta Psychologica, 140 (1): 13–24.
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There are 64 citations in total.

Details

Primary Language Turkish
Subjects New Media
Journal Section Research Articles
Authors

Merve Erdoğan 0000-0002-2866-9633

İrem Çakin 0009-0001-4569-2819

Publication Date October 30, 2024
Submission Date September 8, 2024
Acceptance Date September 29, 2024
Published in Issue Year 2024

Cite

APA Erdoğan, M., & Çakin, İ. (2024). Dijital Oyun Okuryazarlığı Seviyesinin Belirlenmesine Yönelik Bir Araştırma: Çanakkale Örneği. Medya Ve Kültürel Çalışmalar Dergisi, 6(2), 33-54. https://doi.org/10.55055/mekcad.1545266