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Oyunun Evrimsel Dönüşümü: Dijital Oyunlar ve Çocukların Siber Güvenliği

Year 2023, , 146 - 159, 04.06.2023
https://doi.org/10.58239/tamde.2023.03.008.x

Abstract

Dijitalleşen dünyada insanların davranış ve tepkilerinde değişimler yaşanmaktadır. Bunun güzel bir örneği de geleneksel oyunların yerini alan dijital oyunlar bağlamında çocuklarda gözlemlenmektedir. Günümüzde çocuklar okul dışında genelde kapalı ve güvenli alanlarda dijital oyunlar aracılığıyla eğlence ihtiyaçlarını karşılama eğilimindedir. Her ne kadar dijital oyunların bilişsel gelişim ve zekâ ile ilişkilendirilen olumlu yönleri olsa da oyunların aşırı oynanması ya da yaş ölçütlerine dikkat edilmemesi fiziksel ve ruhsal açıdan çocukların sağlıklarını tehdit edebilmektedir. Bunun yanında çocuklarda akademik performans düşüklüğü ve davranışsal sorunlar da görülebilmektedir. Denetimsiz şekilde ağ üzerinden oynanan dijital oyunlarda çocukların siber güvenliği de ne yazık ki tehlikeye girebilmektedir. Dijital oyun türleri, dijital oyunların çocuklardaki olumlu ve olumsuz etkileri, dijital oyun seçiminde ebeveynlere rehber olabilecek ölçütler ile dijital oyun alanında Türkiye’deki bilinçlendirme çalışmalarını toplu halde güncel alanyazını temel alarak derleyen bir çalışmanın ihtiyaç haline geldiği düşünülerek bu çalışma gerçekleştirilmiştir. Çalışmanın eğitimcilere ve ebeveynlere bilgi edinme ve tutum geliştirme bakımından katkı sağlayacağı ve alanyazına katkı sunması hedeflenmektedir.

References

  • Adams, E., & Rollings, A. (2014). Fundamentals of Game Design. 3.Baskı, Prentice Hall, s.67-81.
  • American Academy of Pediatrics, Council of Communications and Media (AAP). Policy statement (2016). Media and young minds. Pediatrics, 138(5). doi:10.1542/peds.2016-2591
  • American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders, 5. Baskı, 2013. http://www.dsm5.org/Documents/Internet%20Gaming%20Disorder%20 Fact %20Sheet.pdf adresinden 9 Aralık 2022’de alınmıştır.
  • Agger, B., & Shelton, B. (2007). Fast families, virtual children: A critical sociology of families and schooling. Boulder, CO: Paradigm.
  • Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyberpsychol Behav, 10, 552-559.
  • Anderson, C.A., & Bushman, B.J. (2009) Desensitizing effects of violent media on helping others. Psychol Sci, 20, 273-277.
  • Anderson, C.A., Funk, J.B., & Griffiths, M.D. (2004). Contemporary issues in adolescent video game playing: Brief overview and introduction to the special issue. J Adolesc, 27,1-3.
  • Anderson, C.A., & Carnagey, N. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition and behavior. Psychol Sci, 16, 882-889.
  • Anderson, C.A., Sakamoto, A., Gentile, D.A. et al., (2008) Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122, e1067-72.
  • Bartholow, B.D., Sestir, M.A., & Davis, E.B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. PersSoc PsycholBull, 31, 1573-1586.
  • Ballard, M., Gray, M., Reilly, J. et al., (2009). Eating behaviors correlates of video game screen time among males: Body mass, physical activity, and other media use. Eat Behav 10, 161-167.
  • Chan, P.A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Ann Gen Psychiatry, 5, 16-26.
  • Charlton, J.P., & Danforth, I.D.W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Comput Human Behav, 23, 1531-1548.
  • Chiu, S., Lee, J., & Huang, D. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychol Behav, 7, 571-581.
  • Christensen, P., & Prout, A. (2005). Childhood and the cultural construction of the rural. In P. Christensen & A. Prout (Eds.), Changing contexts of childhood and youth (pp. 71-86). Routledge.
  • Clements, J. (2019). Digital games in the twenty-first century. In J. Suess, D. C. Cavanaugh, & R. L. Morris (Eds.), Handbook of research on the societal impact of digital media (pp. 147-167). IGI Global. https://doi.org/10.4018/978-1-5225-7432-3.ch008
  • Desai, R.A., Krishnan-Sarin, S., Cavallo, D. et al., (2010) Video-gamingamong high school students: Health correlates, gender differences, and problem aticgaming. Pediatrics, 43, 173–183.
  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward A Definition, http://gamificationresearch.org/wp-content/uploads/2011/04/02-Deterding-Khaled-NackeDixon.pdf.
  • Engelhardt, C.R., Bartholow, B.D., Kerr, G.T. et al., (2011) This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following video game exposure. J Exp Soc Psychol, 47, 1033- 1036.
  • Entertainment Software Association (2013). Essential Facts About Computer and Video Industry 2012. Washington D.C, USA: Entertainment Software Association.
  • Eurepean Software Rating Board (2023). https://www.esrb.org/ratings-guide/
  • Fischer, P., Kastenmüller, A., & Greitemeyer, T. (2010). Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. J Exp Soc Psychol, 46:192-195.
  • Fleer, M. (2014). The demands and motives afforded through digital play in early childhood activity settings. Learning Culture and Social Interaction, 3(3), 202–209.
  • Foti, K.E., Eaton, D.K., Lowry, R. et al., (2011) Sufficient sleep, physical activity, and sedentary behaviors. Am J Prev Med, 41, 596-602.
  • Frasca, G. (2001). Rethinking agency and immersion: Video games as A means of consciousness-raising. Digital Creativity, 12(3), 167-174.
  • Fullerton, S., Taylor, A.W., Grande, E.D. et al., (2014) Measuring physical inactivity: Do current measures provide an accurate view of ‘‘sedentary’’ video game time? J Obes 2014, 287013.
  • Gentile, D.A., Lynch, P.J., Lınder, J.R. et al., (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors and school performance. J Adolesc 27, 5-22.
  • Gentile, D.A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychol Sci, 20, 594-602.
  • Gentile, D.A., Swing, E.L., Lim, C.G. et al., (2012) Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychol Pop Media Cult, 1, 62-70.
  • Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychol Sci 20, 594-602.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66. https://psycnet.apa.org/doi/10.1037/a0034857
  • Gray, P., (2012). The decline of play and the rise of psychopathology in children and adolescents. American Journal of Play, 3(4).
  • Green, C.S. & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature 423, 534–537.
  • Greitemeyer, T. & Müge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Pers Soc Psychol Bull, 40, 578–589.
  • Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2005) Demographic factors andplaying variables in online computer gaming. Cyberpsychol Behav, 7, 479-487.
  • Grüsser, S.M., Thalemann, C., & Griffiths, M. (2007) Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychol Behav 10, 290-292.
  • Gündoğdu (2021). Dijital oyun kavramına yönelik: Bir meta-sentez betimleme. [Master’s thesis, Yozgat Bozok Üniversitesi].
  • Hasan, Y., Bègue, L., Scharkow, M. et al., (2013) The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. J Exp Soc Psychol 49, 224–227.
  • Hazar, Z., & Hazar, M. (2017). Çocuklar için dijital oyun bağımlılığı ölçeği. Journal of Human Sciences, 14(1), 203-216. https://doi.org/10.14687/jhs.v14i1.nnnn
  • Huizinga, J. (1950). Homo Ludens: A study of the play-element in culture. Beacon Press.
  • Işıkoğlu Erdoğan, N. (2019). Dijital oyun popüler mi? Ebeveynlerin çocukları için oyun tercihlerinin incelenmesi. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi, 46, 1-17. https://doi.org/10.9779/pauefd.446654
  • King, D.L., Gradisar, M., Drummond, A. et al., (2013). The impact of prolonged violent video-gaming on adolescent sleep: An experimental study. J Sleep Res 2, 137–143.
  • Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychol, 12(Suppl.1), 77-95.
  • Li, Q., Tay, R., & Pustaka, A. (2020). Let us save lives using games! A study of the effect of digital games for traffic education. Journal of Educational Technology Systems, 49(2), 199-218. https://doi.org/10.1177%2F0047239520926152
  • Manteghi, M. (2002). Study The Consequences Computer and Video Games. Publisher: contemporary culture. Tehran, Iran.
  • Marsh, J. (2010). Young children's play in online virtual worlds. Journal of Early Childhood Research, 8(23). https://doi.org/10.1177/1476718X09345406.
  • Marsh, J., Plowman, L., Yamada-Rice, D., Bishop, J., & Scott, F. (2016) Digital play: a new classification. Early Years, 36(3), 242-253. https://doi.org/10.1080/09575146.2016.1167675.
  • Mentzoni, R.A., Brunborg, G.S., Molde, H. et al., (2011). Problematic video game use: Estimated prevalence and associations with mental and physical health. Cyberpsychol Behav Soc Netw, 14, 591–596.
  • Miller, D., Robertson, D., Hudson, A., & Shimi, J. (2012). Signature pedagogy in early years education: A role for cots game-based learning. Computers in the Schools, 29(1–2), 227–247. https://doi.org/10.1080/07380569.2012.651423
  • Mustola, M., Koivula, M., Turja, L., & Laakso M.L., (2016). Reconsidering passivity and activity in children’s digital play. New Media ve Society. https://doi.org/10.1177/1461444816661550.
  • Opie, I., & Opie, P. (1959). The lore and language of schoolchildren. Oxford University Press.
  • Ögel, K. (2012). İnternet Bağımlılığı, İnternetin Psikolojisini Anlamak ve Bağımlılıkla Başa Çıkmak. Türkiye İş Bankası Kültür Yayınları, s.47-60.
  • Özhan, S. (2011). Dijital oyunlarda değerlendirme ve sınıflandırma sistemleri ve Türkiye açısından öneriler. Aile ve Toplum, 7(25), 21-33.
  • Phan, M.H. (2011). Video gaming trends: violent, action/adventure games are most popular, Usability News, 13(2).
  • Prot, S., Anderson, C.A., Gentile, D.A. et al., (2014) The Positive And Negative Effects Of Video Game Play. Children And Media. A. Jordan, D. Romer (Eds) New York. Oxford University Pres, p.109-128.
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The Evolutionary Transformation of Games: Digital Games and Children’s Cyber Security

Year 2023, , 146 - 159, 04.06.2023
https://doi.org/10.58239/tamde.2023.03.008.x

Abstract

In the digitalized world, there are changes in people's behaviours and reactions. A good example of this is observed in children in the context of digital games replacing traditional games. Today, children tend to meet their entertainment needs through digital games outside of school, usually in closed and safe spaces. Although digital games have positive aspects associated with cognitive development and intelligence, excessive playing of these games or not paying attention to age criteria can threaten children's physical and mental health. In addition, children may have poor academic performance and behavioural problems. Unfortunately, children's cyber security can also be jeopardized in digital games played over the network without supervision. In this context, this study was carried out considering the need for a study that compiles the types of digital games, the positive and negative effects of digital games on children, the criteria that can guide parents in the selection of digital games, and awareness-raising initiatives in the field of digital games in Turkey based on the current literature. It is aimed that the study will contribute to educators and parents in terms of obtaining information and developing attitudes and contribute to this literature.

References

  • Adams, E., & Rollings, A. (2014). Fundamentals of Game Design. 3.Baskı, Prentice Hall, s.67-81.
  • American Academy of Pediatrics, Council of Communications and Media (AAP). Policy statement (2016). Media and young minds. Pediatrics, 138(5). doi:10.1542/peds.2016-2591
  • American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders, 5. Baskı, 2013. http://www.dsm5.org/Documents/Internet%20Gaming%20Disorder%20 Fact %20Sheet.pdf adresinden 9 Aralık 2022’de alınmıştır.
  • Agger, B., & Shelton, B. (2007). Fast families, virtual children: A critical sociology of families and schooling. Boulder, CO: Paradigm.
  • Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyberpsychol Behav, 10, 552-559.
  • Anderson, C.A., & Bushman, B.J. (2009) Desensitizing effects of violent media on helping others. Psychol Sci, 20, 273-277.
  • Anderson, C.A., Funk, J.B., & Griffiths, M.D. (2004). Contemporary issues in adolescent video game playing: Brief overview and introduction to the special issue. J Adolesc, 27,1-3.
  • Anderson, C.A., & Carnagey, N. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition and behavior. Psychol Sci, 16, 882-889.
  • Anderson, C.A., Sakamoto, A., Gentile, D.A. et al., (2008) Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122, e1067-72.
  • Bartholow, B.D., Sestir, M.A., & Davis, E.B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. PersSoc PsycholBull, 31, 1573-1586.
  • Ballard, M., Gray, M., Reilly, J. et al., (2009). Eating behaviors correlates of video game screen time among males: Body mass, physical activity, and other media use. Eat Behav 10, 161-167.
  • Chan, P.A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Ann Gen Psychiatry, 5, 16-26.
  • Charlton, J.P., & Danforth, I.D.W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Comput Human Behav, 23, 1531-1548.
  • Chiu, S., Lee, J., & Huang, D. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychol Behav, 7, 571-581.
  • Christensen, P., & Prout, A. (2005). Childhood and the cultural construction of the rural. In P. Christensen & A. Prout (Eds.), Changing contexts of childhood and youth (pp. 71-86). Routledge.
  • Clements, J. (2019). Digital games in the twenty-first century. In J. Suess, D. C. Cavanaugh, & R. L. Morris (Eds.), Handbook of research on the societal impact of digital media (pp. 147-167). IGI Global. https://doi.org/10.4018/978-1-5225-7432-3.ch008
  • Desai, R.A., Krishnan-Sarin, S., Cavallo, D. et al., (2010) Video-gamingamong high school students: Health correlates, gender differences, and problem aticgaming. Pediatrics, 43, 173–183.
  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward A Definition, http://gamificationresearch.org/wp-content/uploads/2011/04/02-Deterding-Khaled-NackeDixon.pdf.
  • Engelhardt, C.R., Bartholow, B.D., Kerr, G.T. et al., (2011) This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following video game exposure. J Exp Soc Psychol, 47, 1033- 1036.
  • Entertainment Software Association (2013). Essential Facts About Computer and Video Industry 2012. Washington D.C, USA: Entertainment Software Association.
  • Eurepean Software Rating Board (2023). https://www.esrb.org/ratings-guide/
  • Fischer, P., Kastenmüller, A., & Greitemeyer, T. (2010). Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. J Exp Soc Psychol, 46:192-195.
  • Fleer, M. (2014). The demands and motives afforded through digital play in early childhood activity settings. Learning Culture and Social Interaction, 3(3), 202–209.
  • Foti, K.E., Eaton, D.K., Lowry, R. et al., (2011) Sufficient sleep, physical activity, and sedentary behaviors. Am J Prev Med, 41, 596-602.
  • Frasca, G. (2001). Rethinking agency and immersion: Video games as A means of consciousness-raising. Digital Creativity, 12(3), 167-174.
  • Fullerton, S., Taylor, A.W., Grande, E.D. et al., (2014) Measuring physical inactivity: Do current measures provide an accurate view of ‘‘sedentary’’ video game time? J Obes 2014, 287013.
  • Gentile, D.A., Lynch, P.J., Lınder, J.R. et al., (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors and school performance. J Adolesc 27, 5-22.
  • Gentile, D.A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychol Sci, 20, 594-602.
  • Gentile, D.A., Swing, E.L., Lim, C.G. et al., (2012) Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychol Pop Media Cult, 1, 62-70.
  • Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychol Sci 20, 594-602.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66. https://psycnet.apa.org/doi/10.1037/a0034857
  • Gray, P., (2012). The decline of play and the rise of psychopathology in children and adolescents. American Journal of Play, 3(4).
  • Green, C.S. & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature 423, 534–537.
  • Greitemeyer, T. & Müge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Pers Soc Psychol Bull, 40, 578–589.
  • Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2005) Demographic factors andplaying variables in online computer gaming. Cyberpsychol Behav, 7, 479-487.
  • Grüsser, S.M., Thalemann, C., & Griffiths, M. (2007) Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychol Behav 10, 290-292.
  • Gündoğdu (2021). Dijital oyun kavramına yönelik: Bir meta-sentez betimleme. [Master’s thesis, Yozgat Bozok Üniversitesi].
  • Hasan, Y., Bègue, L., Scharkow, M. et al., (2013) The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. J Exp Soc Psychol 49, 224–227.
  • Hazar, Z., & Hazar, M. (2017). Çocuklar için dijital oyun bağımlılığı ölçeği. Journal of Human Sciences, 14(1), 203-216. https://doi.org/10.14687/jhs.v14i1.nnnn
  • Huizinga, J. (1950). Homo Ludens: A study of the play-element in culture. Beacon Press.
  • Işıkoğlu Erdoğan, N. (2019). Dijital oyun popüler mi? Ebeveynlerin çocukları için oyun tercihlerinin incelenmesi. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi, 46, 1-17. https://doi.org/10.9779/pauefd.446654
  • King, D.L., Gradisar, M., Drummond, A. et al., (2013). The impact of prolonged violent video-gaming on adolescent sleep: An experimental study. J Sleep Res 2, 137–143.
  • Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychol, 12(Suppl.1), 77-95.
  • Li, Q., Tay, R., & Pustaka, A. (2020). Let us save lives using games! A study of the effect of digital games for traffic education. Journal of Educational Technology Systems, 49(2), 199-218. https://doi.org/10.1177%2F0047239520926152
  • Manteghi, M. (2002). Study The Consequences Computer and Video Games. Publisher: contemporary culture. Tehran, Iran.
  • Marsh, J. (2010). Young children's play in online virtual worlds. Journal of Early Childhood Research, 8(23). https://doi.org/10.1177/1476718X09345406.
  • Marsh, J., Plowman, L., Yamada-Rice, D., Bishop, J., & Scott, F. (2016) Digital play: a new classification. Early Years, 36(3), 242-253. https://doi.org/10.1080/09575146.2016.1167675.
  • Mentzoni, R.A., Brunborg, G.S., Molde, H. et al., (2011). Problematic video game use: Estimated prevalence and associations with mental and physical health. Cyberpsychol Behav Soc Netw, 14, 591–596.
  • Miller, D., Robertson, D., Hudson, A., & Shimi, J. (2012). Signature pedagogy in early years education: A role for cots game-based learning. Computers in the Schools, 29(1–2), 227–247. https://doi.org/10.1080/07380569.2012.651423
  • Mustola, M., Koivula, M., Turja, L., & Laakso M.L., (2016). Reconsidering passivity and activity in children’s digital play. New Media ve Society. https://doi.org/10.1177/1461444816661550.
  • Opie, I., & Opie, P. (1959). The lore and language of schoolchildren. Oxford University Press.
  • Ögel, K. (2012). İnternet Bağımlılığı, İnternetin Psikolojisini Anlamak ve Bağımlılıkla Başa Çıkmak. Türkiye İş Bankası Kültür Yayınları, s.47-60.
  • Özhan, S. (2011). Dijital oyunlarda değerlendirme ve sınıflandırma sistemleri ve Türkiye açısından öneriler. Aile ve Toplum, 7(25), 21-33.
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Details

Primary Language English
Subjects Graphics, Augmented Reality and Games (Other), Cybersecurity and Privacy (Other)
Journal Section Reviews
Authors

Ümit Ünsal Kaya 0000-0001-7662-8089

Nezahat Hamiden Karaca 0000-0002-7424-7669

Publication Date June 4, 2023
Submission Date March 31, 2023
Published in Issue Year 2023

Cite

APA Kaya, Ü. Ü., & Karaca, N. H. (2023). The Evolutionary Transformation of Games: Digital Games and Children’s Cyber Security. TAM Akademi Dergisi, 2(1), 146-159. https://doi.org/10.58239/tamde.2023.03.008.x

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