Research Article
BibTex RIS Cite

Playing Practices of Generation Z in Online Multiplayer Games

Year 2022, Volume: 2 Issue: 2, 274 - 298, 20.12.2022
https://doi.org/10.29228/yazitdergisi.19

Abstract

Investigations on digital games are handled together with different disciplines and approaches. Accordingly, there are some methodological differences in game analysis methods. Some reviews take a gam-eoriented approach to game design. As for player-oriented research, it is studied in the field of ethnographic or digital media, and each uses methods from fields such as psychology, philosophy and sociology. In this study, a player-oriented approach was adopted. The subject of the research is the relationship between player experiences and behaviors in online multiplayer games and game structure. In the research, League of Legends game in the MOBA (Multiplayer Online Battle Arena) game category, which is a sub-genre of MMOG (Massively Online Multiplayer Games), was chosen. By adopting a situationist approach, it is aimed to analyze which elements of the game affect which experiential processes in the players by examining the relationship between the playing experiences of the players and the game structure in the light of player motivation and need theories. A study was made with the generation Z players, where digital games are the most popular today, and their game playing practices were examined within the framework of generation-specific features. With the phenomenology approach adopted by the semi-structured in-depth interview conducted within the scope of player-oriented analysis, the motivational tendencies, experiences and behavioral practices of the players in different sociocultural environments were examined within the framework of game design. The playing practices of the Z generation have been examined in the light of various motivation and need theories. According to the results of the research, game structure affects player experiences and behaviors in the field of game-specific social interaction.

References

  • Aarseth, Espen (2003). “Playing Research: Methodological Approaches to Game Analysis”. Game Approaches Conference. Papers from spilforskning.dk Conference, (Melbourne, 28 August 2003), Australia.
  • Arbeau, Kelly et al. (2020). “The Meaning of the Experience of Being an Online Video Game Player”. Computers in Human Behavior Reports, (2)4: 2-6.
  • Bateman, Chris et al. (2012) “Player Typology in Theory and Practice”. DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play, (January 2011). Utrecht School of the Arts.
  • Bhrühlmann Florian et al. (2020). “Motivational Profiling of League of Legends Players”. Frontiers in Psychology, (11)1307: 2-18.
  • Bolat, Özgür ve Antalyalı, Ömer Lütfi (2017). “Öğrenilmiş İhtiyaçlar Bağlamında Temel Motivasyon Kaynakları (Tmk) Ölçeğinin Geliştirilmesi, Güvenilirlik ve Geçerlik Analizi”. AİBÜ Sosyal Bilimler Enstitüsü Dergisi, (17)1: 83-114.
  • Bostan, Barbaros (2009). “Player Motivations: A Psychological Perspective”. Computers in Entertainment, 7(2): 1-26.
  • Byrne, Donn (1961). “Anxiety and the Experimental Arousal of Affiliation Need”. Journal of Abnormal Psychology. 63 (3): 660-662.
  • Cacioppo, John T. et al. (1996). “Dispositional Differences in Cognitive Motivation: The Life and Times of Individuals Varying in Need for Cognition”. Psychological Bulletin. 119(2): 197–253.
  • Chusmir, Leonard & Parker, Barbara (1984). “Dimensions of Need for Power: Personalized vs. Socialized Power in Female and Male Managers”. Sex Roles A Journal of Research, 11(9-10): 759-769.
  • Çırak, Neşe Sevim ve Erol, Osman (2020). “In Fact, Gender Plays a Significant Role in Whole Digital. What are the Factors that Affect the Motivation of Digital Gamers?”. Participatory Educational Research (PER), 7(1): 184-200.
  • Cohen, Arthur. R. et al. (1955). “An Experimental Investigation of Need for Cognition”. Journal of Abnormal and Social Psychology. 51(2): 291–294.
  • ÇOKAUM, (2004). Türkiye’de Çocuk Oyunları: Araştırmalar. Haz. Bekir Onur ve Neslihan Güney. Ankara: Ankara Üniversitesi Çocuk Kültürü Araştırma ve Uygulama Merkezi Yayınları.
  • Deci, Edward and Ryan, Richard (1985). “The General Causality Orientations Scale: Self-Determination in Personality”. Journal of Research in Personality. (19)2: 109-134.
  • Dovey, John & Kennedy, Helen (2006). Game Culture, Computer Games as New Media, Issues in Culture and Media Studies. New York: Open University Press.
  • Egenfeldt-Nielsen, Simon et al. (2016). Understanding Video Games, The Essential Introduction. New York: Routhledge.
  • Ermi, Laura & Mäyrä, Frans (2005). “Fundamental Components of the Gameplay Experience: Analysing Immersion”. Selected Papers of the Digital Games Research Association’s Second International Conference. Ed. S. Castell and J. Jenson. Vancouver: Simon Fraser University, 15-27.
  • Feng, Wu Chang et al. (2007). “A Long-Term Study of a Popular MMORPG”. Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, Net Games (Melbourne, 07 September,2007). Australia, 19–20.
  • Fuster, Hector et al. (2014). “Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games”. Cyberpsychology, Behavior, And Social Networking, 17(5): 292-297.
  • Huizinga, Johann (2014). Homo Ludens Oyunun Toplumsal İşlevi Üzerine Bir Deneme. Çev. Mehmet Ali Kılıçbay. İstanbul: Ayrıntı Yayınları.
  • Husserl, Edmund (1970). Logical investigations. London/New York: Routledge.
  • Jenkins, Henry (2005). “Games, the New Lively Art”. Handbook of Computer Game Studies. Ed. Joost. Raessens ve Jeffrey Goldstein. Cambridge: MIT Press.
  • Jenkins, Henry (2006). Fans, Games and Bloggers: Exploring Participatory Culture. New York: University Press. Kahn, Adam et al. (2015). “The Trojan Player Typology: A Cross-Genre, Cross-Cultural, Behaviorally Validated Scale of Video Game Play Motivations”. Computers in Human Behavior. 49: 354-361.
  • Karadoğan, Doruk (2015). İknanın Sosyal Psikolojisi (Temel Kavram ve Kuramlarıyla). İstanbul: Der Yayınları. Kellar, Melanie et al. (2005). “Motivational Factors in Game Play in Two User Groups”. Proceedings of DiGRA Conference: Changing Views – Worlds in Play. (January 2005)
  • Kwak, Haewoon et al. (2015). “Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games”. CHI’15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. (April 2015). New York, 3739–3748.
  • Manninen, Tony (2003). “Interaction Forms and Communicative Actions in Multiplayer Games”. The International Journal of Computer Game Research, (3)1: 1-10.
  • McClelland David (2010). The Achieving Society. New York: Free Press.
  • McLuhan, Marshall (2000). “Games: Extensions of Man”. Understanding Media. Cambridge, MA: MIT Press. Murray, Henry (1938). Explorations in Personality. UK: Oxford University Press.
  • Onur, Bekir ve Güney, Neslihan (2004). Türkiye’de Çocuk Oyunları: Araştırmalar. Ankara: Ankara Üniversitesi Çocuk Kültürü Araştırma ve Uygulama Merkezi Yayınları.
  • Peever, Nicole et al. (2012). “Personality and Video Game Genre Preferences”. Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System. Association for Computing Machinery (July 21), 1-3.
  • Plessis, Corne du (2017). Video Games as Play Assemblages: Applying Philosophical Concepts from Deleuze and Guattari to Create A Novel Approach To Video Games. Doctoral Thesis. South Africa: Nelson Mandela Metropolitan University.
  • Poeller, Susanne et al. (2021), “Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends”. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY), 1-23.
  • Sezen, Tonguç İbrahim (2011). “Dijital Oyunları Anlamak” Dijital Oyunlar. Ed. Gülin Terek Ünal ve Uğur Batı. Derin Yayınları, 119-148.
  • Sezer, Sergender ve Gültekin, Tule (2020). “Yaşlı Bireylerin Çocukluk Dönemlerindeki Oyun Pratikleri ile Günümüz Çocuklarının Oyun Pratiklerinin Karşılaştırılması”. Yaşlı Sorunları Araştırma Dergisi (YSAD), 13(2): 65-71.
  • Sladek, Sarah & Grabinger, Alyx (2014). The First Generation of the 21st Century has Arrived!
  • Sweetser Penelope & Wyeth Peta (2005). “Game Flow: A Model for Evaluating Player Enjoyment in Games”. Computers in Entertainment. (3)3: 1-24.
  • URL-1: “Newzoo’s Generations Report: How Different Generations Engage with Games” https://newzoo.com/insights/trend-reports/newzoos-generations-report-how-different-generations-engage-with-games (Erişim: 20.07.2022).
  • URL-2: “Facets: 5 Motivation Factors for Why People Play MMORPG’s” http: //www.nickyee.com/facets/home.html. (Erişim: 20.07.2022).
  • Varol, Merve Çelik ve Varol, Erdem (2018). “İhti̇yaçlar Hi̇yerarşi̇si̇ Göstergesi̇ Kuramına Göre Üni̇versi̇te Öğrenci̇leri̇ni̇n Moti̇vasyon Kaynaklarının İncelenmesi̇”. Uluslararası Multidisiplinler Çalışmaları Kongresi 11 Kasım, 2018 Bildiri Tam Metin Kitabı C. III. Ed. Mehmet Canbulat vd. Antalya: Multicongress, 156-163.
  • Walther, Joseph (1992). “Interpersonal Effects in Computer-Mediated Interaction: A Relational Perspective”. Communication Research. 19(1): 52–90.
  • Zimbardo, Philip & Formica, Robert (1963). “Emotional Comparison and Self-Esteem as Determinants of Affiliation”. Journal of Personality, 31(2): 142 -162.
  • Zuckerman, Marvin (1994). Behavioral Expressions and Biosocial Bases of Sensation Seeking. UK: Cambridge University Press.

Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri

Year 2022, Volume: 2 Issue: 2, 274 - 298, 20.12.2022
https://doi.org/10.29228/yazitdergisi.19

Abstract

Dijital oyunlara yönelik incelemeler farklı disiplin ve yaklaşımlarla birlikte ele alınmaktadır. Buna göre oyun inceleme yöntemlerinde metodolojik yönden birtakım farklılıklar oluşmaktadır. Bazı incelemeler oyun tasarımı alanında oyun odaklı bir yaklaşım benimsemektedirler. Oyuncu odaklı araştırmalar etnografik ya da dijital medya alanında incelenmekte ve her biri psikoloji, felsefe ve sosyoloji gibi alanlardaki yöntemleri kullanmaktadırlar. Bu çalışmada oyuncu odaklı bir yaklaşım benimsenmiştir. Araştırmanın konusu çevirim içi çok oyunculu oyunlardaki oyuncu deneyimlerinin oyun yapısı ile ilişkisidir. Araştırmada MMOG (Massively Online Multiplayer Games-Kitlesel Katılımlı Çevirim İçi Çok oyunculu Oyunlar) türünün alt türü olan MOBA (Multiplayer Online Battle Arena-Çevirim İçi Çok Oyunculu Savaş Arenası Oyunu) oyun kategorisindeki League of Legends oyunu seçilmiştir. Durumcu bir yaklaşım benimsenerek oyuncuların oynama deneyimlerinin oyun yapısı ile ilişkisinin oyuncu motivasyon ve ihtiyaç kuramları ışığında incelenerek oyun yapısının oyuncularda hangi deneyimsel süreçleri etkilediğinin analiz edilmesi amaçlanmıştır. Dijital oyunların günümüzde en çok ilgi gördüğü Z kuşağı oyuncularıyla bir inceleme yapılarak kuşağa özgü özellikler çerçevesinde oyun oynama pratikleri incelenmiştir. Oyuncu odaklı inceleme kapsamında yapılan yarı yapılandırılmış derinlemesine görüşme ile benimsenen fenomenoloji yaklaşımıyla farklı sosyokültürel çevrelerdeki oyuncuların motivasyon eğilimleri, deneyimleri ve davranış pratikleri oyun tasarımı çerçevesinde incelenmiştir. Z kuşağının oynama pratikleri çeşitli motivasyon ve ihtiyaç kuramları ışığında incelenmiştir. Araştırmanın sonuçlarına göre oyuna özgü sosyal etkileşim alanında oyun yapısı oyuncu deneyim ve davranışlarını etkilemektedir.

References

  • Aarseth, Espen (2003). “Playing Research: Methodological Approaches to Game Analysis”. Game Approaches Conference. Papers from spilforskning.dk Conference, (Melbourne, 28 August 2003), Australia.
  • Arbeau, Kelly et al. (2020). “The Meaning of the Experience of Being an Online Video Game Player”. Computers in Human Behavior Reports, (2)4: 2-6.
  • Bateman, Chris et al. (2012) “Player Typology in Theory and Practice”. DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play, (January 2011). Utrecht School of the Arts.
  • Bhrühlmann Florian et al. (2020). “Motivational Profiling of League of Legends Players”. Frontiers in Psychology, (11)1307: 2-18.
  • Bolat, Özgür ve Antalyalı, Ömer Lütfi (2017). “Öğrenilmiş İhtiyaçlar Bağlamında Temel Motivasyon Kaynakları (Tmk) Ölçeğinin Geliştirilmesi, Güvenilirlik ve Geçerlik Analizi”. AİBÜ Sosyal Bilimler Enstitüsü Dergisi, (17)1: 83-114.
  • Bostan, Barbaros (2009). “Player Motivations: A Psychological Perspective”. Computers in Entertainment, 7(2): 1-26.
  • Byrne, Donn (1961). “Anxiety and the Experimental Arousal of Affiliation Need”. Journal of Abnormal Psychology. 63 (3): 660-662.
  • Cacioppo, John T. et al. (1996). “Dispositional Differences in Cognitive Motivation: The Life and Times of Individuals Varying in Need for Cognition”. Psychological Bulletin. 119(2): 197–253.
  • Chusmir, Leonard & Parker, Barbara (1984). “Dimensions of Need for Power: Personalized vs. Socialized Power in Female and Male Managers”. Sex Roles A Journal of Research, 11(9-10): 759-769.
  • Çırak, Neşe Sevim ve Erol, Osman (2020). “In Fact, Gender Plays a Significant Role in Whole Digital. What are the Factors that Affect the Motivation of Digital Gamers?”. Participatory Educational Research (PER), 7(1): 184-200.
  • Cohen, Arthur. R. et al. (1955). “An Experimental Investigation of Need for Cognition”. Journal of Abnormal and Social Psychology. 51(2): 291–294.
  • ÇOKAUM, (2004). Türkiye’de Çocuk Oyunları: Araştırmalar. Haz. Bekir Onur ve Neslihan Güney. Ankara: Ankara Üniversitesi Çocuk Kültürü Araştırma ve Uygulama Merkezi Yayınları.
  • Deci, Edward and Ryan, Richard (1985). “The General Causality Orientations Scale: Self-Determination in Personality”. Journal of Research in Personality. (19)2: 109-134.
  • Dovey, John & Kennedy, Helen (2006). Game Culture, Computer Games as New Media, Issues in Culture and Media Studies. New York: Open University Press.
  • Egenfeldt-Nielsen, Simon et al. (2016). Understanding Video Games, The Essential Introduction. New York: Routhledge.
  • Ermi, Laura & Mäyrä, Frans (2005). “Fundamental Components of the Gameplay Experience: Analysing Immersion”. Selected Papers of the Digital Games Research Association’s Second International Conference. Ed. S. Castell and J. Jenson. Vancouver: Simon Fraser University, 15-27.
  • Feng, Wu Chang et al. (2007). “A Long-Term Study of a Popular MMORPG”. Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, Net Games (Melbourne, 07 September,2007). Australia, 19–20.
  • Fuster, Hector et al. (2014). “Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games”. Cyberpsychology, Behavior, And Social Networking, 17(5): 292-297.
  • Huizinga, Johann (2014). Homo Ludens Oyunun Toplumsal İşlevi Üzerine Bir Deneme. Çev. Mehmet Ali Kılıçbay. İstanbul: Ayrıntı Yayınları.
  • Husserl, Edmund (1970). Logical investigations. London/New York: Routledge.
  • Jenkins, Henry (2005). “Games, the New Lively Art”. Handbook of Computer Game Studies. Ed. Joost. Raessens ve Jeffrey Goldstein. Cambridge: MIT Press.
  • Jenkins, Henry (2006). Fans, Games and Bloggers: Exploring Participatory Culture. New York: University Press. Kahn, Adam et al. (2015). “The Trojan Player Typology: A Cross-Genre, Cross-Cultural, Behaviorally Validated Scale of Video Game Play Motivations”. Computers in Human Behavior. 49: 354-361.
  • Karadoğan, Doruk (2015). İknanın Sosyal Psikolojisi (Temel Kavram ve Kuramlarıyla). İstanbul: Der Yayınları. Kellar, Melanie et al. (2005). “Motivational Factors in Game Play in Two User Groups”. Proceedings of DiGRA Conference: Changing Views – Worlds in Play. (January 2005)
  • Kwak, Haewoon et al. (2015). “Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games”. CHI’15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. (April 2015). New York, 3739–3748.
  • Manninen, Tony (2003). “Interaction Forms and Communicative Actions in Multiplayer Games”. The International Journal of Computer Game Research, (3)1: 1-10.
  • McClelland David (2010). The Achieving Society. New York: Free Press.
  • McLuhan, Marshall (2000). “Games: Extensions of Man”. Understanding Media. Cambridge, MA: MIT Press. Murray, Henry (1938). Explorations in Personality. UK: Oxford University Press.
  • Onur, Bekir ve Güney, Neslihan (2004). Türkiye’de Çocuk Oyunları: Araştırmalar. Ankara: Ankara Üniversitesi Çocuk Kültürü Araştırma ve Uygulama Merkezi Yayınları.
  • Peever, Nicole et al. (2012). “Personality and Video Game Genre Preferences”. Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System. Association for Computing Machinery (July 21), 1-3.
  • Plessis, Corne du (2017). Video Games as Play Assemblages: Applying Philosophical Concepts from Deleuze and Guattari to Create A Novel Approach To Video Games. Doctoral Thesis. South Africa: Nelson Mandela Metropolitan University.
  • Poeller, Susanne et al. (2021), “Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends”. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY), 1-23.
  • Sezen, Tonguç İbrahim (2011). “Dijital Oyunları Anlamak” Dijital Oyunlar. Ed. Gülin Terek Ünal ve Uğur Batı. Derin Yayınları, 119-148.
  • Sezer, Sergender ve Gültekin, Tule (2020). “Yaşlı Bireylerin Çocukluk Dönemlerindeki Oyun Pratikleri ile Günümüz Çocuklarının Oyun Pratiklerinin Karşılaştırılması”. Yaşlı Sorunları Araştırma Dergisi (YSAD), 13(2): 65-71.
  • Sladek, Sarah & Grabinger, Alyx (2014). The First Generation of the 21st Century has Arrived!
  • Sweetser Penelope & Wyeth Peta (2005). “Game Flow: A Model for Evaluating Player Enjoyment in Games”. Computers in Entertainment. (3)3: 1-24.
  • URL-1: “Newzoo’s Generations Report: How Different Generations Engage with Games” https://newzoo.com/insights/trend-reports/newzoos-generations-report-how-different-generations-engage-with-games (Erişim: 20.07.2022).
  • URL-2: “Facets: 5 Motivation Factors for Why People Play MMORPG’s” http: //www.nickyee.com/facets/home.html. (Erişim: 20.07.2022).
  • Varol, Merve Çelik ve Varol, Erdem (2018). “İhti̇yaçlar Hi̇yerarşi̇si̇ Göstergesi̇ Kuramına Göre Üni̇versi̇te Öğrenci̇leri̇ni̇n Moti̇vasyon Kaynaklarının İncelenmesi̇”. Uluslararası Multidisiplinler Çalışmaları Kongresi 11 Kasım, 2018 Bildiri Tam Metin Kitabı C. III. Ed. Mehmet Canbulat vd. Antalya: Multicongress, 156-163.
  • Walther, Joseph (1992). “Interpersonal Effects in Computer-Mediated Interaction: A Relational Perspective”. Communication Research. 19(1): 52–90.
  • Zimbardo, Philip & Formica, Robert (1963). “Emotional Comparison and Self-Esteem as Determinants of Affiliation”. Journal of Personality, 31(2): 142 -162.
  • Zuckerman, Marvin (1994). Behavioral Expressions and Biosocial Bases of Sensation Seeking. UK: Cambridge University Press.
There are 41 citations in total.

Details

Primary Language Turkish
Journal Section Research Articles
Authors

Özlem Yumrukuz 0000-0003-1376-3325

Publication Date December 20, 2022
Published in Issue Year 2022 Volume: 2 Issue: 2

Cite

APA Yumrukuz, Ö. (2022). Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri. YAZIT Kültür Bilimleri Dergisi, 2(2), 274-298. https://doi.org/10.29228/yazitdergisi.19
AMA Yumrukuz Ö. Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri. YAZIT Kültür Bilimleri Dergisi. December 2022;2(2):274-298. doi:10.29228/yazitdergisi.19
Chicago Yumrukuz, Özlem. “Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri”. YAZIT Kültür Bilimleri Dergisi 2, no. 2 (December 2022): 274-98. https://doi.org/10.29228/yazitdergisi.19.
EndNote Yumrukuz Ö (December 1, 2022) Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri. YAZIT Kültür Bilimleri Dergisi 2 2 274–298.
IEEE Ö. Yumrukuz, “Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri”, YAZIT Kültür Bilimleri Dergisi, vol. 2, no. 2, pp. 274–298, 2022, doi: 10.29228/yazitdergisi.19.
ISNAD Yumrukuz, Özlem. “Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri”. YAZIT Kültür Bilimleri Dergisi 2/2 (December 2022), 274-298. https://doi.org/10.29228/yazitdergisi.19.
JAMA Yumrukuz Ö. Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri. YAZIT Kültür Bilimleri Dergisi. 2022;2:274–298.
MLA Yumrukuz, Özlem. “Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri”. YAZIT Kültür Bilimleri Dergisi, vol. 2, no. 2, 2022, pp. 274-98, doi:10.29228/yazitdergisi.19.
Vancouver Yumrukuz Ö. Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri. YAZIT Kültür Bilimleri Dergisi. 2022;2(2):274-98.