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İletişim Bağlamında Güncel Dijital Oyun Araştırmaları: Lisansüstü Tezler Üzerine Bir İçerik Analizi

Year 2024, Issue: 16, 231 - 248, 29.06.2024
https://doi.org/10.55609/yenimedya.1362659

Abstract

Türkiye’deki dijital oyun konulu lisansüstü tezlerin konu edinildiği bu çalışmada, 453 lisansüstü tez çalışması içerik analiziyle incelenmiştir. Lisansüstü tezler; enstitü, alan bilgisi, ele aldığı konu, kullanılan araştırma yöntemi ve veri toplama tekniği yönünden incelenmiştir. Dijital oyun konulu tezlerin sosyal bilimler enstitüsü, eğitim bilimleri enstitüsü ve lisansüstü eğitim enstitülerinde yoğunlaştığı; eğitim, psikoloji, spor bilimleri ve iletişim alanlarında yazıldığı bulgusuna ulaşılmıştır. Araştırmalarda, nicel araştırma yönteminin ve anket ile veri toplama tekniğinin yaygın olduğu, dijital oyun bağımlılığı ve oyunların eğitim/öğretime etkilerinin ise en fazla çalışılan alt konular olduğu sonucuna ulaşılmıştır. İletişim bağlamında ise; İletişim bilimleri, radyo, televizyon ve sinema, halkla ilişkiler, grafik ve tasarım ile gazetecilik alanlarında dijital oyunların daha fazla tez konusu olduğu görülmüştür. İletişim bağlamında nitel araştırma yöntemlerinden ve örnek olay incelemesi tekniğinden sıklıkla yararlanılmıştır. Dijital oyunlarla bağlantılı alt konularda ise iletişim alanında oyunda temsil, oyunda anlatı ve oyuncu kültürünün diğer konulardan daha fazla incelendiği anlaşılmaktadır. Bu çalışma sonucunda; doktora tezlerinin ve karma yöntemli araştırmaların azlığı dikkat çekmektedir. Ayrıca, dijital oyunların karakteristik özelliklerini, dijital oyun kültürünü, dijital oyunların içerisindeki iletişimi konu edinen lisansüstü çalışmalara ihtiyaç olduğu sonucuna ulaşılmıştır.

Ethical Statement

Bu çalışmada kullanılan veriler, insan ya da hayvan katılımcılardan toplanmadığından çalışmanın yayınlanması için etik kurul iznine ihtiyaç olmadığını beyan ederim.

References

  • Accenture. (2021). Gaming: The next super platform. https://www.accenture.com/us-en/insights/software-platforms/gaming-the-next-super-platform.
  • Akay, B., & Ayhan, B. (2021). Türkiye’de e-spor üzerine yapılan akademik çalışmaların içerik analizi. Uluslararası Güncel Eğitim Araştırmaları Dergisi, 7(2), 656-671.
  • Anderson, C. A., Shibuya, A., İhori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., . . . Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. https://doi.org/10.1037/a0018251
  • Arslan, K., & Coştu, F. (2022). Eğitimin vazgeçilmez parçası dijital oyunlar: lisansüstü tezlere ait bir sentez çalışması . Dokuz Eylül Üniversitesi Buca Eğitim Fakültesi Dergisi(54), 1329-1359. https://doi.org/10.53444/deubefd.1169883.
  • Bickham, D. S., Blood, E. A., Walls, C. E., Shrier, L. A., & Ricj, M. (2013). Characteristics of screen media use associated with higher BMI in young adolescents. Pediatrics, 131(5), 935-941. https://doi.org/10.1542/peds.2012-1197.
  • Brooks, G. A., & Clark, L. (2019). Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive Behaviours, 96, 26-34. https://doi.org/10.1016/j.addbeh.2019.04.009
  • Casino.ca. (2019). Reasons for purchasing a loot box according to console gamers in the United States in 2019. https://www.statista.com/statistics/1219756/gaming-loot-box-purchase-reasons-usa/.
  • Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937-950. https://onlinelibrary.wiley.com/doi/full/10.1002/mar.21631
  • Coavoux, S., Boutet, M., & Zabban, V. (2017). what we know about games: a scientometric approach to game studies in the 2000s. Games and Culture, 12(6), 563-584. https://doi.org/10.1177/1555412016676661
  • Creswell, J., & Clark, P. (2011). Designing and conducting mixed methods research. Sage Publication.
  • DFC intelligence. (2023). Global video game consumer: Market Overview. https://www.dfcint.com/product/global-video-game-consumer/.
  • Dowell, J. (2007). Digital Games and Learnign Gains. https://www.oecd.org/education/ceri/39414809.pdf.
  • Döşyılmaz, E., Öztürk, O., Atılgan, D., & Kara, H. (2023). Türkiye’de e-spor alanında yayımlanmış lisansüstü tezlerin incelenmesi. Akdeniz Spor Bilimleri Dergisi, 6(2), 564-580. https://doi.org/10.38021/asbid.1242357
  • Drummond, A., & Sauer, J. D. (2014). Video-games do not negatively impact adolescent academic performance in science, Mathematics or Reading. Plos One, (9). https://doi.org/10.1371/journal.pone.0087943.
  • Drummond, A., Sauer, J. D., & Hall, L. C. (2019). Loot box limit‐setting: A potential policy to protect video game users with gambling problems? Addiction, 144(5), 935-936. https://doi.org/10.1111/add.14583
  • Edgio. (2021). The State of Online Gaming Report. https://edg.io/resources/blog/state-of-online-gaming-2021/.
  • Egenfeldt-Nielsen, S., Smith, J., & Tosca, S. (2019). Understanding video games: The essential introduction. Routledge. https://doi.org/https://doi.org/10.4324/9780429431791
  • Entertainment Software Association. (2021). 2021 Essential Facts About the Video Game Industry. https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/.
  • Erbay, A. E. (2021). İletişim Biliminde Dijital Oyunlar Üzerine Yapılan Çalışmaların Betimsel Analizi. USBAD Uluslararası Sosyal Bilimler Akademi Dergisi, 3(5), 519-556. https://doi.org/10.47994/usbad.817988
  • Ergin, E., & Ergin, B. (2022). “Dijital Oyun” ile ilgili çalışmaların incelenmesi: bir bibliyometrik analiz. TRT Akademi, 7(16), 824-851. https://doi.org/10.37679/trta.1142969
  • Freyermurth, G. S. (2016). Games, game design, game studies: An introduction. Transcript Publishing.
  • Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Currrent Opinon in Psychology, 46, 101326.
  • Hilgard, J., Engelhardt, C. R., & Rouder, J. N. (2017). Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010). Psychological Bulletin, 143(7), 757-774. https://doi.org/10.1037/bul0000074
  • Kracht, C. L., Joseph, E. D., & Stainano, A. E. (2020). Video games, obesity, and children. current obesity reports, (9), 1-14. https://doi.org/10.1007/s13679-020-00368-z
  • Mäyrä, F. (2008). An Introduction to Game Studies. SAGE Publications.
  • Nielsen, R. K., & Grabarczyk, P. (2019). Are loot boxes gambling? random reward mechanisms in video games. Transactions of the Digital Games Research Association, 4(3), 171-207. https://doi.org/10.26503/todigra.v4i3.104
  • Patton, M. (2002). Qualitative evaluation and research methods (3.baskı). Sage Publication.
  • Quandt, T., Loo, J. V., J. V., Elson, M., Ivory, J. D., Consalv, M., & Mäyrä, F. (2015). Digital games research: a survey study on an emerging field and its prevalent debates. Journal of Communication, 65(6), 975-996. https://doi.org/10.1111/jcom.12182
  • Sinclair, B. (2021). Ultimate Team modes make up 29% of EA’s business. https://www.gamesindustry.biz/articles/2021-05-27-ultimate-teammodes-make-up-29-percent-of-eas-business.
  • Statista. (2022). Most popular reasons for playing video games according to gamers in the United States as of August 2022. Statista. https://doi.org/https://www.statista.com/statistics/239310/reasons-why-female-online-gamers-play-games-in-the-united-states/
  • Statista. (2023). Hours spent on playing video games per week in Turkey as of March 2023. https://www.statista.com/forecasts/1003000/hours-spent-on-playing-video-games-per-week-in-turkey
  • Wack, E., & Dunn, S. T. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 12(2), 241-244. Retrieved from https://doi.org/10.1089/cpb.2008.0151
  • Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis. IJ STEM Ed, 9(26). https://doi.org/10.1186/s40594-022-00344-0
  • We Are Social & Meltwater. (2023). Digital 2023 april global statshot report. https://wearesocial.com/uk/blog/2023/04/the-global-state-of-digital-in-april-2023/
  • Zendle, D., Mayer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9). https://doi.org/10.1111/add.14973

The Contemporary Research on Digital Games in the Context of Communication: A Content Analysis on Postgraduate Theses

Year 2024, Issue: 16, 231 - 248, 29.06.2024
https://doi.org/10.55609/yenimedya.1362659

Abstract

In this study, 453 postgraduate theses on digital games in Turkey were analysed through content analysis. The theses were analysed in terms of institute, expertise, subject, research method and data collection technique. It was found that theses on digital games were concentrated in social science institutes, educational science institutes and postgraduate education institutes and were written in the fields of education, psychology, sports science and communication. It was found that quantitative research methods and data collection techniques with questionnaires are common in research, and that digital game addiction and the effects of games on education/teaching are the most studied subtopics. In the context of communication, digital games were found to be the subject of more dissertations in the fields of communication studies, radio, television and cinema, public relations, graphics and design, and journalism. Qualitative research methods and the case study technique were often used in the context of communication. With regard to the subtopics related to digital games, it can be assumed that representation in the game, narrative in the game and player culture are analysed more than other topics in the field of communication. As a result of this study; the scarcity of dissertations and mixed methods studies draws attention to the following.

References

  • Accenture. (2021). Gaming: The next super platform. https://www.accenture.com/us-en/insights/software-platforms/gaming-the-next-super-platform.
  • Akay, B., & Ayhan, B. (2021). Türkiye’de e-spor üzerine yapılan akademik çalışmaların içerik analizi. Uluslararası Güncel Eğitim Araştırmaları Dergisi, 7(2), 656-671.
  • Anderson, C. A., Shibuya, A., İhori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., . . . Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. https://doi.org/10.1037/a0018251
  • Arslan, K., & Coştu, F. (2022). Eğitimin vazgeçilmez parçası dijital oyunlar: lisansüstü tezlere ait bir sentez çalışması . Dokuz Eylül Üniversitesi Buca Eğitim Fakültesi Dergisi(54), 1329-1359. https://doi.org/10.53444/deubefd.1169883.
  • Bickham, D. S., Blood, E. A., Walls, C. E., Shrier, L. A., & Ricj, M. (2013). Characteristics of screen media use associated with higher BMI in young adolescents. Pediatrics, 131(5), 935-941. https://doi.org/10.1542/peds.2012-1197.
  • Brooks, G. A., & Clark, L. (2019). Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive Behaviours, 96, 26-34. https://doi.org/10.1016/j.addbeh.2019.04.009
  • Casino.ca. (2019). Reasons for purchasing a loot box according to console gamers in the United States in 2019. https://www.statista.com/statistics/1219756/gaming-loot-box-purchase-reasons-usa/.
  • Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937-950. https://onlinelibrary.wiley.com/doi/full/10.1002/mar.21631
  • Coavoux, S., Boutet, M., & Zabban, V. (2017). what we know about games: a scientometric approach to game studies in the 2000s. Games and Culture, 12(6), 563-584. https://doi.org/10.1177/1555412016676661
  • Creswell, J., & Clark, P. (2011). Designing and conducting mixed methods research. Sage Publication.
  • DFC intelligence. (2023). Global video game consumer: Market Overview. https://www.dfcint.com/product/global-video-game-consumer/.
  • Dowell, J. (2007). Digital Games and Learnign Gains. https://www.oecd.org/education/ceri/39414809.pdf.
  • Döşyılmaz, E., Öztürk, O., Atılgan, D., & Kara, H. (2023). Türkiye’de e-spor alanında yayımlanmış lisansüstü tezlerin incelenmesi. Akdeniz Spor Bilimleri Dergisi, 6(2), 564-580. https://doi.org/10.38021/asbid.1242357
  • Drummond, A., & Sauer, J. D. (2014). Video-games do not negatively impact adolescent academic performance in science, Mathematics or Reading. Plos One, (9). https://doi.org/10.1371/journal.pone.0087943.
  • Drummond, A., Sauer, J. D., & Hall, L. C. (2019). Loot box limit‐setting: A potential policy to protect video game users with gambling problems? Addiction, 144(5), 935-936. https://doi.org/10.1111/add.14583
  • Edgio. (2021). The State of Online Gaming Report. https://edg.io/resources/blog/state-of-online-gaming-2021/.
  • Egenfeldt-Nielsen, S., Smith, J., & Tosca, S. (2019). Understanding video games: The essential introduction. Routledge. https://doi.org/https://doi.org/10.4324/9780429431791
  • Entertainment Software Association. (2021). 2021 Essential Facts About the Video Game Industry. https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/.
  • Erbay, A. E. (2021). İletişim Biliminde Dijital Oyunlar Üzerine Yapılan Çalışmaların Betimsel Analizi. USBAD Uluslararası Sosyal Bilimler Akademi Dergisi, 3(5), 519-556. https://doi.org/10.47994/usbad.817988
  • Ergin, E., & Ergin, B. (2022). “Dijital Oyun” ile ilgili çalışmaların incelenmesi: bir bibliyometrik analiz. TRT Akademi, 7(16), 824-851. https://doi.org/10.37679/trta.1142969
  • Freyermurth, G. S. (2016). Games, game design, game studies: An introduction. Transcript Publishing.
  • Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Currrent Opinon in Psychology, 46, 101326.
  • Hilgard, J., Engelhardt, C. R., & Rouder, J. N. (2017). Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010). Psychological Bulletin, 143(7), 757-774. https://doi.org/10.1037/bul0000074
  • Kracht, C. L., Joseph, E. D., & Stainano, A. E. (2020). Video games, obesity, and children. current obesity reports, (9), 1-14. https://doi.org/10.1007/s13679-020-00368-z
  • Mäyrä, F. (2008). An Introduction to Game Studies. SAGE Publications.
  • Nielsen, R. K., & Grabarczyk, P. (2019). Are loot boxes gambling? random reward mechanisms in video games. Transactions of the Digital Games Research Association, 4(3), 171-207. https://doi.org/10.26503/todigra.v4i3.104
  • Patton, M. (2002). Qualitative evaluation and research methods (3.baskı). Sage Publication.
  • Quandt, T., Loo, J. V., J. V., Elson, M., Ivory, J. D., Consalv, M., & Mäyrä, F. (2015). Digital games research: a survey study on an emerging field and its prevalent debates. Journal of Communication, 65(6), 975-996. https://doi.org/10.1111/jcom.12182
  • Sinclair, B. (2021). Ultimate Team modes make up 29% of EA’s business. https://www.gamesindustry.biz/articles/2021-05-27-ultimate-teammodes-make-up-29-percent-of-eas-business.
  • Statista. (2022). Most popular reasons for playing video games according to gamers in the United States as of August 2022. Statista. https://doi.org/https://www.statista.com/statistics/239310/reasons-why-female-online-gamers-play-games-in-the-united-states/
  • Statista. (2023). Hours spent on playing video games per week in Turkey as of March 2023. https://www.statista.com/forecasts/1003000/hours-spent-on-playing-video-games-per-week-in-turkey
  • Wack, E., & Dunn, S. T. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 12(2), 241-244. Retrieved from https://doi.org/10.1089/cpb.2008.0151
  • Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis. IJ STEM Ed, 9(26). https://doi.org/10.1186/s40594-022-00344-0
  • We Are Social & Meltwater. (2023). Digital 2023 april global statshot report. https://wearesocial.com/uk/blog/2023/04/the-global-state-of-digital-in-april-2023/
  • Zendle, D., Mayer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9). https://doi.org/10.1111/add.14973
There are 35 citations in total.

Details

Primary Language Turkish
Subjects Communication Studies, New Media
Journal Section Research Articles
Authors

Mahmut Enes Ağca 0000-0003-1944-5635

Early Pub Date June 28, 2024
Publication Date June 29, 2024
Submission Date September 18, 2023
Published in Issue Year 2024 Issue: 16

Cite

APA Ağca, M. E. (2024). İletişim Bağlamında Güncel Dijital Oyun Araştırmaları: Lisansüstü Tezler Üzerine Bir İçerik Analizi. Yeni Medya(16), 231-248. https://doi.org/10.55609/yenimedya.1362659

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