Araştırma Makalesi
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ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ

Yıl 2020, Cilt: 5 Sayı: 9, 110 - 130, 28.04.2020

Öz

1980’lerin
başında hızlı bir şekilde ticarileşmeye başlayan oyun endüstrisi günümüzde
geniş bant internettin sağladığı olanaklarla milyonlarca kişiye ulaşan bir
dünya haline gelmiştir.
Dijital
oyunlar bireylerin ilgilerini, tercihlerini, tutum ve davranışlarını sosyolojik
ve psikolojik tüm argümanları kullanarak yönlendirmektedir. Bu sanal dünya,
kullanıcıların benlik sunumu ve etki yönetimi için benzersiz araçlar sunmaktadır.
RPG (Role Playing Game) tarzı oyunlarda her oyuncu bir karakterle bağ kurarak
sanal bir kimliğe bürünmektedir. Oyuncular günlük yaşamlarındaki sosyal ve
psikolojik gereksinimlerini oyun içeriğine yansıtarak bir doyuma ulaşmaktadır. Milyonlarca
kişiye hitap eden geleneksel medya ortamları gibi
video oyunlarının da kişilerin düşünce ve davranışları üzerinde yönlendirici etkisi olup
olmadığına yönelik çeşitli metodolojiler
ve veri kaynaklarını içine alan birçok
araştırma bulunmaktadır.



Bu çalışmada popüler dijital oyun
karakterlerinin görsel unsurlarının oyuncular üstündeki etkilerini
incelenmektedir. Araştırma kapsamında dört bölümden oluşan bir çevrimiçi anket
formu kullanılmıştır. Öğrencilerin dijital oyun karakterler tercihlerinin
incelendiği bu çalışmaya 18-25 yaş aralığında 130 öğrenci katılmıştır. Anket
sonuçlarına göre elde edilen puan ortalamaları yaş, cinsiyet, kişilik
özellikleri, oyun tercihleri ve dijital oyun karakter özelliklerine göre
anlamlı düzeyde değişimin olup olmadığı ilişkisel olarak incelenmiştir.

Kaynakça

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Toplam 61 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Uğur Bakan 0000-0003-0117-3731

Fikri Salman

Yayımlanma Tarihi 28 Nisan 2020
Kabul Tarihi 25 Nisan 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 5 Sayı: 9

Kaynak Göster

APA Bakan, U., & Salman, F. (2020). ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat, 5(9), 110-130.
AMA Bakan U, Salman F. ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat. Nisan 2020;5(9):110-130.
Chicago Bakan, Uğur, ve Fikri Salman. “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”. Akademik Sanat 5, sy. 9 (Nisan 2020): 110-30.
EndNote Bakan U, Salman F (01 Nisan 2020) ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat 5 9 110–130.
IEEE U. Bakan ve F. Salman, “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”, Akademik Sanat, c. 5, sy. 9, ss. 110–130, 2020.
ISNAD Bakan, Uğur - Salman, Fikri. “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”. Akademik Sanat 5/9 (Nisan 2020), 110-130.
JAMA Bakan U, Salman F. ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat. 2020;5:110–130.
MLA Bakan, Uğur ve Fikri Salman. “ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ”. Akademik Sanat, c. 5, sy. 9, 2020, ss. 110-3.
Vancouver Bakan U, Salman F. ÖĞRENCİLERİN POPÜLER DİJİTAL OYUN KARAKTERLERİNİN SEÇİMİNDE GÖRSEL UNSURLARIN ETKİLERİ. Akademik Sanat. 2020;5(9):110-3.

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