Araştırma Makalesi
BibTex RIS Kaynak Göster

Ebeveynlerin Çocuklarının Dijital Oyun Oynamasına Yönelik Dijital Ebeveynlik Davranışlarının İncelenmesi

Yıl 2021, Cilt: 50 Sayı: 2, 833 - 857, 29.10.2021
https://doi.org/10.14812/cuefd.933215

Öz

Bu çalışma, ebeveynlerin çocuklarının bilgisayar oyunları oynamalarıyla ilgili tutum, izleme ve arabuluculuk davranışlarını anlamayı amaçlamaktadır. Bu nitel durum çalışmasında, 30 ebeveyn 14 açık uçlu soruyu cevaplamıştır. Veriler betimsel analiz yaklaşımına göre analiz edildiğinde bulgular tutum, izleme ve arabuluculuk olmak üzere üç ana başlıkta temalandırılmıştır. Araştırmada, ebeveynlerin özellikle eğitsel oyunların çocuklarını zihinsel açıdan geliştirdiğini ve eleştirel düşünme becerilerini artırdığını, genel olarak dijital oyunların ise teknoloji kullanımını takip etme kolaylığı sağladığını ve hayal gücünü geliştirdiğini düşündüğü belirlenmiştir. Ebeveynlerin çocuklarının dijital oyun oynama sürelerini kısıtladığını, dijital oyun seçiminde daha dikkatli olmaya çalıştıklarını, eğitsel oyunlara yönelik olumlu ancak diğer dijital oyunlara yönelik ise olumsuz tutum sergiledikleri ortaya çıkmıştır. Sonuçlar, ebeveynlerin dijital ebeveynlik yaklaşımlarını yeniden gözden geçirmeleri gerektiğini göstermektedir. Dijital ebeveynlik, ebeveynlerin daha fazla dijital oyun oynaması anlamına gelmemektedir. Bunun yerine çocuklarına dijital oyunlarda karşılaşabilecekleri riskleri ve kazanımları öğretmeleridir. Bu çalışma, çocukların deneyimlerini ebeveynlerin bakış açısından incelemiş ve çocuğun dijital yaşamı açısından çocuk ile ebeveyn arasında ne kadar etkileşim olduğunu göstermiştir.

Kaynakça

  • Akkaya, S , Tan, Z , Kapıdere, M , Şahin, S . (2021). Investigation of the Relationship between Parents' Awareness of Digital Parenting and the Effects of Digital Games on Their Children. İnönü Üniversitesi Eğitim Fakültesi Dergisi , 22 (1) , 889-917 . DOI: 10.17679/inuefd.905569.
  • All, A., Castellar, E. P. N. & Looy, J. V. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computer & Education, 92-93, 90-103. https://doi.org/10.1016/j.compedu.2015.10.007
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. https://doi.org/10.1037/0022-3514.78.4.772
  • Anderson, C. A., Shibuya, A., Ihori, 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
  • Akçay, D., & Özcebe, H. (2012). Evaluation of computer game playing habits of children at pre-school education levels and their families. Journal of Child, 12(2), 66-71. DOI:10.5222/j.child.2012.066.
  • Ataman Yengin, D. (2019). Dijital Oyun Bağımlılığı. In G. H. Karadağ (Ed.), Dijital Hastalıklar (p. 124). Der Yayınları, İstanbul.
  • Baxter, P., Jack, S. (2008). Qualitative case study methodology: Study design and implementation for novice researchers. The Qualitative Report, 13, 544–559.
  • Britain, G. (2013). Children and parents: Media use and attitudes report. Ofcom.
  • Bogost, I. (2007). Persuasive games: The expressive power of video games. Cambridge, MA, USA: The MIT Press.
  • Bourgonjon, J., Valcke, M., Soetaert, R., De Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 57(1), 1434-1444. https://doi.org/10.1016/j.compedu.2010.12.012
  • Byron, T. (2008). Safer children in a digital world. The report of the BYRON REVIEW. Nottingham, England, UK: Department for Children, Schools and Families Publications.
  • Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression. Minerva Psichiatrica, 45(1), 1-18.
  • Castellar, E. N., Van Looy, J., Szmalec, A., & Marez, L. (2014). Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes. Information Sciences, 264, 19-31. https://doi.org/10.1016/j.ins.2013.09.030
  • Chai, S. L., Chen, V. H. H., & Khoo, A. (2011). Social relationships of gamers and their parents. Procedia - Social and Behavioral Sciences, 30, 1237–1241. doi:10.1016/j.sbspro.2011.10.239.
  • Charlie C. W. D., HyeKyung, C., & Khoo, A. (2011). Role of parental relationships in pathological gaming. Procedia - Social and Behavioral Sciences, 30, 1230-1236. doi:10.1016/j.sbspro.2011.10.238.
  • Cingel, D. P., & Hargittai, E. (2018). The relationship between childhood rules about technology use and later-life academic achievement among young adults. The Communication Review, 21(2), 1-22. https://doi.org/10.1080/10714421.2018.1468182.
  • Connolly, T. M., Boyle, E. A., McArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004
  • Çakır, H. (2013). Taking the opinions of parents and specifying the effects on students about computer games. Mersin University Journal of the Faculty of Education, 9(2), 138-150.
  • Çetinkaya, L., & Sütçü, S. S. (2016). Parents’ restrictions on their children’s use of information technologies and their reasons from the perspective of their children. Turkish Online Journal of Qualitative Inquiry, 7(1), 79-116. https://doi.org/10.17569/tojqi.58102.
  • Durak, A. & Kaygın, H. (2018). Reflections from technology usage: Parental views on values that are degenerated by the use of technology. Bartın University Journal of Faculty of Education, 7(3), 1035-.1053. DOI: 10.14686/buefad.425146
  • Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games. Unpublished PhD, IT-University of Copenhagen, Copenhagen.
  • Elsaesser, C., Russell, B., Ohannessian, C. M., & Patton, D. (2017). Parenting in a digital age: A review of parents' role in preventing adolescent cyberbullying. Aggression and Violent Behavior, 35, 62-72. https://doi.org/10.1016/j.avb.2017.06.004.
  • Ferguson, C. J. (2015). Does media violence predict societal violence? It depends on what you look at and when, Journal of Communication, 65(1), 1-22. doi: 10.1111/jcom.12129.
  • Funk, J. B., Hagan, J. D., & Schimming, J. L. (1999). Children and electronic games: A comparison of parents' and children's perceptions of children's habits and preferences in a United States sample. Psychological Reports, 85, 883–888. https://doi.org/10.2466/pr0.1999.85.3.883
  • Funk, J. B., Buchman, D. D., Jenks, J., & Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Applied Developmental Psychology, 24, 413–436. https://doi.org/10.1016/S0193-3973(03)00073-X
  • Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2003). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5–22. https://doi.org/10.1016/j.adolescence.2003.10.002.
  • Gong, H., Piller, Y. (2018). Differences in parental involvement and perception of video games: A pilot study on American-born and immigrant parents. Eurasia Journal of Mathematics, Science and Technology Education, 14(3), 785-796. https://doi.org/10.12973/ejmste/80913
  • Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578-589. https://doi.org/10.1177/0146167213520459.
  • Hatzigianni, M. & Margetts, K. (2014). Parents’ beliefs and evaluations of young children’ s computer use. Australasian Journal of Early Childhood 39(4), 114-122. https://doi.org/10.1177/183693911403900415.
  • Hiniker, A., Schoenebeck, S. Y., & Kientz, J. A. (2016, February). Not at the dinner table: Parents' and children's perspectives on family technology rules. In Proceedings of the 19th ACM conference on computer-supported cooperative work & social computing (pp. 1376-1389). ACM.
  • Huang, G., Li, X., Chen, W., & Straubhaar, J. D. (2018). Fall-behind parents? The influential factors on digital parenting self-efficacy in disadvantaged communities. American Behavioral Scientist, 62(9), 1186-1206. doi:10.1177/0002764218773820.
  • Karaboğa, M. T. (2019). Dijital medya okuryazarlığında anne ve baba eğitimi. OPUS Uluslararası Toplum Araştırmaları Dergisi, 14(20), 2040-2073.
  • Karakuş, T., Inal, Y., & Çağıltay, K. (2008). A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24, 2520–2529. https://doi.org/10.1016/j.chb.2008.03.011.
  • Lee, S. J., & Chae, Y. G. (2007). Children's Internet use in a family context: Influence on family relationships and parental mediation. Cyber Psychology & Behavior, 10(5), 640-644. DOI: 10.1089/cpb.2007.9975
  • Lim, S. S. (2018). Transcendent parenting in digitally connected families. When the technological meets the social. In G. Mascheroni, C. Ponte & A. Jorge (Eds.), Digital parenting the challenges for families in the digital age (pp.31-39). Göteborg: Nordicom
  • Livingstone, S. (2007). Strategies of parental regulation in the media-rich home. Computers in Human Behavior, 23(3), 920–941. https://doi.org/10.1016/j.chb.2005.08.002.
  • Livingstone, S., & Haddon, L. (2009). EU Kids Online: Final Report. LSE, London: EU Kids Online. (EC Safer Internet Plus Programme Deliverable D6.5)
  • Livingstone, S., & Helsper, E. J. (2008). Parental mediation of children's internet use. Journal of Broadcasting & Electronic Media, 52(4), 581-599. https://doi.org/10.1080/08838150802437396.
  • Lobel, A., Engels, R. C., Stone, L. L., Burk, W. J., & Granic, I. (2017). Video gaming and children’s psychosocial wellbeing: A longitudinal study. Journal of Youth and Adolescence, 46(4), 884-897. DOI: 10.1007/s10964-017-0646-z.
  • Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016). Gamification of cognitive assessment and cognitive training: A systematic review of applications and efficacy. JMIR Serious Games, 4(2), e11. http://doi.org/10.2196/games.5888
  • Marshall, S. J., Biddle, S. J. H., Gorely, T., Cameraon, N., & Murdey, I. (2004). Relationships between media use, body fatness and physical activity in children and youth: A meta-analysis. International Journal of Obesity, 28(10), 1238-1246. DOI: 10.1038/sj.ijo.0802706.
  • Mascheroni, G., Ponte, C. & Jorge, A. (Eds) (2018). Digital Parenting the Challenges for Families in the Digital Age. Göteborg: Nordicom
  • Miles, M. B., & A. M. Huberman. (1995). Qualitative data analysis. Thousand Oaks, CA: Sage.
  • Mustafaoglu, R., & Yasacı, Z. (2018). Dijital oyun oynamanın çocukların ruhsal ve fiziksel sağlığı üzerine olumsuz etkileri. Bağımlılık Dergisi, 19(3), 51–58.
  • Nathanson, A. I. (2015). Media and the family: Reflections and future directions. Journal of Children and Media, 9(1), 133-139. https://doi.org/10.1080/17482798.2015.997145.
  • Nelsonmandela, D. S., & Raja, D. G. B. (2020). An Introduction To Massively Multi-Player Online Social Games (Mmosg) And 3d Chat Games: Understanding The Need For Parents' Critical Digital Literacy And Parental Mediation. European Journal of Molecular & Clinical Medicine, 7(3), 4560-4566.
  • Nikken, P., & Jansz, J. (2006). Parental mediation of children’s video game playing: A comparison of the reports by parents and children. Learning, Media and Technology, 31(2), 181-202. https://doi.org/10.1080/17439880600756803.
  • Nikken, P., & Jansz, J. (2014). Developing scales to measure parental mediation of young children’s Internet use. Learning, Media and Technology, 39, 250–266. https://doi.org/10.1080/17439884.2013.782038.
  • Nikken, P., & Opree, S. J. (2018). Guiding young children’s digital media use: SES-differences in mediation concerns and competence. Journal of child and family studies, 27(6), 1844-1857. https://doi.org/10.1007/s10826-018-1018-3.
  • Nikken, P., & Schols, M. (2015). How and why parents guide the media use of young children. Journal of Child and Family Studies, 24(11), 3423-3435. DOI: 10.1007/s10826-015-0144-4.
  • NPD Group. (2011). The video game industry is adding 2–17-year-old gamers at a rate higher than that age group’s population growth. Available at: https://www.npd.com/wps/portal/npd/us/news/pressreleases/pr_111011 (Accessed 10 March 2015).
  • Schaan, V. K., & Melzer, A. (2015). Parental mediation of children's television and video game use in Germany: Active and embedded in family processes. Journal of Children and Media, 9(1), 58-76. https://doi.org/10.1080/17482798.2015.997108.
  • Scharrer, E., & Leone, R. (2008). First-person shooters and the third-person effect. Human Communication Research, 34(2), 210–215. doi:10.1111/j.1468-2958.2008.00319.x
  • Tokel, S. T., Başer, D., & İşler, V. (2013). Parents’ knowledge levels and perceptions about their children’s use of internet and social networking sites. Mersin University Journal of the Faculty of Education, 9(1), 225-236.
  • Toran, M., Ulusoy, Z., Aydın, B., Deveci, T., & Akbulut, A. (2016). Evaluation of mothers’ views regarding children’s use of digital game. Kastamonu Education Journal, 24(5), 2263-2278. .
  • Torun, F., Akçay, A., & Çoklar, A. N. (2013). Bilgisayar oyunlarının ortaokul öğrencilerinin akademik davranış ve sosyal yaşam üzerine etkilerinin incelenmesi. Karaelmas Journal of Educational Sciences, 1(3), 25–35.
  • TÜİK (2020). Hanehalkı Bilişim Teknolojileri Kullanım Araştırması. 11 Temmuz 2021 tarihinde http://www.tuik.gov.tr/PreTablo.do?alt_id=1028 adresinden erişilmiştir.
  • Türkiye Oyun Raporu (2020). Türkiye Oyun Sektörü 2020 Raporu. 11 Temmuz 2021 tarihinde https://www.gaminginturkey.com/turkiye-oyun-sektoru-raporu-2020.pdf adresinden erişilmiştir.
  • Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers and Education, 52(1), 68-77. https://doi.org/10.1016/j.compedu.2008.06.008.
  • Valcke, M., Bonte, S., De Wever, B., & Rots, I. (2010). Internet parenting styles and the impact on Internet use of primary school children. Computers & Education, 55(2), 454-464. https://doi.org/10.1016/j.compedu.2010.02.009.
  • Van Petegem, S., de Ferrerre, E., Soenens, B., van Rooij, A. J., & Van Looy, J. (2019). Parents’ degree and style of restrictive mediation of young children’s digital gaming: Associations with parental attitudes and perceived child adjustment. Journal of Child and Family Studies, 28(5), 1379–1391. https://doi.org/10.1007/s10826-019-01368-x.
  • Weber, R., Ritterfield, U., & Kostygina, A. (2006). Aggression and violence as effects of playing violent video games? In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses and consequences (pp. 347‐361). Mahwah, NJ: Lawrence Erlbaum Associates.
  • Yeh, D. Y., & Cheng, C. H. (2016). Relationships among Taiwanese children's computer game use, academic achievement and parental governing approach. Research in Education, 95(1), 44-60. DOI:10.7227/RIE.0025.
  • Yılmaz, M., & Candan, F. (2018). Game virtual suicide real: a theoretical assessment of suicides caused by communication established on the Blue Whale Challenge Game. Akdeniz University Journal of Faculty of Communication, 30, 270-283.
  • Yurdakul, I. K., Dönmez, O., Yaman, F., & ve Odabaşı, H. F. (2013). Digital parenting and changing roles. Gaziantep University Journal of Social Sciences, 12(4), 883-896.
  • Zaman, B., Nouwen, M., Vanattenhoven, J., De Ferrerre, E., & Van Looy, J. (2016). A qualitative inquiry into the contextualized parental mediation practices of young children’s digital media use at home. Journal of Broadcasting & Electronic Media, 60(1), 1-22. https://doi.org/10.1080/08838151.2015.1127240.
  • Zeybekoğlu Akbaş, Ö., & Dursun, C. (2020). Teknolojinin aileye etkisi: değişen ailenin dijital ebeveyn ve çocukları. Turkish Studies-Social Sciences, 15(4), 2245–2265. https://doi.org/10.29228/turkishstudies.43395.

Investigating the Digital Parenting Behaviors of Parents on Children’s Digital Game Play

Yıl 2021, Cilt: 50 Sayı: 2, 833 - 857, 29.10.2021
https://doi.org/10.14812/cuefd.933215

Öz

This article aims to understand the attitudes, mediating and monitoring behaviors of parents related to the digital games played by their children. For this qualitative research, 30 parents answered 14 open-ended questions. Data analyzed descriptively. The data were analyzed with respect to the research questions and the analysis showed that the findings could be grouped into three themes: attitudes, monitoring, and mediating. The findings of the study demonstrated that parents thought that educational games developed their children mentally, developed their critical thinking skills, enabled them to follow up on how to benefit of those games, and developed their imagination. The research findings revealed that parents limited the time that their children spent with digital games; tried to be careful with regard to their children’s choices of digital games; and had positive attitudes toward educational games, but not others. The results implicated that parents need to raise their digital parenting approach. It should be noted that digital parenting does not mean parents to play more digital games. Instead of that it provides them to teach their children the risks and gains that may face in digital games.

Kaynakça

  • Akkaya, S , Tan, Z , Kapıdere, M , Şahin, S . (2021). Investigation of the Relationship between Parents' Awareness of Digital Parenting and the Effects of Digital Games on Their Children. İnönü Üniversitesi Eğitim Fakültesi Dergisi , 22 (1) , 889-917 . DOI: 10.17679/inuefd.905569.
  • All, A., Castellar, E. P. N. & Looy, J. V. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computer & Education, 92-93, 90-103. https://doi.org/10.1016/j.compedu.2015.10.007
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. https://doi.org/10.1037/0022-3514.78.4.772
  • Anderson, C. A., Shibuya, A., Ihori, 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
  • Akçay, D., & Özcebe, H. (2012). Evaluation of computer game playing habits of children at pre-school education levels and their families. Journal of Child, 12(2), 66-71. DOI:10.5222/j.child.2012.066.
  • Ataman Yengin, D. (2019). Dijital Oyun Bağımlılığı. In G. H. Karadağ (Ed.), Dijital Hastalıklar (p. 124). Der Yayınları, İstanbul.
  • Baxter, P., Jack, S. (2008). Qualitative case study methodology: Study design and implementation for novice researchers. The Qualitative Report, 13, 544–559.
  • Britain, G. (2013). Children and parents: Media use and attitudes report. Ofcom.
  • Bogost, I. (2007). Persuasive games: The expressive power of video games. Cambridge, MA, USA: The MIT Press.
  • Bourgonjon, J., Valcke, M., Soetaert, R., De Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 57(1), 1434-1444. https://doi.org/10.1016/j.compedu.2010.12.012
  • Byron, T. (2008). Safer children in a digital world. The report of the BYRON REVIEW. Nottingham, England, UK: Department for Children, Schools and Families Publications.
  • Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression. Minerva Psichiatrica, 45(1), 1-18.
  • Castellar, E. N., Van Looy, J., Szmalec, A., & Marez, L. (2014). Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes. Information Sciences, 264, 19-31. https://doi.org/10.1016/j.ins.2013.09.030
  • Chai, S. L., Chen, V. H. H., & Khoo, A. (2011). Social relationships of gamers and their parents. Procedia - Social and Behavioral Sciences, 30, 1237–1241. doi:10.1016/j.sbspro.2011.10.239.
  • Charlie C. W. D., HyeKyung, C., & Khoo, A. (2011). Role of parental relationships in pathological gaming. Procedia - Social and Behavioral Sciences, 30, 1230-1236. doi:10.1016/j.sbspro.2011.10.238.
  • Cingel, D. P., & Hargittai, E. (2018). The relationship between childhood rules about technology use and later-life academic achievement among young adults. The Communication Review, 21(2), 1-22. https://doi.org/10.1080/10714421.2018.1468182.
  • Connolly, T. M., Boyle, E. A., McArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004
  • Çakır, H. (2013). Taking the opinions of parents and specifying the effects on students about computer games. Mersin University Journal of the Faculty of Education, 9(2), 138-150.
  • Çetinkaya, L., & Sütçü, S. S. (2016). Parents’ restrictions on their children’s use of information technologies and their reasons from the perspective of their children. Turkish Online Journal of Qualitative Inquiry, 7(1), 79-116. https://doi.org/10.17569/tojqi.58102.
  • Durak, A. & Kaygın, H. (2018). Reflections from technology usage: Parental views on values that are degenerated by the use of technology. Bartın University Journal of Faculty of Education, 7(3), 1035-.1053. DOI: 10.14686/buefad.425146
  • Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games. Unpublished PhD, IT-University of Copenhagen, Copenhagen.
  • Elsaesser, C., Russell, B., Ohannessian, C. M., & Patton, D. (2017). Parenting in a digital age: A review of parents' role in preventing adolescent cyberbullying. Aggression and Violent Behavior, 35, 62-72. https://doi.org/10.1016/j.avb.2017.06.004.
  • Ferguson, C. J. (2015). Does media violence predict societal violence? It depends on what you look at and when, Journal of Communication, 65(1), 1-22. doi: 10.1111/jcom.12129.
  • Funk, J. B., Hagan, J. D., & Schimming, J. L. (1999). Children and electronic games: A comparison of parents' and children's perceptions of children's habits and preferences in a United States sample. Psychological Reports, 85, 883–888. https://doi.org/10.2466/pr0.1999.85.3.883
  • Funk, J. B., Buchman, D. D., Jenks, J., & Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Applied Developmental Psychology, 24, 413–436. https://doi.org/10.1016/S0193-3973(03)00073-X
  • Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2003). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5–22. https://doi.org/10.1016/j.adolescence.2003.10.002.
  • Gong, H., Piller, Y. (2018). Differences in parental involvement and perception of video games: A pilot study on American-born and immigrant parents. Eurasia Journal of Mathematics, Science and Technology Education, 14(3), 785-796. https://doi.org/10.12973/ejmste/80913
  • Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578-589. https://doi.org/10.1177/0146167213520459.
  • Hatzigianni, M. & Margetts, K. (2014). Parents’ beliefs and evaluations of young children’ s computer use. Australasian Journal of Early Childhood 39(4), 114-122. https://doi.org/10.1177/183693911403900415.
  • Hiniker, A., Schoenebeck, S. Y., & Kientz, J. A. (2016, February). Not at the dinner table: Parents' and children's perspectives on family technology rules. In Proceedings of the 19th ACM conference on computer-supported cooperative work & social computing (pp. 1376-1389). ACM.
  • Huang, G., Li, X., Chen, W., & Straubhaar, J. D. (2018). Fall-behind parents? The influential factors on digital parenting self-efficacy in disadvantaged communities. American Behavioral Scientist, 62(9), 1186-1206. doi:10.1177/0002764218773820.
  • Karaboğa, M. T. (2019). Dijital medya okuryazarlığında anne ve baba eğitimi. OPUS Uluslararası Toplum Araştırmaları Dergisi, 14(20), 2040-2073.
  • Karakuş, T., Inal, Y., & Çağıltay, K. (2008). A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24, 2520–2529. https://doi.org/10.1016/j.chb.2008.03.011.
  • Lee, S. J., & Chae, Y. G. (2007). Children's Internet use in a family context: Influence on family relationships and parental mediation. Cyber Psychology & Behavior, 10(5), 640-644. DOI: 10.1089/cpb.2007.9975
  • Lim, S. S. (2018). Transcendent parenting in digitally connected families. When the technological meets the social. In G. Mascheroni, C. Ponte & A. Jorge (Eds.), Digital parenting the challenges for families in the digital age (pp.31-39). Göteborg: Nordicom
  • Livingstone, S. (2007). Strategies of parental regulation in the media-rich home. Computers in Human Behavior, 23(3), 920–941. https://doi.org/10.1016/j.chb.2005.08.002.
  • Livingstone, S., & Haddon, L. (2009). EU Kids Online: Final Report. LSE, London: EU Kids Online. (EC Safer Internet Plus Programme Deliverable D6.5)
  • Livingstone, S., & Helsper, E. J. (2008). Parental mediation of children's internet use. Journal of Broadcasting & Electronic Media, 52(4), 581-599. https://doi.org/10.1080/08838150802437396.
  • Lobel, A., Engels, R. C., Stone, L. L., Burk, W. J., & Granic, I. (2017). Video gaming and children’s psychosocial wellbeing: A longitudinal study. Journal of Youth and Adolescence, 46(4), 884-897. DOI: 10.1007/s10964-017-0646-z.
  • Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016). Gamification of cognitive assessment and cognitive training: A systematic review of applications and efficacy. JMIR Serious Games, 4(2), e11. http://doi.org/10.2196/games.5888
  • Marshall, S. J., Biddle, S. J. H., Gorely, T., Cameraon, N., & Murdey, I. (2004). Relationships between media use, body fatness and physical activity in children and youth: A meta-analysis. International Journal of Obesity, 28(10), 1238-1246. DOI: 10.1038/sj.ijo.0802706.
  • Mascheroni, G., Ponte, C. & Jorge, A. (Eds) (2018). Digital Parenting the Challenges for Families in the Digital Age. Göteborg: Nordicom
  • Miles, M. B., & A. M. Huberman. (1995). Qualitative data analysis. Thousand Oaks, CA: Sage.
  • Mustafaoglu, R., & Yasacı, Z. (2018). Dijital oyun oynamanın çocukların ruhsal ve fiziksel sağlığı üzerine olumsuz etkileri. Bağımlılık Dergisi, 19(3), 51–58.
  • Nathanson, A. I. (2015). Media and the family: Reflections and future directions. Journal of Children and Media, 9(1), 133-139. https://doi.org/10.1080/17482798.2015.997145.
  • Nelsonmandela, D. S., & Raja, D. G. B. (2020). An Introduction To Massively Multi-Player Online Social Games (Mmosg) And 3d Chat Games: Understanding The Need For Parents' Critical Digital Literacy And Parental Mediation. European Journal of Molecular & Clinical Medicine, 7(3), 4560-4566.
  • Nikken, P., & Jansz, J. (2006). Parental mediation of children’s video game playing: A comparison of the reports by parents and children. Learning, Media and Technology, 31(2), 181-202. https://doi.org/10.1080/17439880600756803.
  • Nikken, P., & Jansz, J. (2014). Developing scales to measure parental mediation of young children’s Internet use. Learning, Media and Technology, 39, 250–266. https://doi.org/10.1080/17439884.2013.782038.
  • Nikken, P., & Opree, S. J. (2018). Guiding young children’s digital media use: SES-differences in mediation concerns and competence. Journal of child and family studies, 27(6), 1844-1857. https://doi.org/10.1007/s10826-018-1018-3.
  • Nikken, P., & Schols, M. (2015). How and why parents guide the media use of young children. Journal of Child and Family Studies, 24(11), 3423-3435. DOI: 10.1007/s10826-015-0144-4.
  • NPD Group. (2011). The video game industry is adding 2–17-year-old gamers at a rate higher than that age group’s population growth. Available at: https://www.npd.com/wps/portal/npd/us/news/pressreleases/pr_111011 (Accessed 10 March 2015).
  • Schaan, V. K., & Melzer, A. (2015). Parental mediation of children's television and video game use in Germany: Active and embedded in family processes. Journal of Children and Media, 9(1), 58-76. https://doi.org/10.1080/17482798.2015.997108.
  • Scharrer, E., & Leone, R. (2008). First-person shooters and the third-person effect. Human Communication Research, 34(2), 210–215. doi:10.1111/j.1468-2958.2008.00319.x
  • Tokel, S. T., Başer, D., & İşler, V. (2013). Parents’ knowledge levels and perceptions about their children’s use of internet and social networking sites. Mersin University Journal of the Faculty of Education, 9(1), 225-236.
  • Toran, M., Ulusoy, Z., Aydın, B., Deveci, T., & Akbulut, A. (2016). Evaluation of mothers’ views regarding children’s use of digital game. Kastamonu Education Journal, 24(5), 2263-2278. .
  • Torun, F., Akçay, A., & Çoklar, A. N. (2013). Bilgisayar oyunlarının ortaokul öğrencilerinin akademik davranış ve sosyal yaşam üzerine etkilerinin incelenmesi. Karaelmas Journal of Educational Sciences, 1(3), 25–35.
  • TÜİK (2020). Hanehalkı Bilişim Teknolojileri Kullanım Araştırması. 11 Temmuz 2021 tarihinde http://www.tuik.gov.tr/PreTablo.do?alt_id=1028 adresinden erişilmiştir.
  • Türkiye Oyun Raporu (2020). Türkiye Oyun Sektörü 2020 Raporu. 11 Temmuz 2021 tarihinde https://www.gaminginturkey.com/turkiye-oyun-sektoru-raporu-2020.pdf adresinden erişilmiştir.
  • Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers and Education, 52(1), 68-77. https://doi.org/10.1016/j.compedu.2008.06.008.
  • Valcke, M., Bonte, S., De Wever, B., & Rots, I. (2010). Internet parenting styles and the impact on Internet use of primary school children. Computers & Education, 55(2), 454-464. https://doi.org/10.1016/j.compedu.2010.02.009.
  • Van Petegem, S., de Ferrerre, E., Soenens, B., van Rooij, A. J., & Van Looy, J. (2019). Parents’ degree and style of restrictive mediation of young children’s digital gaming: Associations with parental attitudes and perceived child adjustment. Journal of Child and Family Studies, 28(5), 1379–1391. https://doi.org/10.1007/s10826-019-01368-x.
  • Weber, R., Ritterfield, U., & Kostygina, A. (2006). Aggression and violence as effects of playing violent video games? In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses and consequences (pp. 347‐361). Mahwah, NJ: Lawrence Erlbaum Associates.
  • Yeh, D. Y., & Cheng, C. H. (2016). Relationships among Taiwanese children's computer game use, academic achievement and parental governing approach. Research in Education, 95(1), 44-60. DOI:10.7227/RIE.0025.
  • Yılmaz, M., & Candan, F. (2018). Game virtual suicide real: a theoretical assessment of suicides caused by communication established on the Blue Whale Challenge Game. Akdeniz University Journal of Faculty of Communication, 30, 270-283.
  • Yurdakul, I. K., Dönmez, O., Yaman, F., & ve Odabaşı, H. F. (2013). Digital parenting and changing roles. Gaziantep University Journal of Social Sciences, 12(4), 883-896.
  • Zaman, B., Nouwen, M., Vanattenhoven, J., De Ferrerre, E., & Van Looy, J. (2016). A qualitative inquiry into the contextualized parental mediation practices of young children’s digital media use at home. Journal of Broadcasting & Electronic Media, 60(1), 1-22. https://doi.org/10.1080/08838151.2015.1127240.
  • Zeybekoğlu Akbaş, Ö., & Dursun, C. (2020). Teknolojinin aileye etkisi: değişen ailenin dijital ebeveyn ve çocukları. Turkish Studies-Social Sciences, 15(4), 2245–2265. https://doi.org/10.29228/turkishstudies.43395.
Toplam 67 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim Üzerine Çalışmalar
Bölüm Makaleler
Yazarlar

Ayça Fidan 0000-0002-2199-6148

Habibe Güneş 0000-0002-3479-2195

Turkan Karakus 0000-0002-5809-3962

Yayımlanma Tarihi 29 Ekim 2021
Gönderilme Tarihi 5 Mayıs 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 50 Sayı: 2

Kaynak Göster

APA Fidan, A., Güneş, H., & Karakus, T. (2021). Investigating the Digital Parenting Behaviors of Parents on Children’s Digital Game Play. Çukurova Üniversitesi Eğitim Fakültesi Dergisi, 50(2), 833-857. https://doi.org/10.14812/cuefd.933215

Copyright © 2011

Cukurova University Faculty of Education

All rights reserved