Araştırma Makalesi
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HYPERCASUAL OYUNLARI SADECE GENÇLER Mİ OYNAR? OYUNCULARIN DEMOGRAFİK ÖZELLİKLERİ ÜZERİNE BİR DEĞERLENDİRME

Yıl 2021, , 22 - 35, 20.12.2021
https://doi.org/10.54600/igdirsosbilder.991820

Öz

Teknolojinin gelişmesi ve bilgisayar teknolojilerinin hayatın her kademesine dahil olması ile birlikte video oyunlar da hayatın ve sosyalleşmenin bir parçası haline gelmiştir. Sofistike strateji oyunlarından basit telefon uygulaması oyunlara kadar çok geniş bir spektrumda olan video oyunlarının kullanıcıları da sanıldığı gibi teknoloji içine dünyaya gözlerini açan Z kuşağı değildir. Günümüzde okul öncesi çocuklardan gençlere, orta yaştan ileri yaş grubuna kadar birçok birey video oyunları ile zaman geçirme, sosyalleşme ve kendini geliştirme çabası içindedir. Değişen sosyal hayat koşulları, teknolojinin bir araya gelmeden de iletişimi mümkün kılması gibi nedenlerle, bireyler sosyalleşmede daha fazla bilgisayar teknolojilerini kullanırken, video oyunları da yıllar içinde giderek daha fazla rağbet görmeye başlamıştır. Gelişmiş konsollar yanında telefon uygulamaları üzerinden kolaylıkla indirilebilen basit mobil oyunlar dünyanın her yanında giderek daha fazla kullanıcıya hitap etmektedir. Bu çalışmada basit (hypercasual) oyunları oynayan bireylerin demografik özellikleri, farklı kaynaklardan elde edilen veriler üzerinden analiz edilecektir. Çalışmada elde edilen bulgulara göre, bu oyunlar çocuk ve gençlerden çok orta ve ileri yaş grubu kullanıcılar tarafından oynanmaktadır. Bu çerçevede bu çalışma, hypercasual oyunların tarihçesi, küresel ölçekte ve yerelde kullanım düzeyleri, kullanıcıların demografik özellikleri analiz edilerek değerlendirilecektir. Elde edilen bulgular, bu sektörde teknoloji geliştirme çalışmaları yapan bilim insanları ve piyasa oyuncularının hizmetine sunulacak ve çalışmanın son bölümünde kullanıcı profillerinin geliştirilmesine yönelik politika önerileri de yer verilecektir.

Destekleyen Kurum

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Proje Numarası

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Teşekkür

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Kaynakça

  • Adjust+Unity (2020). Hypercasual gaming in 2020. Charting the rise of a blockbuster genre. https://rgda.ro/wp-content/uploads/2020/07/Adjust_Hyper_Casual_Gaming_Report_2020.pdf
  • Clement, J. (2021). Video game industry - Statistics & Facts. Statista, 29 April 2021. https://www.statista.com/topics/868/video-games/
  • Eichenbaum, A.; Bavelier, D.; & Green, C.S. (2014). Video Games-Play that can do serious good. American Journal of Play, 7(1), 50-72.
  • Esposito, N. (2005). A Short and Simple Definition of What a Videogame Is. Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada.
  • Granic, I.; Lobel, A.; Engels, R.C.M.E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66 –78. DOI: 10.1037/a0034857
  • Ilgaz Büyükbaykal, C. ve Abay Cansabuncu, İ. (2020). Türkiye’de yeni medya ortamı ve dijital oyun olgusu. Yeni Medya Elektronik Dergisi, Ocak 2020, 4(1), 1-9.
  • Karnes, K.C. (2020). Hyper-Casual Games: Mobile Gaming’s Greatest Genre. 12 July 2020. Clevertap.com, https://clevertap.com/blog/hyper-casual-games/
  • Kaplan, Ö. (2019). The truth about hypercasual games. 24 March 2019. https://venturebeat.com/2019/03/24/the-truth-about-hypercasual-games/
  • Klabbers, J.H.G. (2009). The magic circle: Principles of gaming and simulation. Brill Publication.
  • Prot, S.; McDonald, K.A.; Anderson, A.C.&Gentile, D.A. (2012). Video games: Good, bad, or other? In Pediatric Clinic of North America- Children, Adolescents, and the Media, Strasburger, V.C. (Ed.). January 2012, 59(3), 647-658.
  • Richter, F. (2021). Video Games Are More Than Child's Play. https://www.statista.com/chart/9821/us-gamer-demography/
  • www.amazon.com (2021). Flappy birds family. https://www.amazon.com/exec/obidos/ASIN/B00MA6FBMY/15-24-20/
  • Statista (2021). Video game industry - Statistics & Facts. https://www.statista.com/topics/868/video-games/
  • Tenjin (2018). Hyper-Casual Games CPI Benchmark Report – 2018. https://cdn2.hubspot.net/hubfs/4079671/Tenjin%20Hyper-Casual%20Games%20CPI%20Benchmark%20Report%20-%202018.pdf
  • www.medium.com (2021). Tapjoy Research: Who Is Playing Mobile Games? 3 Fabruary 2017. https://medium.com/tapjoy/tapjoy-research-who-is-playing-mobile-games-dc7ff43ca235
  • www.mmaglobal.com (2021). Myth busting mobile gaming demographics. www.mmaglobal.com/research/myth-busting-mobile-gaming-demographics

DO HYPERCASUAL GAMES ONLY ATTRACT YOUNG PEOPLE? AN ASSESSMENT ON THE DEMOGRAPHIC CHARACTERISTICS OF THE GAMERS

Yıl 2021, , 22 - 35, 20.12.2021
https://doi.org/10.54600/igdirsosbilder.991820

Öz

With the development of technology and the inclusion of computer technologies in every stage of life, video games have also become a part of life and socialization. The consumers of video games, which come in a wide spectrum from sophisticated strategy games to simple phone application games, are not only the generation Z, contrary to popular opinion. Today, many individuals, from pre-school children to young people, from middle-age to advanced age groups, are in an effort to spend time, socialize and improve themselves with video games. Due to the changing social life conditions and the fact that technology makes communication possible without coming together, individuals use computer technologies more in socialization, and video games have started to gain more popularity over the years. Simple mobile games that can be easily downloaded via phone applications, as well as advanced consoles, appeal to more and more users all over the world. In this study, the demographic characteristics of individuals playing simple (hypercasual) games will be analyzed through data obtained from different sources. According to the findings of the study, these games are played by middle and advanced age group users rather than children and young people. In this context, this study will be evaluated by analyzing the history of hypercasual games, their usage levels on a global scale and locally, and the demographic characteristics of the users. The findings will be made available to scientists and market players working on technology development in this sector, and policy recommendations for the development of user profiles will be included in the last part of the study.

Proje Numarası

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Kaynakça

  • Adjust+Unity (2020). Hypercasual gaming in 2020. Charting the rise of a blockbuster genre. https://rgda.ro/wp-content/uploads/2020/07/Adjust_Hyper_Casual_Gaming_Report_2020.pdf
  • Clement, J. (2021). Video game industry - Statistics & Facts. Statista, 29 April 2021. https://www.statista.com/topics/868/video-games/
  • Eichenbaum, A.; Bavelier, D.; & Green, C.S. (2014). Video Games-Play that can do serious good. American Journal of Play, 7(1), 50-72.
  • Esposito, N. (2005). A Short and Simple Definition of What a Videogame Is. Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada.
  • Granic, I.; Lobel, A.; Engels, R.C.M.E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66 –78. DOI: 10.1037/a0034857
  • Ilgaz Büyükbaykal, C. ve Abay Cansabuncu, İ. (2020). Türkiye’de yeni medya ortamı ve dijital oyun olgusu. Yeni Medya Elektronik Dergisi, Ocak 2020, 4(1), 1-9.
  • Karnes, K.C. (2020). Hyper-Casual Games: Mobile Gaming’s Greatest Genre. 12 July 2020. Clevertap.com, https://clevertap.com/blog/hyper-casual-games/
  • Kaplan, Ö. (2019). The truth about hypercasual games. 24 March 2019. https://venturebeat.com/2019/03/24/the-truth-about-hypercasual-games/
  • Klabbers, J.H.G. (2009). The magic circle: Principles of gaming and simulation. Brill Publication.
  • Prot, S.; McDonald, K.A.; Anderson, A.C.&Gentile, D.A. (2012). Video games: Good, bad, or other? In Pediatric Clinic of North America- Children, Adolescents, and the Media, Strasburger, V.C. (Ed.). January 2012, 59(3), 647-658.
  • Richter, F. (2021). Video Games Are More Than Child's Play. https://www.statista.com/chart/9821/us-gamer-demography/
  • www.amazon.com (2021). Flappy birds family. https://www.amazon.com/exec/obidos/ASIN/B00MA6FBMY/15-24-20/
  • Statista (2021). Video game industry - Statistics & Facts. https://www.statista.com/topics/868/video-games/
  • Tenjin (2018). Hyper-Casual Games CPI Benchmark Report – 2018. https://cdn2.hubspot.net/hubfs/4079671/Tenjin%20Hyper-Casual%20Games%20CPI%20Benchmark%20Report%20-%202018.pdf
  • www.medium.com (2021). Tapjoy Research: Who Is Playing Mobile Games? 3 Fabruary 2017. https://medium.com/tapjoy/tapjoy-research-who-is-playing-mobile-games-dc7ff43ca235
  • www.mmaglobal.com (2021). Myth busting mobile gaming demographics. www.mmaglobal.com/research/myth-busting-mobile-gaming-demographics
Toplam 16 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Araştırma Makaleleri
Yazarlar

Cihan Yavuz Taş 0000-0002-2211-9614

Nur Billur Taş Bu kişi benim 0000-0001-9047-395X

Proje Numarası -
Yayımlanma Tarihi 20 Aralık 2021
Yayımlandığı Sayı Yıl 2021

Kaynak Göster

APA Taş, C. Y., & Taş, N. B. (2021). HYPERCASUAL OYUNLARI SADECE GENÇLER Mİ OYNAR? OYUNCULARIN DEMOGRAFİK ÖZELLİKLERİ ÜZERİNE BİR DEĞERLENDİRME. Iğdır Üniversitesi Sosyal Bilimler Dergisi22-35. https://doi.org/10.54600/igdirsosbilder.991820