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A MODEL PROPOSAL FOR EXPLAINING THE ONLINE GAME-PLAYING BEHAVIORS OF UNIVERSITY STUDENTS

Yıl 2020, Cilt: 13 Sayı: 1, 87 - 112, 11.06.2020
https://doi.org/10.37093/ijsi.746417

Öz

In this study, it is aimed to investigate a proposed structural equation model that influences the behavior of university students studying in Eskişehir to play online games. In the proposed structural model, visual attraction, escape from facts, flow experience, success, enjoyment, self-sufficiency and intention to play and behavior are discussed. Structural Equation Model (SEM) was used to test the relationships between the factors in the model. The suitability of the model was evaluated according to various compliance criteria used in YEM literature. The calculated chi-square value for the model fit was calculated as 400,37 and (χ2/sd) as 1.88. Some of the analyzes; The correlation coefficients between self-efficacy and achievement, intention to play and enjoyment were calculated as 0.92 and 0.74, respectively.

Kaynakça

  • Akhan, Can Efecan; Özdemir, Erkan; Şenol, Gökhan (2017). “Consumers’ in-game Purchases in Online Games: Exploring Antecedents and Motivating Factros”. Social Science Studies Journal, 3(12), 2117-2125.
  • Alzahrani, Ahmet, Ibrahim; Mahmud, Imran; Ramayah, T., Alfarraj, Osama; Alalwan, Nasser (2017). “Extending the Theory of Planned Behavior (TBP) to Explain Online Game Playing among Malaysian Undergraduate Students”. Entertainment Computing, 17, 239-251.
  • Akbulut, Aslı Yağmur; Looney, Clayton; Looney, Arlen (2007). “Their Aspirations are our Possibilities: Inspiring Students to Pursue Computing Degrees”. Commun. ACM, 50(10), 67–71.
  • Bandura, Albert (1982). “Self-Efficacy Mechanism in Human Agency”. Am. Psychol., 37(2), 122–147.
  • Cass, Stephen (2011). “Exploiting the Fun Factor”. (Erişim Tarihi: 08.10.2019, Erişim Adresi: from http:// www.technologyreview.com/business/39003/?nlid¼nldly&nld¼2011-11-01.
  • Chiu, Chao-Min; Hsu, Meng-Hsiang; Wang, Eric, T.G. (2006). “Understanding Knowledge Sharing in Virtual Communities: An Integration of Social Capital and Social Cognitive Theories”. Decis. Support. Syst., 42(3), 1872–1888.
  • Chou, Ting-Jui; Ting, Chih-Chen (2003). “The Role of Flow Experience in Cyber-Game Addiction”. CyberPsychology & Behavior, 6(6), 663-675.
  • Choi, Dongseong; Kim, Jingwoo (2004). “Why People Continue to Play Online Games: In Search of Criteria Design Factors to Increase Customer Loyalty to Online Contents”. CyberPsychology & Behavior, 7(1), 11-24.
  • Chang, Li-Min; Chang, She-I; Ho, Chin-Tsang; Yen, David-C; Chiang, Mei-Chen (2011). “Effects of IS Characteristics on E-business Success Factors of Small- and Medium-Sized Enterprises”. Comput. Hum. Behav., 27(6), 2129–2140.
  • Chumbley, Justin; Griffiths, Mark (2006). “Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play”. CyberPsychology & Behavior, 9(3), 308-316.
  • Compeau, Deborah; Higgins, Christopher-A; Huff, Higgins-Sid (1999). “Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study”. MIS Quarterly, 23 (2), 145–158.
  • Csikszentmihalyi, Mihaly (1989). Flow, the Psychology of Optimal Experience. New York: Harper & Row.
  • Deci, Edward; Ryan, Righard- M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. New York, NY: Plenum Press.
  • Deci, Edward; Koestner, Richard; Ryan, Richard-M. (1999). “A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation”. Psychological Bulletin, 125(6), 627-688.
  • Euronews (2019). “Dünya Sağlık Örgütü: Video Oyun Bağımlılığı Ruhsal Sağlık Bozukluğu”. (Erişim Tarihi: 24.01.2019, Erişim Adresi: https://tr.euronews.com/2019/05/27/dunya-saglik-orgutu-video-oyun-bagimliligi-ruhsal-saglik-bozuklugu.
  • Fang, Kwoting; Lin, Yu-Chih; Chuang, Tung-Lin (2009). “Why Do Internet Users Play Massively Multiplayer Online Role-Playing Games? A Mixed Method”. Management Decision, 47(8), 1245-1260.
  • Fontevecchia, A. (2011). “Zynga Reveals Profit and Revenues as It Looks to Raise $500 Million”. (Erişim Tarihi: Şubat 2019, Erişim Adresi: http://www.forbes.com/sites/ afontevecchia/2011/03/02/zynga-reveals-profit-and-revenues-as-it-looks-toraise-500-million/.
  • Ha, Imsook; Yoon, Youngseog; Choi, Munkee (2007). “Determinants of Adoption of Mobile Games under Mobile Broadband Wireless Access Environment”. Information & Management, 44(3), 276-286.
  • Hsu, Chin-Lung; Lu, His-Peng (2004). “Why Do People Play On-line Games? An Extended TAM with Social Influences and Flow Experience”. Information & Management, 41(7), 853-868.
  • Hsu, Chin-Lung; Lu, His-Peng (2007). “Consumer Behavior in Online Game Communities: A Motivational Factor Perspective”. Computers in Human Behavior, 23(3), 1642-1659.
  • Hsu, Meng-Hsiang; Ju, Teresa-L; Yen, Chia-Hui; Chang, Chun-Ming (2007). “Knowledge Sharing Behavior in Virtual Communities: The Relationship between Trust, Self-Efficacy, and Outcome Expectations”. Int. J. Hum. Comput. Stud., 65 (2), 153–169.
  • Jordan, Patrick-W. (1998). “Human Factors for Pleasure in Product Use”. Applied Ergonomics, 29(1), 25-33.
  • Johnson, Richard, D; Marakas, George, M. (2000). “Research Report: The Role of Behavioral Modeling in Computer Skills Acquisition: Toward Refinement of the Model”. Information Systems Research, 11 (4), 402–417.
  • Koo, Dong.-Mo (2009). “The Moderating Role of Locus of Control on the Links between Experiential Motives and Intention to Play Online Games”. Computers in Human Behavior, 25(2), 466-474.
  • Lam, Jolie, C. Y; Lee, Metthew, K. O. (2006). “Digital Inclusiveness – Longitudinal Study of Internet Adoption by Older Adults”. J. Manag. Inf. Syst., 22(4), 177–206.
  • Lee, Sang- Chul; Suh, Yung; Kim, Jae-K; Lee, Kyoung (2004). “A Cross-National Market Segmentation of Online Game Industry Using SOM”. Expert Systems with Applications, 27, 559-570.
  • Lee, Doohwnag; Kim, Hyuk, Soo; Kim, Jung, Kyu (2012). “The Role of Self-Construal in Consumers' Electronic Word of Mouth (eWOM) in Social Networking Sites: A Social Cognitive Approach”. Comput. Hum. Behav., 28(3), 1054–1062.
  • Lee, A. (2011). “Zynga IPO by the Numbers”. (Erişim Tarihi: 19.10.2019, Erişim Adresi: http:// www.huffingtonpost.com/2011/07/01/zynga-ipo-by-the-numbers_n_888705. html.)
  • Loiacono, Eleanor, T; Watson, Richard, T; Goodhue, Dale-L. (2007). “An Instrument for Consumer Evaluation of Web Sites”. International Journal of Electronic Commerce, 11(3), 51-87.
  • Lin, Tung-Ching; Huang, Chien-Chih (2008). “Understanding Knowledge Management System Usage Antecedents: An Integration of Social Cognitive Theory and Task Technology Fit”. Inf. Manag., 45(6), 410–417.
  • Lin, Tuang-Ching; Huang, Chien-Chih (2010). “Withholding Effort in Knowledge Contribution: The Role of Social Exchange and Social Cognitive on Project Teams”. Inf. Manag., 47(3), 188–196.
  • Liu, Yong; Li, Hongxiu (2011). “Exploring the Impact of Use Context on Mobile Hedonic Services Adoption: An Empirical Study on Mobile Gaming in China”. Computers in Human Behavior, 27, 890-898.
  • Liu, Chuang-Chun; Chang, I-Cheng (2016). “Model of Online Game Addiction: The ROle of Computer-Mediated Communication Motives”. Telematics and Informatics, 33, 904–915.
  • Liu, Chuang-Chun (2016). “Understanding Player Behavior in Online Games: The Role of Gender”. Technological Forecasting & Social Change, 111, 265–274.
  • Lu, His-Peng; Hsiao, Kuo-Lung (2007). “Understanding Intention to Continuously Share Information on Weblogs”. Internet Research, 17(4), 345–361.
  • Mathwick, Charla; Malhotra, Naresh; Rigdon, Edward (2001). “Experiential Value: Conceptualization, Measurement and Application in the Catalogue and Internet Shopping Environment”. Journal of Retailing, 77(1), 39-56.
  • Merhi, Mohammad-I. (2016). “Towards a Framework for Online Game Adoption”. Computers in Human Behavior, 60, 253-263.
  • Montoya-Weiss, Mitzi-M; Voss, Glenn-B; Grewal, Dhruv (2003). “Determinants of Online Channel Use and Overall Satisfaction with a Relational, Multichannel Service Provider”. Journal of the Academy of Marketing Science, 31(4), 448-458.
  • Spilgames (2013). “Spil Games Technology 2013 State of Online gaming Report”. (Erişim Tarihi: 20.02.2019, Erişim Adresi: www.gamesauce.org/news/. )
  • Wan, Chin-Sheng; Chiou, Wen-Bin (2006). “Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents”. Cyber Psychology and Behavior, 9(3), 317-324.
  • Wang, Chaoguang; Yu, Gino (2016). “The Value System Characteristics of Chinese Online Game Players”. Entertainment Computing, 17, 1-8.
  • Wang, Yong-Jian; Minor, Michael-S; Wei, Jie (2011). “Aesthetics and the Online Shopping Environment: Understanding Consumer Responses”. Journal of Retailing, 87(1), 46-58.
  • Warmelink, H.; Harteveld, C.; Mayer, I. (2009). “Press Enter or Escape to Play: Deconstructing Escapism in Multiplayer Gaming”. In Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London: Brunel University.
  • Wu, Jiming; Liu, De. (2007). “The Effects of Trust and Enjoyment on Intention to Play Online Games”. Journal of Electronic Commerce Research, 8(2), 128-140.
  • Vance, Tony; Cosaque, Christophe, E.-D; Straub, Detmar (2008). “Examining Trust in Information Technology Artifacts: The Effects of System Quality and Culture”. Journal of Management Information Systems, 24(4), 73-100.
  • van der Heijden, Hans (2003). “Factors Influencing the Usage of Websites: The Case of a Generic Portal in the Netherlands”. Information & Management, 40(6), 541-549.

ÜNİVERSİTE ÖĞRENCİLERİNİN ONLİNE OYUN OYNAMA DAVRANIŞLARININ AÇIKLANMASINA YÖNELİK BİR MODEL ÖNERİSİ

Yıl 2020, Cilt: 13 Sayı: 1, 87 - 112, 11.06.2020
https://doi.org/10.37093/ijsi.746417

Öz

Bu çalışmanın amacı, Eskişehir’de öğrenim gören üniversite öğrencilerinin online oyun oynama davranışlarını etkileyen faktörler önerilen bir yapısal eşitlik modeliyle araştırmaktır. Önerilen yapısal modelde, görsel cazibe, gerçeklerden kaçış, akış deneyimi, başarı, zevk, öz yeterlilik ve oynama niyeti ve davranışı faktörleri ele alınmıştır. Modelde yer alan faktörler arasındaki ilişiklerin test edilmesinde Yapısal Eşitlik Modeli (YEM) kullanılmıştır. Modelin uygunluğu ise, YEM literatüründe kullanılan çeşitli uyum ölçütlerine göre değerlendirilmiştir. Model uyumu için hesaplanan ki-kare değeri 400,37 ve (χ2/sd) değeri ise 2,24 olarak hesaplanmıştır. Analizlerden bazıları; öz yeterlilik ile başarı ve zevk ile oynama niyeti arasındaki ilişki katsayıları sırasıyla 0,92 ve 0,74 olarak hesaplanmıştır.

Kaynakça

  • Akhan, Can Efecan; Özdemir, Erkan; Şenol, Gökhan (2017). “Consumers’ in-game Purchases in Online Games: Exploring Antecedents and Motivating Factros”. Social Science Studies Journal, 3(12), 2117-2125.
  • Alzahrani, Ahmet, Ibrahim; Mahmud, Imran; Ramayah, T., Alfarraj, Osama; Alalwan, Nasser (2017). “Extending the Theory of Planned Behavior (TBP) to Explain Online Game Playing among Malaysian Undergraduate Students”. Entertainment Computing, 17, 239-251.
  • Akbulut, Aslı Yağmur; Looney, Clayton; Looney, Arlen (2007). “Their Aspirations are our Possibilities: Inspiring Students to Pursue Computing Degrees”. Commun. ACM, 50(10), 67–71.
  • Bandura, Albert (1982). “Self-Efficacy Mechanism in Human Agency”. Am. Psychol., 37(2), 122–147.
  • Cass, Stephen (2011). “Exploiting the Fun Factor”. (Erişim Tarihi: 08.10.2019, Erişim Adresi: from http:// www.technologyreview.com/business/39003/?nlid¼nldly&nld¼2011-11-01.
  • Chiu, Chao-Min; Hsu, Meng-Hsiang; Wang, Eric, T.G. (2006). “Understanding Knowledge Sharing in Virtual Communities: An Integration of Social Capital and Social Cognitive Theories”. Decis. Support. Syst., 42(3), 1872–1888.
  • Chou, Ting-Jui; Ting, Chih-Chen (2003). “The Role of Flow Experience in Cyber-Game Addiction”. CyberPsychology & Behavior, 6(6), 663-675.
  • Choi, Dongseong; Kim, Jingwoo (2004). “Why People Continue to Play Online Games: In Search of Criteria Design Factors to Increase Customer Loyalty to Online Contents”. CyberPsychology & Behavior, 7(1), 11-24.
  • Chang, Li-Min; Chang, She-I; Ho, Chin-Tsang; Yen, David-C; Chiang, Mei-Chen (2011). “Effects of IS Characteristics on E-business Success Factors of Small- and Medium-Sized Enterprises”. Comput. Hum. Behav., 27(6), 2129–2140.
  • Chumbley, Justin; Griffiths, Mark (2006). “Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play”. CyberPsychology & Behavior, 9(3), 308-316.
  • Compeau, Deborah; Higgins, Christopher-A; Huff, Higgins-Sid (1999). “Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study”. MIS Quarterly, 23 (2), 145–158.
  • Csikszentmihalyi, Mihaly (1989). Flow, the Psychology of Optimal Experience. New York: Harper & Row.
  • Deci, Edward; Ryan, Righard- M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. New York, NY: Plenum Press.
  • Deci, Edward; Koestner, Richard; Ryan, Richard-M. (1999). “A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation”. Psychological Bulletin, 125(6), 627-688.
  • Euronews (2019). “Dünya Sağlık Örgütü: Video Oyun Bağımlılığı Ruhsal Sağlık Bozukluğu”. (Erişim Tarihi: 24.01.2019, Erişim Adresi: https://tr.euronews.com/2019/05/27/dunya-saglik-orgutu-video-oyun-bagimliligi-ruhsal-saglik-bozuklugu.
  • Fang, Kwoting; Lin, Yu-Chih; Chuang, Tung-Lin (2009). “Why Do Internet Users Play Massively Multiplayer Online Role-Playing Games? A Mixed Method”. Management Decision, 47(8), 1245-1260.
  • Fontevecchia, A. (2011). “Zynga Reveals Profit and Revenues as It Looks to Raise $500 Million”. (Erişim Tarihi: Şubat 2019, Erişim Adresi: http://www.forbes.com/sites/ afontevecchia/2011/03/02/zynga-reveals-profit-and-revenues-as-it-looks-toraise-500-million/.
  • Ha, Imsook; Yoon, Youngseog; Choi, Munkee (2007). “Determinants of Adoption of Mobile Games under Mobile Broadband Wireless Access Environment”. Information & Management, 44(3), 276-286.
  • Hsu, Chin-Lung; Lu, His-Peng (2004). “Why Do People Play On-line Games? An Extended TAM with Social Influences and Flow Experience”. Information & Management, 41(7), 853-868.
  • Hsu, Chin-Lung; Lu, His-Peng (2007). “Consumer Behavior in Online Game Communities: A Motivational Factor Perspective”. Computers in Human Behavior, 23(3), 1642-1659.
  • Hsu, Meng-Hsiang; Ju, Teresa-L; Yen, Chia-Hui; Chang, Chun-Ming (2007). “Knowledge Sharing Behavior in Virtual Communities: The Relationship between Trust, Self-Efficacy, and Outcome Expectations”. Int. J. Hum. Comput. Stud., 65 (2), 153–169.
  • Jordan, Patrick-W. (1998). “Human Factors for Pleasure in Product Use”. Applied Ergonomics, 29(1), 25-33.
  • Johnson, Richard, D; Marakas, George, M. (2000). “Research Report: The Role of Behavioral Modeling in Computer Skills Acquisition: Toward Refinement of the Model”. Information Systems Research, 11 (4), 402–417.
  • Koo, Dong.-Mo (2009). “The Moderating Role of Locus of Control on the Links between Experiential Motives and Intention to Play Online Games”. Computers in Human Behavior, 25(2), 466-474.
  • Lam, Jolie, C. Y; Lee, Metthew, K. O. (2006). “Digital Inclusiveness – Longitudinal Study of Internet Adoption by Older Adults”. J. Manag. Inf. Syst., 22(4), 177–206.
  • Lee, Sang- Chul; Suh, Yung; Kim, Jae-K; Lee, Kyoung (2004). “A Cross-National Market Segmentation of Online Game Industry Using SOM”. Expert Systems with Applications, 27, 559-570.
  • Lee, Doohwnag; Kim, Hyuk, Soo; Kim, Jung, Kyu (2012). “The Role of Self-Construal in Consumers' Electronic Word of Mouth (eWOM) in Social Networking Sites: A Social Cognitive Approach”. Comput. Hum. Behav., 28(3), 1054–1062.
  • Lee, A. (2011). “Zynga IPO by the Numbers”. (Erişim Tarihi: 19.10.2019, Erişim Adresi: http:// www.huffingtonpost.com/2011/07/01/zynga-ipo-by-the-numbers_n_888705. html.)
  • Loiacono, Eleanor, T; Watson, Richard, T; Goodhue, Dale-L. (2007). “An Instrument for Consumer Evaluation of Web Sites”. International Journal of Electronic Commerce, 11(3), 51-87.
  • Lin, Tung-Ching; Huang, Chien-Chih (2008). “Understanding Knowledge Management System Usage Antecedents: An Integration of Social Cognitive Theory and Task Technology Fit”. Inf. Manag., 45(6), 410–417.
  • Lin, Tuang-Ching; Huang, Chien-Chih (2010). “Withholding Effort in Knowledge Contribution: The Role of Social Exchange and Social Cognitive on Project Teams”. Inf. Manag., 47(3), 188–196.
  • Liu, Yong; Li, Hongxiu (2011). “Exploring the Impact of Use Context on Mobile Hedonic Services Adoption: An Empirical Study on Mobile Gaming in China”. Computers in Human Behavior, 27, 890-898.
  • Liu, Chuang-Chun; Chang, I-Cheng (2016). “Model of Online Game Addiction: The ROle of Computer-Mediated Communication Motives”. Telematics and Informatics, 33, 904–915.
  • Liu, Chuang-Chun (2016). “Understanding Player Behavior in Online Games: The Role of Gender”. Technological Forecasting & Social Change, 111, 265–274.
  • Lu, His-Peng; Hsiao, Kuo-Lung (2007). “Understanding Intention to Continuously Share Information on Weblogs”. Internet Research, 17(4), 345–361.
  • Mathwick, Charla; Malhotra, Naresh; Rigdon, Edward (2001). “Experiential Value: Conceptualization, Measurement and Application in the Catalogue and Internet Shopping Environment”. Journal of Retailing, 77(1), 39-56.
  • Merhi, Mohammad-I. (2016). “Towards a Framework for Online Game Adoption”. Computers in Human Behavior, 60, 253-263.
  • Montoya-Weiss, Mitzi-M; Voss, Glenn-B; Grewal, Dhruv (2003). “Determinants of Online Channel Use and Overall Satisfaction with a Relational, Multichannel Service Provider”. Journal of the Academy of Marketing Science, 31(4), 448-458.
  • Spilgames (2013). “Spil Games Technology 2013 State of Online gaming Report”. (Erişim Tarihi: 20.02.2019, Erişim Adresi: www.gamesauce.org/news/. )
  • Wan, Chin-Sheng; Chiou, Wen-Bin (2006). “Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents”. Cyber Psychology and Behavior, 9(3), 317-324.
  • Wang, Chaoguang; Yu, Gino (2016). “The Value System Characteristics of Chinese Online Game Players”. Entertainment Computing, 17, 1-8.
  • Wang, Yong-Jian; Minor, Michael-S; Wei, Jie (2011). “Aesthetics and the Online Shopping Environment: Understanding Consumer Responses”. Journal of Retailing, 87(1), 46-58.
  • Warmelink, H.; Harteveld, C.; Mayer, I. (2009). “Press Enter or Escape to Play: Deconstructing Escapism in Multiplayer Gaming”. In Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London: Brunel University.
  • Wu, Jiming; Liu, De. (2007). “The Effects of Trust and Enjoyment on Intention to Play Online Games”. Journal of Electronic Commerce Research, 8(2), 128-140.
  • Vance, Tony; Cosaque, Christophe, E.-D; Straub, Detmar (2008). “Examining Trust in Information Technology Artifacts: The Effects of System Quality and Culture”. Journal of Management Information Systems, 24(4), 73-100.
  • van der Heijden, Hans (2003). “Factors Influencing the Usage of Websites: The Case of a Generic Portal in the Netherlands”. Information & Management, 40(6), 541-549.
Toplam 46 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Erkan Arı Bu kişi benim 0000-0001-6012-0619

Veysel Yılmaz Bu kişi benim 0000-0001-5147-5047

Yayımlanma Tarihi 11 Haziran 2020
Gönderilme Tarihi 20 Ağustos 2019
Yayımlandığı Sayı Yıl 2020 Cilt: 13 Sayı: 1

Kaynak Göster

APA Arı, E., & Yılmaz, V. (2020). ÜNİVERSİTE ÖĞRENCİLERİNİN ONLİNE OYUN OYNAMA DAVRANIŞLARININ AÇIKLANMASINA YÖNELİK BİR MODEL ÖNERİSİ. International Journal of Social Inquiry, 13(1), 87-112. https://doi.org/10.37093/ijsi.746417

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