Araştırma Makalesi
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Silent Communication and Design in Digital Games: A Study on Dead by Daylight

Yıl 2025, Sayı: 71, 69 - 90, 24.11.2025
https://doi.org/10.47998/ikad.1686844

Öz

The absence of voice and text chat in digital games can give rise to rich, nonverbal systems of communication. In Dead by Daylight, an asymmetric multiplayer horror game, players rely on gestures, movements, and item interactions to convey intentions, build alliances, and express emotions—all without speaking a single word. This research explores how such silent forms of interaction evolve into a symbolic language that shapes gameplay, community norms, and the overall player experience. Using over 400 hours of participant observation and supported by content analysis of randomized matches, the study examines how players appropriate the game's affordances to generate meaning. Grounded in Gibson’s Affordance Theory, Csikszentmihalyi’s Flow Theory, and Habermas’ Theory of Communicative Action, the analysis reveals how players creatively repurpose limited mechanics into socially and strategically significant cues. From flashlight flicks to crouching dances, these gestures become ritualized forms of interaction. However, this emergent communication system is not equally interpretable. While seasoned players easily navigate these unspoken codes, newcomers often misinterpret them—leading to frustration or alienation. The findings highlight the need for design interventions that promote accessibility and cultural onboarding for all players. By reframing silent communication as an expressive system rather than a limitation, this study expands the discourse on interaction design in multiplayer game environments.

Kaynakça

  • Alex Leavitt, Brian Keegan, Joshua A. Clark (2016). Ping to Win?: Non-Verbal Communication and Team Performance in Competitive Online Multiplayer Games. International Conference on Human Factors in Computing Systems https://doi.org/10.1145/2858036.2858132
  • Anders Tychsen, Jonas Heide Smith (2008). Game format effects on communication in multi-player games. Conference on Future Play https://doi.org/10.1145/1496984.1497003
  • Arjoranta, J. (2015). Real-time hermeneutics: Meaning-making in ludonarrative digital games. https://doi.org/10.31237/osf.io/uep74
  • Aslam, H., & Brown, J. A. (2022). Affordance theory in game design: A guide toward understanding players. Springer Nature.
  • Asteriou, P., Boess, L., Jirawa, L., Gulino, C., Guggenberger, P., & Lankes, M. (2023, April). Sailing through Signs: Attention Guidance towards Texts in Virtual Reality. In Proceedings of the 18th International Conference on the Foundations of Digital Games (pp. 1-4). https://doi.org/10.1145/3582437.3587186
  • Behaviour Interactive. (2023, Mayıs 19). Anniversary gameplay updates. Dead by Daylight.
  • Brown, C., Holland, A., Delarosa, J., Doude, M., Reimann, W., Rath, T., & Piroli, A. (2020). Comprehension and selective visual attention in play-calling signage in NCAA division 1 football: A comprehensive literature review. International Journal of Kinesiology and Sports Science, 8(3), 1-13.
  • Cardona-Rivera, R. E., & Young, R. M. (2013). A cognitivist theory of affordances for games. In Proceedings of DiGRA 2013 Conference. https://doi.org/10.26503/dl.v2013i1.687
  • Chemero, A. (2003). An outline of a theory of affordances. Ecological Psychology, 15(2), 181–195. https://doi.org/10.1207/S15326969ECO1502_5
  • Cruz, C. A., & Uresti, J. A. (2017). Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions. Entertainment Computing, 20, 11–24.
  • Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (Eds.). (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge University Press.
  • Dead by Daylight. (n.d.-a). Official Dead by Daylight Website. Behaviour Interactive. Erişim: 21 Mart 2025, https://deadbydaylight.com
  • Dead by Daylight. (n.d.-b). Dead by Daylight Wiki. Fandom. Erişim: 21 Mart 2025, https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki
  • Divine Maloney, Guo Freeman, D. Y. Wohn (2020). "Talking without a Voice". Proc. ACM Hum. Comput. Interact. https://doi.org/10.1145/3415246
  • Drachen, A., & Smith, J. H. (2008). Player talk—the functions of communication in multplayer role-playing games. Computers in Entertainment (CIE), 6(4), 1-36. https://doi.org/10.1145/1461999.1462008
  • Egbert, J. (2004). A study of flow theory in the foreign language classroom. Canadian Modern Language Review, 60(5), 549–586.
  • F. Spyridonis, Damon Daylamani-Zad, Margarita P. O'Brien (2018). Efficient In-Game Communication in Collaborative Online Multiplayer Games. International Conference on Games and Virtual Worlds for Serious Applications https://doi.org/10.1109/VS-Games.2018.8493420
  • Frazzitta, A., & Hargood, C. (2021). Tale: Defamiliarizing ludonarrative puzzles. In Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings 14 (pp. 203-207). Springer International Publishing. https://doi.org/10.1007/978-3-030-92300-6_18
  • Gibson, J. J. (2014). The theory of affordances (1979). In Gieseking, J. J., Mangold, W., Katz, C., Low, S., & Saegert, S. (Eds.), The people, place, and space reader (pp. 56–60). Routledge.
  • Habermas, J. (1984). The Theory of Communicative Action, Volume 1: Reason and the Rationalization of Society. (T. McCarthy, Trans.). Boston, MA: Beacon Press.
  • Hala Khodr, N. Wagner, Barbara Bruno, Aditi Kothiyal, P. Dillenbourg (2022). Effect of Different Communication Affordances on the Emergence of Collaboration Strategies in an Online Multiplayer Game. ANTS Conference https://doi.org/10.1007/978-3-031-20176-9_2
  • Hammersley, M., & Atkinson, P. (2019). Ethnography: Principles in practice Routledge.https://doi.org/10.4324/9781315146027
  • Harrell, D.F., & Zhu, J. (2009). Agency Play: Dimensions of Agency for Interactive Narrative Design. AAAI Spring Symposium: Intelligent Narrative Technologies II.
  • Hyde, B. (2010). Agency and non-verbal communication in religious education: A case study from a Godly Play classroom. Journal of Religious Education, 58(1), 4–11.
  • Innocent, T., & Haines, S. (2007). Nonverbal communication in multiplayer game worlds. In Proceedings of the Australasian Conference on Interactive Entertainment (pp. 1–4). ACM. https://doi.org/10.1145/1367956.1367967
  • Isbister, K., Segura, E. M., & Melcer, E. F. (2018). Social affordances at play: Game design toward socio-technical innovation. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3173574.3173946
  • Arjoranta, J., & Siitonen, M. (2018). Why do players misuse emotes in Hearthstone? Negotiating the use of communicative affordances in an online multiplayer game. Game Studies, 18(1). https://gamestudies.org/1801/articles/arjoranta_siitonen
  • Kaptelinin, V. (2014). Affordances and design. Interaction Design Foundation. https://www.interaction-design.org/literature/article/affordances-and-design
  • Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78–91. https://doi.org/10.1016/j.procs.2012.10.060
  • Lialina, O. (2019). Once again, the doorknob: Affordance, forgiveness, and ambiguity in human-computer interaction and human-robot interaction. Media Theory, 3(1), 49–72. https://doi.org/10.70064/mt.v3i1.965
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
  • M. Bonenfant, Patricia E. Deslauriers, Issam Heddad (2019). Methodological and Epistemological Reflections on the Use of Game Analytics toward Understanding the Social Relationships of a Video Game Community. Data Analytics Applications in Gaming and Entertainment https://doi.org/10.1201/9780429286490-9
  • M. Remenche, G. Montargil (2021). Camperando a linguagem. Letras de Hoje https://doi.org/10.15448/1984-7726.2021.3.40704
  • Mautone, P. D., & Mayer, R. E. (2001). Signaling as a cognitive guide in multimedia learning. Journal of educational Psychology, 93(2), 377. https://doi.org/10.1037/0022-0663.93.2.377
  • McGrenere, J., & Ho, W. (2000, May). Affordances: Clarifying and evolving a concept. In Graphics Interface (Vol. 2000, No. 1, pp. 179–186).
  • Mears, B., & Zhu, J. (2017, August). Design patterns for silent player characters in narrative-driven games. In Proceedings of the 12th International Conference on the Foundations of Digital Games (pp. 1-4).https://doi.org/10.1145/3102071.3106366
  • Mochocka, A., & Walczak, R. (2023). Ludonarrative coherence and ludomusical harmony: the case of Night in the Woods. Homo Ludens, (1 (16)), 127-141. https://doi.org/10.14746/hl.2023.16.6
  • Parra Bravo, C. (2023, November). Aesthetics, Engagement, and Narration. A Taxonomy of Temporal Constraints for Ludo-Narrative Design. In International Conference on ArtsIT, Interactivity and Game Creation (pp. 127-140). Cham: Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-55312-7_10
  • Patton, M. Q. (2015). Qualitative research & evaluation methods (4th ed.). SAGE Publications.
  • Pinchbeck, D. (2009, January). An affordance-based model for gameplay. In Proceedings of DiGRA 2009 Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory.
  • Rambusch, J., & Susi, T. (2008). The challenge of managing affordances in computer game play. Human IT: Journal for Information Technology Studies as a Human Science, 9(3), 83–109.
  • Ridder, H. G. (2014). Book Review: Qualitative data analysis. A methods sourcebook. https://doi.org/10.1177/239700221402800402
  • Sali, S., Liu, R., Wardrip-Fruin, N., Mateas, M., & Kurniawan, S. (2012, May). Getting a word in: adding artificial pauses to natural language interaction. In Proceedings of the International Conference on the Foundations of Digital Games (pp. 57-64). https://doi.org/10.1145/2282338.2282353
  • Sharek, D., & Wiebe, E. (2011). Using flow theory to design video games as experimental stimuli. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 55(1), 1520–1524. https://doi.org/10.1177/1071181311551316
  • Shearer, J., Olivier, P.L., Heslop, P., & Boni, M.D. (2006). Requirements of non-verbal communication in believable synthetic agents.
  • Sørensen, J. K. (2017). Exploring constrained creative communication: The silent game as model for studying online collaboration. International Journal of E-Services and Mobile Applications (IJESMA), 9(4), 1-23.https://doi.org/10.4018/IJESMA.2017100101
  • Spyridonis, F., Daylamani-Zad, D., & O'Brien, M. P. (2018, September). Efficient in-game communication in collaborative online multiplayer games. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (pp. 1-4). IEEE. https://doi.org/10.1109/VS-Games.2018.8493420
  • SteamCharts. (2025). Dead by Daylight - Concurrent players. https://steamcharts.com/app/381210 Tisdell, E. J., Merriam, S. B., & Stuckey-Peyrot, H. L. (2025). Qualitative research: A guide to design and implementation. John Wiley & Sons.
  • Tychsen, A., & Smith, J. H. (2008, November). Game format effects on communication in multi-player games. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (pp. 113-120). https://doi.org/10.1145/1496984.1497003
  • Victor Cheung, Y. Chang, Stacey D. Scott (2012). Communication channels and awareness cues in collocated collaborative time-critical gaming. Conference on Computer Supported Cooperative Work https://doi.org/10.1145/2145204.2145291
  • Whitson, C., & Consoli, J. (2009). Flow theory and student engagement. Journal of Cross-Disciplinary Perspectives in Education, 2(1), 40–49.
  • Winn, B. M., Peng, W., & Pfeiffer, K. (2011, November). Player guiding in an active video game. In 2011 IEEE International Games Innovation Conference (IGIC) (pp. 107-108). IEEE. https://doi.org/10.1109/IGIC.2011.6115107
  • Zollars, J. (2017). Flow theory and engagement: Observing engagement through the lens of flow in a middle school integrated maker space (Doctoral dissertation, University of Pittsburgh). University of Pittsburgh Digital Collections. https://dscholarship.pitt.edu/33700/1/FLOW%20THEORY%20AND%20STUDENT%20ENGAGEMENT.pdf

Dijital Oyunlarda Sessiz İletişim ve Tasarım: Dead by Daylight Üzerine Bir İnceleme

Yıl 2025, Sayı: 71, 69 - 90, 24.11.2025
https://doi.org/10.47998/ikad.1686844

Öz

Dijital oyunlarda metin ve sesli iletişim kanallarının sınırlandırılması, oyuncuları sessiz ancak anlam yüklü alternatif iletişim biçimleri geliştirmeye yöneltmektedir. Dead by Daylight gibi asimetrik çok oyunculu korku oyunları, oyuncular arasında jestler, yönelimler ve nesne kullanımı gibi sözel olmayan sinyallerin giderek daha yaygın bir iletişim diline dönüşmesini mümkün kılmaktadır. Bu araştırma, oyuncuların oyun içi sınırlı etkileşim alanlarını nasıl sembolik bir dile dönüştürdüğünü ve bu sürecin sosyal etkileşim, stratejik iş birliği ve oyun deneyimi üzerindeki etkilerini incelemektedir. Katılımcı gözlem ve içerik analizi yöntemleriyle yürütülen çalışma, 400 saatlik oyun deneyimi ve güncel eşleşmeler üzerinden elde edilen gözlemlerle desteklenmiştir. Gibson’ın Sağlarlık Teorisi, Csikszentmihalyi’nin Akış Teorisi ve Habermas’ın İletişimsel Eylem Kuramı temelinde yapılan analizler, oyuncuların tasarımsal sınırları yaratıcılıkla aşarak kolektif anlamlar ve topluluk normları oluşturduğunu göstermektedir. Bununla birlikte, sessiz iletişimin deneyime dayalı yapısı, yeni oyuncular için dışlayıcı bir alan yaratabilmektedir. Bu bağlamda, tasarımcıların bağlamsal öğretici sistemler aracılığıyla bu sessiz dili daha kapsayıcı hâle getirmeleri önerilmektedir.

Kaynakça

  • Alex Leavitt, Brian Keegan, Joshua A. Clark (2016). Ping to Win?: Non-Verbal Communication and Team Performance in Competitive Online Multiplayer Games. International Conference on Human Factors in Computing Systems https://doi.org/10.1145/2858036.2858132
  • Anders Tychsen, Jonas Heide Smith (2008). Game format effects on communication in multi-player games. Conference on Future Play https://doi.org/10.1145/1496984.1497003
  • Arjoranta, J. (2015). Real-time hermeneutics: Meaning-making in ludonarrative digital games. https://doi.org/10.31237/osf.io/uep74
  • Aslam, H., & Brown, J. A. (2022). Affordance theory in game design: A guide toward understanding players. Springer Nature.
  • Asteriou, P., Boess, L., Jirawa, L., Gulino, C., Guggenberger, P., & Lankes, M. (2023, April). Sailing through Signs: Attention Guidance towards Texts in Virtual Reality. In Proceedings of the 18th International Conference on the Foundations of Digital Games (pp. 1-4). https://doi.org/10.1145/3582437.3587186
  • Behaviour Interactive. (2023, Mayıs 19). Anniversary gameplay updates. Dead by Daylight.
  • Brown, C., Holland, A., Delarosa, J., Doude, M., Reimann, W., Rath, T., & Piroli, A. (2020). Comprehension and selective visual attention in play-calling signage in NCAA division 1 football: A comprehensive literature review. International Journal of Kinesiology and Sports Science, 8(3), 1-13.
  • Cardona-Rivera, R. E., & Young, R. M. (2013). A cognitivist theory of affordances for games. In Proceedings of DiGRA 2013 Conference. https://doi.org/10.26503/dl.v2013i1.687
  • Chemero, A. (2003). An outline of a theory of affordances. Ecological Psychology, 15(2), 181–195. https://doi.org/10.1207/S15326969ECO1502_5
  • Cruz, C. A., & Uresti, J. A. (2017). Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions. Entertainment Computing, 20, 11–24.
  • Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (Eds.). (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge University Press.
  • Dead by Daylight. (n.d.-a). Official Dead by Daylight Website. Behaviour Interactive. Erişim: 21 Mart 2025, https://deadbydaylight.com
  • Dead by Daylight. (n.d.-b). Dead by Daylight Wiki. Fandom. Erişim: 21 Mart 2025, https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki
  • Divine Maloney, Guo Freeman, D. Y. Wohn (2020). "Talking without a Voice". Proc. ACM Hum. Comput. Interact. https://doi.org/10.1145/3415246
  • Drachen, A., & Smith, J. H. (2008). Player talk—the functions of communication in multplayer role-playing games. Computers in Entertainment (CIE), 6(4), 1-36. https://doi.org/10.1145/1461999.1462008
  • Egbert, J. (2004). A study of flow theory in the foreign language classroom. Canadian Modern Language Review, 60(5), 549–586.
  • F. Spyridonis, Damon Daylamani-Zad, Margarita P. O'Brien (2018). Efficient In-Game Communication in Collaborative Online Multiplayer Games. International Conference on Games and Virtual Worlds for Serious Applications https://doi.org/10.1109/VS-Games.2018.8493420
  • Frazzitta, A., & Hargood, C. (2021). Tale: Defamiliarizing ludonarrative puzzles. In Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings 14 (pp. 203-207). Springer International Publishing. https://doi.org/10.1007/978-3-030-92300-6_18
  • Gibson, J. J. (2014). The theory of affordances (1979). In Gieseking, J. J., Mangold, W., Katz, C., Low, S., & Saegert, S. (Eds.), The people, place, and space reader (pp. 56–60). Routledge.
  • Habermas, J. (1984). The Theory of Communicative Action, Volume 1: Reason and the Rationalization of Society. (T. McCarthy, Trans.). Boston, MA: Beacon Press.
  • Hala Khodr, N. Wagner, Barbara Bruno, Aditi Kothiyal, P. Dillenbourg (2022). Effect of Different Communication Affordances on the Emergence of Collaboration Strategies in an Online Multiplayer Game. ANTS Conference https://doi.org/10.1007/978-3-031-20176-9_2
  • Hammersley, M., & Atkinson, P. (2019). Ethnography: Principles in practice Routledge.https://doi.org/10.4324/9781315146027
  • Harrell, D.F., & Zhu, J. (2009). Agency Play: Dimensions of Agency for Interactive Narrative Design. AAAI Spring Symposium: Intelligent Narrative Technologies II.
  • Hyde, B. (2010). Agency and non-verbal communication in religious education: A case study from a Godly Play classroom. Journal of Religious Education, 58(1), 4–11.
  • Innocent, T., & Haines, S. (2007). Nonverbal communication in multiplayer game worlds. In Proceedings of the Australasian Conference on Interactive Entertainment (pp. 1–4). ACM. https://doi.org/10.1145/1367956.1367967
  • Isbister, K., Segura, E. M., & Melcer, E. F. (2018). Social affordances at play: Game design toward socio-technical innovation. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3173574.3173946
  • Arjoranta, J., & Siitonen, M. (2018). Why do players misuse emotes in Hearthstone? Negotiating the use of communicative affordances in an online multiplayer game. Game Studies, 18(1). https://gamestudies.org/1801/articles/arjoranta_siitonen
  • Kaptelinin, V. (2014). Affordances and design. Interaction Design Foundation. https://www.interaction-design.org/literature/article/affordances-and-design
  • Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78–91. https://doi.org/10.1016/j.procs.2012.10.060
  • Lialina, O. (2019). Once again, the doorknob: Affordance, forgiveness, and ambiguity in human-computer interaction and human-robot interaction. Media Theory, 3(1), 49–72. https://doi.org/10.70064/mt.v3i1.965
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
  • M. Bonenfant, Patricia E. Deslauriers, Issam Heddad (2019). Methodological and Epistemological Reflections on the Use of Game Analytics toward Understanding the Social Relationships of a Video Game Community. Data Analytics Applications in Gaming and Entertainment https://doi.org/10.1201/9780429286490-9
  • M. Remenche, G. Montargil (2021). Camperando a linguagem. Letras de Hoje https://doi.org/10.15448/1984-7726.2021.3.40704
  • Mautone, P. D., & Mayer, R. E. (2001). Signaling as a cognitive guide in multimedia learning. Journal of educational Psychology, 93(2), 377. https://doi.org/10.1037/0022-0663.93.2.377
  • McGrenere, J., & Ho, W. (2000, May). Affordances: Clarifying and evolving a concept. In Graphics Interface (Vol. 2000, No. 1, pp. 179–186).
  • Mears, B., & Zhu, J. (2017, August). Design patterns for silent player characters in narrative-driven games. In Proceedings of the 12th International Conference on the Foundations of Digital Games (pp. 1-4).https://doi.org/10.1145/3102071.3106366
  • Mochocka, A., & Walczak, R. (2023). Ludonarrative coherence and ludomusical harmony: the case of Night in the Woods. Homo Ludens, (1 (16)), 127-141. https://doi.org/10.14746/hl.2023.16.6
  • Parra Bravo, C. (2023, November). Aesthetics, Engagement, and Narration. A Taxonomy of Temporal Constraints for Ludo-Narrative Design. In International Conference on ArtsIT, Interactivity and Game Creation (pp. 127-140). Cham: Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-55312-7_10
  • Patton, M. Q. (2015). Qualitative research & evaluation methods (4th ed.). SAGE Publications.
  • Pinchbeck, D. (2009, January). An affordance-based model for gameplay. In Proceedings of DiGRA 2009 Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory.
  • Rambusch, J., & Susi, T. (2008). The challenge of managing affordances in computer game play. Human IT: Journal for Information Technology Studies as a Human Science, 9(3), 83–109.
  • Ridder, H. G. (2014). Book Review: Qualitative data analysis. A methods sourcebook. https://doi.org/10.1177/239700221402800402
  • Sali, S., Liu, R., Wardrip-Fruin, N., Mateas, M., & Kurniawan, S. (2012, May). Getting a word in: adding artificial pauses to natural language interaction. In Proceedings of the International Conference on the Foundations of Digital Games (pp. 57-64). https://doi.org/10.1145/2282338.2282353
  • Sharek, D., & Wiebe, E. (2011). Using flow theory to design video games as experimental stimuli. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 55(1), 1520–1524. https://doi.org/10.1177/1071181311551316
  • Shearer, J., Olivier, P.L., Heslop, P., & Boni, M.D. (2006). Requirements of non-verbal communication in believable synthetic agents.
  • Sørensen, J. K. (2017). Exploring constrained creative communication: The silent game as model for studying online collaboration. International Journal of E-Services and Mobile Applications (IJESMA), 9(4), 1-23.https://doi.org/10.4018/IJESMA.2017100101
  • Spyridonis, F., Daylamani-Zad, D., & O'Brien, M. P. (2018, September). Efficient in-game communication in collaborative online multiplayer games. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (pp. 1-4). IEEE. https://doi.org/10.1109/VS-Games.2018.8493420
  • SteamCharts. (2025). Dead by Daylight - Concurrent players. https://steamcharts.com/app/381210 Tisdell, E. J., Merriam, S. B., & Stuckey-Peyrot, H. L. (2025). Qualitative research: A guide to design and implementation. John Wiley & Sons.
  • Tychsen, A., & Smith, J. H. (2008, November). Game format effects on communication in multi-player games. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (pp. 113-120). https://doi.org/10.1145/1496984.1497003
  • Victor Cheung, Y. Chang, Stacey D. Scott (2012). Communication channels and awareness cues in collocated collaborative time-critical gaming. Conference on Computer Supported Cooperative Work https://doi.org/10.1145/2145204.2145291
  • Whitson, C., & Consoli, J. (2009). Flow theory and student engagement. Journal of Cross-Disciplinary Perspectives in Education, 2(1), 40–49.
  • Winn, B. M., Peng, W., & Pfeiffer, K. (2011, November). Player guiding in an active video game. In 2011 IEEE International Games Innovation Conference (IGIC) (pp. 107-108). IEEE. https://doi.org/10.1109/IGIC.2011.6115107
  • Zollars, J. (2017). Flow theory and engagement: Observing engagement through the lens of flow in a middle school integrated maker space (Doctoral dissertation, University of Pittsburgh). University of Pittsburgh Digital Collections. https://dscholarship.pitt.edu/33700/1/FLOW%20THEORY%20AND%20STUDENT%20ENGAGEMENT.pdf
Toplam 53 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim Çalışmaları, İletişim Teknolojisi ve Dijital Medya Çalışmaları
Bölüm Araştırma Makaleleri
Yazarlar

Sena Elif Özkan 0000-0002-5534-1510

Onur Aşkın 0000-0002-1928-474X

Yayımlanma Tarihi 24 Kasım 2025
Gönderilme Tarihi 6 Mayıs 2025
Kabul Tarihi 8 Eylül 2025
Yayımlandığı Sayı Yıl 2025 Sayı: 71

Kaynak Göster

APA Özkan, S. E., & Aşkın, O. (2025). Dijital Oyunlarda Sessiz İletişim ve Tasarım: Dead by Daylight Üzerine Bir İnceleme. İletişim Kuram ve Araştırma Dergisi(71), 69-90. https://doi.org/10.47998/ikad.1686844