Bibliometric Analysis of Scientific Studies Published on Game Customer Churn Analysis Between 2008 and 2022
Öz
Anahtar Kelimeler
Kaynakça
- [1] M. And, Oyun ve bügü: Türk kültüründe oyun kavramı, Genişletilmiş baskı. İstanbul: YKY, 2003.
- [2] C. S. Ang and P. Zaphiris, “Computer Games and Language Learning:,” in Handbook of Research on Instructional Systems and Technology, T. T. Kidd and H. Song, Eds. IGI Global, 2008, pp. 449–462. doi: 10.4018/978-1-59904-865-9.ch032.
- [3] E. M. Avedon and B. Sutton-Smith, The study of games. New York, N.Y. [u.a]: Ishi Press, 2015.
- [4] G. Costikyan, “I have no words & I must design: toward a critical vocabulary for games,” in Proceedings of the computer games and digital cultures conference, Finland, 2002, pp. 9–33.
- [5] R. E. Cardona-Rivera, J. P. Zagal, and M. S. Debus, “GFI: A Formal Approach to Narrative Design and Game Research,” in Interactive Storytelling, vol. 12497, A.-G. Bosser, D. E. Millard, and C. Hargood, Eds. Cham: Springer International Publishing, 2020, pp. 133–148. doi: 10.1007/978-3-030-62516-0_13.
- [6] J. Juul, “Games telling stories? A brief note on games and narratives,” Game studies, vol. 1, no. 1, pp. 1–12, 2001.
- [7] Kevin Maroney, “My Entire Waking Life,” http://www.thegamesjournal.com/, 2011. http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml (accessed Apr. 13, 2022).
- [8] R. A. Myers and G. Mertz, “The Limits of Exploitation: A Precautionary Approach,” Ecological Applications, vol. 8, no. 1, p. S165, Feb. 1998, doi: 10.2307/2641375.
Ayrıntılar
Birincil Dil
İngilizce
Konular
İletişim ve Medya Çalışmaları, Bölgesel Çalışmalar, İşletme
Bölüm
Araştırma Makalesi
Yazarlar
Kaan Arık
*
0000-0002-0930-8955
Türkiye
Murat Gezer
0000-0002-7286-3943
Türkiye
Seda Tolun Tayalı
0000-0002-0618-2859
Türkiye
Yayımlanma Tarihi
30 Haziran 2022
Gönderilme Tarihi
1 Mayıs 2022
Kabul Tarihi
17 Haziran 2022
Yayımlandığı Sayı
Yıl 2022 Cilt: 5 Sayı: 1
