Araştırma Makalesi
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VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ

Yıl 2018, Sayı: 12, 51 - 68, 29.06.2018
https://doi.org/10.31722/konservatuvardergisi.467653

Öz

Geçtiğimiz otuz yılda video oyunlar toplum üzerinde olumlu ve olumsuz
büyük bir etki yaratmıştır. Oyun içerisindeki müzikler kurgusal dünya ile
gerçek dünya arasındaki bütünleşmenin sağlanmasında kilit bir öneme
sahiptir. Video oyunlarının görsel ve işitsel etki düzeyi saatlerce bir oyuna
maruz kalan oyuncular üzerindeki davranış değişimlerini ölçmek için önemli
bir fırsat sunmaktadır. Bu çalışmada video oyun müziklerinin saldırgan
davranış ile bağlantısını incelenmeye çalışılmıştır. Araştırma kapsamında
dört bölümden oluşan bir çevrimiçi anket formu (Musical Preference Scale,
The Basic Need Satisfaction in General Scale, Buss-Perry Aggression
Questionnaire, Brief Mood Introspection Scale) ve yarı deneysel aşamada ise
2011 yılında Londra Filarmoni Orkestrası tarafından hazırlanan popüler
video oyun müzikleri kullanılmıştır. Anketi puan ortalamalarının yaş,
cinsiyet, video oyun kullanım stilleri ve müzik duygu modu değişkenlerine
göre anlamlı düzeyde değişimin olup olmadığı ANOVA ve T-testi ile
incelenmiştir. Araştırma sonuçları önceki çalışmaların aksine, oyunlarda
kullanılan arka plan müziğinin saldırganlık eğiliminin artmasında önemli bir
rolünün olmadığını göstermiştir.

Kaynakça

  • Adachi, Paul J. C. ve Willoughby, Teena (2013). “Demolishing the Competition: The Longitudinal Link Between Competitive Video Games, Competitive Gambling, and Aggression”. Journal of Youth Adolescence. C.42, S.7: 1090-104.
  • (2015). “From the Couch to the Sports Field: The Longitudinal Associations Between Sports Video Game Play, Self-Esteem, and Involvement in Sports”. Psychology of Popular Media Culture. C. 4, S. 4: 329–341.
  • Balkaya, Feza ve Şahin, Nesrin H (2003). “Çok Boyutlu Öfke Ölçeği”, Türk Psikiyatri Dergisi. C. 14, S. 3: 192-202.
  • Barlett, Christopher P. ve Rodeheffer, Christopher (2009). “Effects of Realism on Extended Violent and Nonviolent Video Game Play on Aggressive Thoughts, Feelings, and Physiological Arousal”. Aggressive Behavior, C. 35, S. 3: 213–224.
  • Buchman, Debra D. ve Funk, Jeanne B. (1996). “Video and Computer Games in the ’90s: Children’s Time Commitment and game Preference”. Children Today. C. 24: 12–16.
  • Buss, Arnold H. ve Perry, Mark (1992). “The Aggression Questionnaire”. Journal of Personality and Social Psychology. C. 63: 452-459.
  • Campbell, Don (1991). Imagery and the Physiology of Music. (Ed. Campbell). Music – Physician for Times to Come. Wheaton, IL: Theosophical Publishing House.
  • Cihangir-Çankaya, Zeynep ve Bacanlı, Hasan (2003). “İhtiyaç doyum ölçeği uyarlama çalışması”. VII. Ulusal Psikolojik Danışma ve Rehberlik Kongresi Bildiri Özetleri. Malatya, İnönü Üniversitesi. 9–11 Temmuz.
  • Deci Edward L vd. (2001). “Need Satisfaction, Motivation, and Well-Being in the Work Organizations of a Former Eastern Bloc Country: A Cross-Cultural Study of Self- Determination”. Personality and Social Psychology Bulletin. C. 27, S. 8: 930–942.
  • Donohue Sarah E., Woldorff Marty G., Mitroff Stephen R. (2010). “Video Game Players Show More Precise Multisensory Temporal Processing Abilities”. Attention, Perception, & Psychophysics. C.72, S.4: 1120–1129.
  • Gardner, Meryl P., Vandersteel, Marion (1984). The Consumer's Mood: An Important Situational Variable. in T. Kinnear (Ed.), Advances in Consumer Research (Vol. 11, pp. 525-529). Provo, UT: Association for Consumer Research.
  • Gutwinski, Stefan, Adrienne J. Heinz, Andreas Heinz (2018). “Alcohol-Related Aggression and Violence”. The Wiley Blackwell Handbook of Forensic Neuroscience, 455–480.
  • Gurgen Tekin E. (2015). “Müziğin Temel Bileşenleri Ve Müzik Dinlemenin Kavramsal Boyutu”. Ulakbilge Dergisi, C.3, S.5: 1-14.
  • Huang H.-C. vd. (2017). “Influence of Temperament and Character on Online Gamer Loyalty: Perspectives from Personality and Flow Theories”. Computers in Human Behavior. S.70: 398–406.
  • Huesmann, L. Rowell (1986). “Psychological Processes Promoting the Relation Between Exposure to Media Violence and Aggressive Behavior by the Viewer”. Journal of Social Issues. C. 42, S. 3: 125–139.
  • IJsselsteijn Wijnand vd. (2008). The Game Experience Questionnaire: Development of a Self- Report Measure to Assess Player Experiences of Digital Games. Technische Universiteit Eindhoven: Eindhoven, The Netherlands.
  • Janata, Petr vd. (2007). “Characterisation of music-evoked autobiographical memories”. Memory. C. 15: 845–860.
  • Johnson James D., Jackson Lee Anderson, Gatto Leslie (1995). “Violent Attitudes and Deferred Academic Aspirations: Deleterious Effects of Exposure to Rap Music”. Basic and Applied Social Psychology, C.16, S. 1-2: 27–41.
  • Johnson, G Jeffrey (2002). “Television Viewing and Aggressive Behavior During Adolescence and Adulthood”. Science, C. 295, S. 5564: 2468–2471.
  • Karamızrak Neslihan (2014). “Ses ve Müziğin Organları İyileştirici Etkisi”. Kosuyolu Kalp Dergisi. C. 17, S.1: 54–57. doi:10.4274/khj.4775
  • Kashdan Todd B. vd. (2006). “Social Anxiety and Posttraumatic Stress in Combat Veterans: Relations to Well-Being and Character Strengths”. Behavior Research and Therapy, S. 44: 561-583.
  • Kavcıoğlu, Fatih Cemil (2011). The Role of Meta-Mood Experience on the Mood-Congruency Effect in Recognizing Emotions from Facial Expressions. Master's thesis. Ankara: Middle East Technical University School of Social Sciences.
  • Lazarus, Richard S. (1993). “Coping theory and research: past, present, and future”. Psychosomatic Medicine. C. 55, S.3: 234–247.
  • Malliet, Steven (2006). An Exploration of Adolescents’ Perceptions of Video Game Realism Learning. Media and Technology. C. 31, S.4: 377–394.
  • Mayer John D., Gaschke Yvonne N. (1988). “The Experience and Meta-Experience of Mood”. Journal of Personality and Social Psychology. C. 55, S. 1: 102–111.
  • Mayer, John D. Allen, Joshua P. Beauregard, Keith (1995). “Mood İnductions for Four Specific Moods: A procedure Employing Guided Imagery Vignettes With Music”. Journal of Mental Imagery. C. 19, S. 1-2: 151-159.
  • Miller Mandi M. Strongman Kenneth T. (2002). “The Emotional Effects of Music on Religious Experience: A Study of the Pentecostal-Charismatic Style of Music and Worship”. Psychology of Music. C. 30, S. 1: 8–27.
  • Nacke Lennart E. , Grimshaw Mark N., Lindley Craig A. (2010). “More than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game”. Interacting with Computers. C. 22, S. 5: 336–343.
  • Newzoo (2017). 2017 Global Games Market Report: The industry standard for understanding and sizing the global games market. Amsterdam. Netherlands.
  • North, Adrian and Hargreaves, David (2008). The social and applied psychology of music. Oxford: Oxford University Press.
  • Prot, Sara vd. (2013). “Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior”. Psychological Science. C. 25, S. 2: 358–368.
  • Sezer, Fahri (2011). “Öfke ve Psikolojik Belirtiler Üzerine Müziğin Etkisi”. Uluslararası İnsan Bilimleri Dergisi. C. 8, S. 1, 1472-1493.
  • Sherry, John L. (2007). “Violent Video Games and Aggression: Why Can't We Find Effects?” In R. W. Preiss, B. M. Gayle, N. Burrell, M. Allen, & J. Bryant (Eds.), Mass Media Effects Research: Advances Through Meta-Analysis Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers. (pp. 245-262).
  • Şahin, Nesrin H. ve Durak, Ayşegül (1994). “Kısa Semptom Envanteri: Türk Gençleri İçin Uyarlanması”. Türk Psikoloji Dergisi. C. 9, S. 31: 44-56.
  • Taylor, George (1980). “Sex Pheromones and Aggressive Behavior in Male Rats”. Animal Learning & Behavior. C. 8, S. 3: 485–490.
  • Tezel, Nurdan (2011). “Akor Yapısındaki Tonal ve Atonal Ayrımlamada Nörokognitif Yaklaşım”. Yayımlanmamış Doktora Tezi. İzmir: Dokuz Eylül Üniversitesi.
  • Unsworth, Gabrielle ve Ward, Tony (2001). “Video Games and Aggressive Behaviour”. Australian Psychologist, C. 36, S. 3: 184–192.
  • Vuoskoski, Jonna. K. vd. (2012). “Who Enjoys Listening to Sad Music and Why?” Music Perception. S. 29: 311–317.
  • Woolfolk, Anita (2010). Instructor's copy of Educational Psychology (11th ed.). Upper Saddle. River, New Jersey: Pearson Education.
  • Yıldırım, Irem Gökçe (2016). “Time Pressure as Video Game Design Element and Basic Need Satisfaction”. Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA’16.
  • Zangwill, Nick (2004). “Against Emotion: Hanslick Was Right About Music”. The British Journal of Aesthetics. C. 44, S. 1: 29–43.
  • Zhen Shuangju vd. (2011). “Exposure to Violent Computer Games and Chinese Adolescents’ Physical Aggression: The Role of Beliefs About Aggression, Hostile Expectations, and Empathy”. Computers in Human Behavior. C. 27, S. 5: 1675–1687.

An Investigation of the Influence of Video Game Music on University Students' Behavior

Yıl 2018, Sayı: 12, 51 - 68, 29.06.2018
https://doi.org/10.31722/konservatuvardergisi.467653

Öz

Over the last thirty years, video games have had a major impact, both

positively and negatively, on society. The music in video games has a key

role for integration of the fictional world and the real world. The level of

visual and auditory impact of video games offers an important opportunity to

measure behavioral changes on players who are exposed to a game for hours.

With this study, we examine the connection of video game music with

aggressive behavior. Within the scope of this study, an online survey form

composed of four divisions (Musical Preference Scale, The Basic Need

Satisfaction in General Scale, Buss-Perry Aggression Questionnaire, and

Brief Mood Introspection Scale) was used and some popular video game

music, prepared by the London Philharmonic Orchestra in 2011, were used in

the experimental stage. It has been analyzed using ANOVA and T-test that if

there is any significant difference of point averages of the questionnaire

according to variables as age, gender, video game using styles and music

mood. The results of the study indicate that, contrary to previous studies,

background music incorporated into video games do not play an important

role in increase of aggression tendency.

Kaynakça

  • Adachi, Paul J. C. ve Willoughby, Teena (2013). “Demolishing the Competition: The Longitudinal Link Between Competitive Video Games, Competitive Gambling, and Aggression”. Journal of Youth Adolescence. C.42, S.7: 1090-104.
  • (2015). “From the Couch to the Sports Field: The Longitudinal Associations Between Sports Video Game Play, Self-Esteem, and Involvement in Sports”. Psychology of Popular Media Culture. C. 4, S. 4: 329–341.
  • Balkaya, Feza ve Şahin, Nesrin H (2003). “Çok Boyutlu Öfke Ölçeği”, Türk Psikiyatri Dergisi. C. 14, S. 3: 192-202.
  • Barlett, Christopher P. ve Rodeheffer, Christopher (2009). “Effects of Realism on Extended Violent and Nonviolent Video Game Play on Aggressive Thoughts, Feelings, and Physiological Arousal”. Aggressive Behavior, C. 35, S. 3: 213–224.
  • Buchman, Debra D. ve Funk, Jeanne B. (1996). “Video and Computer Games in the ’90s: Children’s Time Commitment and game Preference”. Children Today. C. 24: 12–16.
  • Buss, Arnold H. ve Perry, Mark (1992). “The Aggression Questionnaire”. Journal of Personality and Social Psychology. C. 63: 452-459.
  • Campbell, Don (1991). Imagery and the Physiology of Music. (Ed. Campbell). Music – Physician for Times to Come. Wheaton, IL: Theosophical Publishing House.
  • Cihangir-Çankaya, Zeynep ve Bacanlı, Hasan (2003). “İhtiyaç doyum ölçeği uyarlama çalışması”. VII. Ulusal Psikolojik Danışma ve Rehberlik Kongresi Bildiri Özetleri. Malatya, İnönü Üniversitesi. 9–11 Temmuz.
  • Deci Edward L vd. (2001). “Need Satisfaction, Motivation, and Well-Being in the Work Organizations of a Former Eastern Bloc Country: A Cross-Cultural Study of Self- Determination”. Personality and Social Psychology Bulletin. C. 27, S. 8: 930–942.
  • Donohue Sarah E., Woldorff Marty G., Mitroff Stephen R. (2010). “Video Game Players Show More Precise Multisensory Temporal Processing Abilities”. Attention, Perception, & Psychophysics. C.72, S.4: 1120–1129.
  • Gardner, Meryl P., Vandersteel, Marion (1984). The Consumer's Mood: An Important Situational Variable. in T. Kinnear (Ed.), Advances in Consumer Research (Vol. 11, pp. 525-529). Provo, UT: Association for Consumer Research.
  • Gutwinski, Stefan, Adrienne J. Heinz, Andreas Heinz (2018). “Alcohol-Related Aggression and Violence”. The Wiley Blackwell Handbook of Forensic Neuroscience, 455–480.
  • Gurgen Tekin E. (2015). “Müziğin Temel Bileşenleri Ve Müzik Dinlemenin Kavramsal Boyutu”. Ulakbilge Dergisi, C.3, S.5: 1-14.
  • Huang H.-C. vd. (2017). “Influence of Temperament and Character on Online Gamer Loyalty: Perspectives from Personality and Flow Theories”. Computers in Human Behavior. S.70: 398–406.
  • Huesmann, L. Rowell (1986). “Psychological Processes Promoting the Relation Between Exposure to Media Violence and Aggressive Behavior by the Viewer”. Journal of Social Issues. C. 42, S. 3: 125–139.
  • IJsselsteijn Wijnand vd. (2008). The Game Experience Questionnaire: Development of a Self- Report Measure to Assess Player Experiences of Digital Games. Technische Universiteit Eindhoven: Eindhoven, The Netherlands.
  • Janata, Petr vd. (2007). “Characterisation of music-evoked autobiographical memories”. Memory. C. 15: 845–860.
  • Johnson James D., Jackson Lee Anderson, Gatto Leslie (1995). “Violent Attitudes and Deferred Academic Aspirations: Deleterious Effects of Exposure to Rap Music”. Basic and Applied Social Psychology, C.16, S. 1-2: 27–41.
  • Johnson, G Jeffrey (2002). “Television Viewing and Aggressive Behavior During Adolescence and Adulthood”. Science, C. 295, S. 5564: 2468–2471.
  • Karamızrak Neslihan (2014). “Ses ve Müziğin Organları İyileştirici Etkisi”. Kosuyolu Kalp Dergisi. C. 17, S.1: 54–57. doi:10.4274/khj.4775
  • Kashdan Todd B. vd. (2006). “Social Anxiety and Posttraumatic Stress in Combat Veterans: Relations to Well-Being and Character Strengths”. Behavior Research and Therapy, S. 44: 561-583.
  • Kavcıoğlu, Fatih Cemil (2011). The Role of Meta-Mood Experience on the Mood-Congruency Effect in Recognizing Emotions from Facial Expressions. Master's thesis. Ankara: Middle East Technical University School of Social Sciences.
  • Lazarus, Richard S. (1993). “Coping theory and research: past, present, and future”. Psychosomatic Medicine. C. 55, S.3: 234–247.
  • Malliet, Steven (2006). An Exploration of Adolescents’ Perceptions of Video Game Realism Learning. Media and Technology. C. 31, S.4: 377–394.
  • Mayer John D., Gaschke Yvonne N. (1988). “The Experience and Meta-Experience of Mood”. Journal of Personality and Social Psychology. C. 55, S. 1: 102–111.
  • Mayer, John D. Allen, Joshua P. Beauregard, Keith (1995). “Mood İnductions for Four Specific Moods: A procedure Employing Guided Imagery Vignettes With Music”. Journal of Mental Imagery. C. 19, S. 1-2: 151-159.
  • Miller Mandi M. Strongman Kenneth T. (2002). “The Emotional Effects of Music on Religious Experience: A Study of the Pentecostal-Charismatic Style of Music and Worship”. Psychology of Music. C. 30, S. 1: 8–27.
  • Nacke Lennart E. , Grimshaw Mark N., Lindley Craig A. (2010). “More than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game”. Interacting with Computers. C. 22, S. 5: 336–343.
  • Newzoo (2017). 2017 Global Games Market Report: The industry standard for understanding and sizing the global games market. Amsterdam. Netherlands.
  • North, Adrian and Hargreaves, David (2008). The social and applied psychology of music. Oxford: Oxford University Press.
  • Prot, Sara vd. (2013). “Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior”. Psychological Science. C. 25, S. 2: 358–368.
  • Sezer, Fahri (2011). “Öfke ve Psikolojik Belirtiler Üzerine Müziğin Etkisi”. Uluslararası İnsan Bilimleri Dergisi. C. 8, S. 1, 1472-1493.
  • Sherry, John L. (2007). “Violent Video Games and Aggression: Why Can't We Find Effects?” In R. W. Preiss, B. M. Gayle, N. Burrell, M. Allen, & J. Bryant (Eds.), Mass Media Effects Research: Advances Through Meta-Analysis Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers. (pp. 245-262).
  • Şahin, Nesrin H. ve Durak, Ayşegül (1994). “Kısa Semptom Envanteri: Türk Gençleri İçin Uyarlanması”. Türk Psikoloji Dergisi. C. 9, S. 31: 44-56.
  • Taylor, George (1980). “Sex Pheromones and Aggressive Behavior in Male Rats”. Animal Learning & Behavior. C. 8, S. 3: 485–490.
  • Tezel, Nurdan (2011). “Akor Yapısındaki Tonal ve Atonal Ayrımlamada Nörokognitif Yaklaşım”. Yayımlanmamış Doktora Tezi. İzmir: Dokuz Eylül Üniversitesi.
  • Unsworth, Gabrielle ve Ward, Tony (2001). “Video Games and Aggressive Behaviour”. Australian Psychologist, C. 36, S. 3: 184–192.
  • Vuoskoski, Jonna. K. vd. (2012). “Who Enjoys Listening to Sad Music and Why?” Music Perception. S. 29: 311–317.
  • Woolfolk, Anita (2010). Instructor's copy of Educational Psychology (11th ed.). Upper Saddle. River, New Jersey: Pearson Education.
  • Yıldırım, Irem Gökçe (2016). “Time Pressure as Video Game Design Element and Basic Need Satisfaction”. Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA’16.
  • Zangwill, Nick (2004). “Against Emotion: Hanslick Was Right About Music”. The British Journal of Aesthetics. C. 44, S. 1: 29–43.
  • Zhen Shuangju vd. (2011). “Exposure to Violent Computer Games and Chinese Adolescents’ Physical Aggression: The Role of Beliefs About Aggression, Hostile Expectations, and Empathy”. Computers in Human Behavior. C. 27, S. 5: 1675–1687.
Toplam 42 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Uğur Bakan 0000-0003-0117-3731

Mücahit Yalçin Öztüfekçi 0000-0001-6097-8738

Yayımlanma Tarihi 29 Haziran 2018
Yayımlandığı Sayı Yıl 2018 Sayı: 12

Kaynak Göster

APA Bakan, U., & Öztüfekçi, M. Y. (2018). VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ. Ege Üniversitesi Devlet Türk Musikisi Konservatuvarı Dergisi(12), 51-68. https://doi.org/10.31722/konservatuvardergisi.467653
AMA Bakan U, Öztüfekçi MY. VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ. EKOD. Haziran 2018;(12):51-68. doi:10.31722/konservatuvardergisi.467653
Chicago Bakan, Uğur, ve Mücahit Yalçin Öztüfekçi. “VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ”. Ege Üniversitesi Devlet Türk Musikisi Konservatuvarı Dergisi, sy. 12 (Haziran 2018): 51-68. https://doi.org/10.31722/konservatuvardergisi.467653.
EndNote Bakan U, Öztüfekçi MY (01 Haziran 2018) VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ. Ege Üniversitesi Devlet Türk Musikisi Konservatuvarı Dergisi 12 51–68.
IEEE U. Bakan ve M. Y. Öztüfekçi, “VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ”, EKOD, sy. 12, ss. 51–68, Haziran 2018, doi: 10.31722/konservatuvardergisi.467653.
ISNAD Bakan, Uğur - Öztüfekçi, Mücahit Yalçin. “VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ”. Ege Üniversitesi Devlet Türk Musikisi Konservatuvarı Dergisi 12 (Haziran 2018), 51-68. https://doi.org/10.31722/konservatuvardergisi.467653.
JAMA Bakan U, Öztüfekçi MY. VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ. EKOD. 2018;:51–68.
MLA Bakan, Uğur ve Mücahit Yalçin Öztüfekçi. “VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ”. Ege Üniversitesi Devlet Türk Musikisi Konservatuvarı Dergisi, sy. 12, 2018, ss. 51-68, doi:10.31722/konservatuvardergisi.467653.
Vancouver Bakan U, Öztüfekçi MY. VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ. EKOD. 2018(12):51-68.