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<article  article-type="research-article"        dtd-version="1.4">
            <front>

                <journal-meta>
                                    <journal-id></journal-id>
            <journal-title-group>
                                                                                    <journal-title>Medya ve Kültürel Çalışmalar Dergisi</journal-title>
            </journal-title-group>
                                        <issn pub-type="epub">2687-2668</issn>
                                                                                            <publisher>
                    <publisher-name>Antalya Belek Üniversitesi</publisher-name>
                </publisher>
                    </journal-meta>
                <article-meta>
                                        <article-id pub-id-type="doi">10.55055/mekcad.1545266</article-id>
                                                                <article-categories>
                                            <subj-group  xml:lang="en">
                                                            <subject>New Media</subject>
                                                    </subj-group>
                                            <subj-group  xml:lang="tr">
                                                            <subject>Yeni Medya</subject>
                                                    </subj-group>
                                    </article-categories>
                                                                                                                                                        <title-group>
                                                                                                                        <trans-title-group xml:lang="en">
                                    <trans-title>A Research for the Determination the Digital Game Literacy Level: The Case of Çanakkale</trans-title>
                                </trans-title-group>
                                                                                                                                                                                                <article-title>Dijital Oyun Okuryazarlığı Seviyesinin Belirlenmesine Yönelik Bir Araştırma: Çanakkale Örneği</article-title>
                                                                                                    </title-group>
            
                                                    <contrib-group content-type="authors">
                                                                        <contrib contrib-type="author">
                                                                    <contrib-id contrib-id-type="orcid">
                                        https://orcid.org/0000-0002-2866-9633</contrib-id>
                                                                <name>
                                    <surname>Erdoğan</surname>
                                    <given-names>Merve</given-names>
                                </name>
                                                                    <aff>Çanakkale Onsekiz Mart Üniversitesi</aff>
                                                            </contrib>
                                                    <contrib contrib-type="author">
                                                                    <contrib-id contrib-id-type="orcid">
                                        https://orcid.org/0009-0001-4569-2819</contrib-id>
                                                                <name>
                                    <surname>Çakin</surname>
                                    <given-names>İrem</given-names>
                                </name>
                                                                    <aff>ÇANAKKALE ONSEKİZ MART ÜNİVERSİTESİ</aff>
                                                            </contrib>
                                                                                </contrib-group>
                        
                                        <pub-date pub-type="pub" iso-8601-date="20241030">
                    <day>10</day>
                    <month>30</month>
                    <year>2024</year>
                </pub-date>
                                        <volume>6</volume>
                                        <issue>2</issue>
                                        <fpage>33</fpage>
                                        <lpage>54</lpage>
                        
                        <history>
                                    <date date-type="received" iso-8601-date="20240908">
                        <day>09</day>
                        <month>08</month>
                        <year>2024</year>
                    </date>
                                                    <date date-type="accepted" iso-8601-date="20240929">
                        <day>09</day>
                        <month>29</month>
                        <year>2024</year>
                    </date>
                            </history>
                                        <permissions>
                    <copyright-statement>Copyright © 2019, Medya ve Kültürel Çalışmalar Dergisi</copyright-statement>
                    <copyright-year>2019</copyright-year>
                    <copyright-holder>Medya ve Kültürel Çalışmalar Dergisi</copyright-holder>
                </permissions>
            
                                                                                                <trans-abstract xml:lang="en">
                            <p>Academic studies on digital games offered to individuals’ interest in different genres from different hardware and media have been increasing day by day. Digital game literacy, which is an extension of these studies, enables individuals who play games to gain various abilities and aims to improve individuals&#039; ability to think analytically about games. Based on this point, this research aims to create data on digital game literacy awareness in academic literature. The research was carried out with the interview technique which is one of the qualitative research methods. Participants were selected through convenience sampling as an improbable sampling method. The data were collected by asking semi-structured questions and interpreted with the descriptive analysis method. As a result of the regional research conducted with 17 participants in Çanakkale city, it is stated that most of the male participants  preferred action games, while most female participants preferred brain teasers and puzzle games. It is observed that the participants can understand and interpret visual and graphical texts within the scope of digital game literacy. Another important finding of the research is that the participants are either uninformed or insecure within the limits of the laws in the face of the negative attitudes they are exposed to in the game. It was also determined that the participants were able to distinguish game components and game contents. Therefore, one of the important results of the research is that most of the participants have selective abilities on digital game literacy.</p></trans-abstract>
                                                                                                                                    <abstract><p>Günümüzde farklı donanım ve mecralardan, farklı türler ile bireylerin ilgisine sunulan dijital oyunlara yönelik akademik çalışmalar gün geçtikçe artmaktadır. Bu çalışmaların bir uzantısını oluşturan dijital oyun okuryazarlığı, oyun oynayan bireylerin çeşitli nitelikleri kazanmasını sağlamakta ve bireylerin oyunlarla ilgili analitik düşünme yeteneğini geliştirmekle ilgilenmektedir. Bu noktadan yola çıkılarak yapılan bu çalışma akademik literatürde dijital oyun okuryazarlığı farkındalığına ilişkin bir veri oluşturma amacı taşımaktadır. Çalışma, nitel araştırma yöntemlerinden biri olan görüşme tekniği ile gerçekleştirilmiştir. Katılımcılar olasılıksız örnekleme yöntemlerinden kolayda örnekleme yoluyla seçilmiş, veriler yarı yapılandırılmış sorularla toplanmış ve betimsel analiz yöntemi ile yorumlanmıştır. Çanakkale şehrinde 17 katılımcı ile gerçekleştirilen bölgesel araştırma sonucunda oyun türü tercihlerinde erkek katılımcıların çoğu aksiyon odaklı, kadın katılımcıların çoğu ise zekâ ve bulmaca türü oyunları tercih ettiğini belirtmiştir. Katılımcıların dijital oyun okuryazarlığı kapsamında görsel ve grafiksel metinleri anlayabildiği, yorumlayabildiği görülmektedir. Araştırmaya dair elde edilen bir diğer önemli bulgu ise katılımcıların oyun içerisinde maruz kaldığı olumsuz tutumlar karşısında yasalara karşı bilgisiz ya da güvensiz olduğudur. Ayrıca katılımcıların oyun bileşenlerini ve oyun içeriklerini ayırt edebildiği saptanmıştır. Dolayısıyla katılımcıların çoğunun dijital oyun okuryazarlığına ilişkin seçici yeteneklere sahip olmaları çalışmanın önemli sonuçlarından biridir.</p></abstract>
                                                            
            
                                                                                        <kwd-group>
                                                    <kwd>Oyun</kwd>
                                                    <kwd>  Dijital Oyun</kwd>
                                                    <kwd>  Medya Okuryazarlığı</kwd>
                                                    <kwd>  Dijital Oyun Okuryazarlığı</kwd>
                                                    <kwd>  Farkındalık</kwd>
                                            </kwd-group>
                            
                                                <kwd-group xml:lang="en">
                                                    <kwd>Game</kwd>
                                                    <kwd>  Digital Game</kwd>
                                                    <kwd>  Media Literacy</kwd>
                                                    <kwd>  Digital Game Literacy</kwd>
                                                    <kwd>  Awareness</kwd>
                                            </kwd-group>
                                                                                                                                    <funding-group specific-use="FundRef">
                    <award-group>
                                                    <funding-source>
                                <named-content content-type="funder_name">ÇANAKKALE ONSEKİZ MART ÜNİVERSİTESİ REKTÖRLÜĞÜ Lisansüstü Eğitim Enstitüsü Etik Kurulu Bilimsel Araştırma ve Yayın Etiği</named-content>
                            </funding-source>
                                                                    </award-group>
                </funding-group>
                                </article-meta>
    </front>
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