Araştırma Makalesi
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Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması

Yıl 2025, Cilt: 8 Sayı: 2, 259 - 287, 30.09.2025
https://doi.org/10.53025/sportive.1723102

Öz

Bu çalışma, Stardew Valley oyununu temel alarak rekreasyonel video oyunu kullanımının duygusal ve zihinsel faydalarını incelemektedir. Araştırmanın amacı, oyuncu yorumlarında yer alan olumlu psikolojik çıktıları belirlemek ve duygu, oyun içi etkinlik ve sürükleyicilik kavramlarını öne çıkarmaktır. Araştırma karma yöntem tasarımıyla yürütülmüştür. Örneklem, Steam platformundan web kazıma yöntemiyle toplanan 1008 kullanıcı yorumundan oluşmaktadır. Nitel analizde tematik kodlama yapılmıştır. Nicel analizde frekans dağılımı, duygu analizi, birlikte görülme ilişkileri ve oyun süresine göre karşılaştırmalar yapılmıştır. Kullanılan yazılımlar arasında MAXQDA, NVivo, Leximancer, Gephi ve SPSS programları yer almaktadır. Duygusal faydalar ve oyun içi etkinlikler en sık raporlanan temalardır. Oyuncular oyun sırasında artan mutluluk, rahatlama, yaratıcılık ve duygusal iyi oluş yaşadıklarını belirtmiştir. Daha uzun süreli oyun oynayanlarda daha yüksek düzeyde memnuniyet ve olumlu duygu ifadeleri gözlenmiştir. Elde edilen sonuçlar, Stardew Valley’in duygusal düzenleme ve kişisel gelişim açısından terapötik bir potansiyel taşıdığını göstermektedir. Bu çalışma, şiddet içermeyen ve bağımsız geliştirilen oyunların zihinsel sağlığa katkı sağlayabileceğini ortaya koyarak dijital boş zaman araştırmalarına katkıda bulunmuştur. Oyun geliştiricileri ve terapistler, bu bulgulardan yararlanarak duygusal dayanıklılığı ve bilişsel katılımı destekleyen uygulamalar geliştirebilir.

Kaynakça

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Recreational Use of Video Games: A Mixed-Methods Study on Player Experience in Stardew Valley

Yıl 2025, Cilt: 8 Sayı: 2, 259 - 287, 30.09.2025
https://doi.org/10.53025/sportive.1723102

Öz

This study examines the emotional and mental benefits of recreational video game use through player experiences in Stardew Valley. The study aims to identify key themes in user feedback that highlight positive psychological outcomes, with a focus on emotion, immersion, and in-game activity. A mixed-methods design was used. The sample included 1008 player comments collected from Steam using web scraping. The qualitative analysis used thematic coding to identify major themes. Quantitative analysis included frequency counts, sentiment scoring, co-occurrence mapping, and comparisons by gameplay duration. Tools included MAXQDA, NVivo, Leximancer, Gephi, and SPSS. Emotional benefits and in-game activities were the most frequently reported themes. Players described increased joy, relaxation, creativity, and emotional well-being. Longer gameplay durations were associated with higher levels of satisfaction and positive sentiment. The findings show that Stardew Valley offers therapeutic value for emotional regulation and personal growth. The study contributes to digital leisure literature by demonstrating how non-violent, indie games can support mental well-being. Game designers and therapists can use these insights to develop interventions that promote emotional resilience and cognitive engagement.

Kaynakça

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  • Vimalanathan, V., Kunasegaran, V., Alagenthran, K., Balamurugan, R. N. D., & Sandrasaigaran, P. (2022). Integration of Casual Video Games During Online Learning to Relief Stress in Students. Malaysian Journal of Science and Advanced Technology, 36–41. https://doi.org/10.56532/mjsat.v2i1.38
  • von der Heiden, J. M., Braun, B., Müller, K. W., & Egloff, B. (2019). The Association Between Video Gaming and Psychological Functioning. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.01731
  • Wearing, S. L., Porter, D., Wearing, J., & McDonald, M. (2022). Exploring adolescent computer gaming as leisure experience and consumption: some insights on deviance and resistance. Leisure Studies, 41(1), 28–41. https://doi.org/10.1080/02614367.2021.1942525
  • Weinstein, A. M. (2010). Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users. The American Journal of Drug and Alcohol Abuse, 36(5), 268–276. https://doi.org/10.3109/00952990.2010.491879
  • Wittek, C. T., Finserås, T. R., Pallesen, S., Mentzoni, R. A., Hanss, D., Griffiths, M. D., & Molde, H. (2016). Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers. International Journal of Mental Health and Addiction, 14(5), 672–686. https://doi.org/10.1007/s11469-015-9592-8
  • Wulf, T., Bowman, N. D., Velez, J. A., & Breuer, J. (2020). Once Upon a Game: Exploring Video Game Nostalgia and Its Impact on Well-Being. Psychology of Popular Media, 9(1), 83–95. https://doi.org/10.1037/ppm0000208
  • You, S., Kim, E., & No, U. (2015). Impact of violent video games on the social behaviors of adolescents: The mediating role of emotional competence. School Psychology International, 36(1), 94–111. https://doi.org/10.1177/0143034314562921
  • Zhao, J.-L., Hu, K., Tang, J.-X., Tang, L., Wang, C.-Y., & Shields, J. (2023). Does playing video games improve psychological resilience? The mediating roles of in-game positive and negative affect, sense of competence, and social connection. Psychology of Popular Media. https://doi.org/10.1037/ppm0000471
Toplam 98 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor Hekimliği
Bölüm Makaleler
Yazarlar

Andaç Akçakese 0000-0002-2954-5632

Erken Görünüm Tarihi 25 Eylül 2025
Yayımlanma Tarihi 30 Eylül 2025
Gönderilme Tarihi 19 Haziran 2025
Kabul Tarihi 5 Ağustos 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 8 Sayı: 2

Kaynak Göster

APA Akçakese, A. (2025). Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması. Sportive, 8(2), 259-287. https://doi.org/10.53025/sportive.1723102
AMA Akçakese A. Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması. SPORTIVE. Eylül 2025;8(2):259-287. doi:10.53025/sportive.1723102
Chicago Akçakese, Andaç. “Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması”. Sportive 8, sy. 2 (Eylül 2025): 259-87. https://doi.org/10.53025/sportive.1723102.
EndNote Akçakese A (01 Eylül 2025) Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması. Sportive 8 2 259–287.
IEEE A. Akçakese, “Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması”, SPORTIVE, c. 8, sy. 2, ss. 259–287, 2025, doi: 10.53025/sportive.1723102.
ISNAD Akçakese, Andaç. “Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması”. Sportive 8/2 (Eylül2025), 259-287. https://doi.org/10.53025/sportive.1723102.
JAMA Akçakese A. Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması. SPORTIVE. 2025;8:259–287.
MLA Akçakese, Andaç. “Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması”. Sportive, c. 8, sy. 2, 2025, ss. 259-87, doi:10.53025/sportive.1723102.
Vancouver Akçakese A. Video Oyunlarının Rekreasyonel Kullanımı: Stardew Valley’de Oyuncu Deneyimine Yönelik Bir Karma Yöntem Çalışması. SPORTIVE. 2025;8(2):259-87.