Araştırma Makalesi
BibTex RIS Kaynak Göster

You Too “Proteus !’’ The Proteus Effect On Character Creatıon Choıces In Fc24

Yıl 2026, Cilt: 15 Sayı: 1, 40 - 50, 03.02.2026
https://doi.org/10.22282/tojras.1754133

Öz

Abstract: Video games offer important virtual environments that enrich digital experiences. In these environments, avatars personalize gaming experiences by representing users' online presence. In particular, how avatar characteristics, such as physical attractiveness, affect users' online interactions is an important research topic. In the rapidly growing gaming industry, platforms such as FC24 (formerly named FIFA) offer personal and interactive experiences. However, studies on FC24 players’ motivations for avatar customization in the context of the Proteus Effect are scarce in the literature. The main purpose of this study is to understand players’ interactions and experiences in character creation processes within the framework of the ‘Proteus effect’ and ‘identification theory’ by identifying the reasons why the FC24 game developed by EA sports players customize their avatars and the motivations behind these customizations. Semi-structured interviews were conducted with 15 adults (10 men, 5 women) who played the FC24 game, identified through purposive and snowball sampling methods commonly used in qualitative research. Purposive sampling, which is widely used in qualitative research, was used, and the determination of the sample size was based on data saturation, which was underlined by Creswell (1998). The data obtained in the study conducted within the framework of grounded theory (Charmaz, 1983) were analyzed with the thematic analysis method proposed by Braun and Clarke (2006). The coding process was carried out within the framework of open, axial and selective coding stages (Strauss and Corbin, 1990) and the constant comparative analysis method was applied while coding each transcript (Charmaz, 1983). The criteria suggested by Creswell (1998) were used for validity and reliability. The main reasons for user-avatar customizations in the ''FC24'' game are categorized under five main themes: ''Individual Purpose'', ''Physical Appearance'', ''Aesthetic Appearance'', ''Self'' and ''Personalization''. This study explores the dynamics between virtual identity and self-perception by examining FC24 players' avatar choices in the context of the Proteus effect. The findings showed that players shape their avatars not only based on their physical characteristics, but also taking into account strategic, social and motivational factors. It has been determined that the Proteus effect is a dynamic process and virtual identities interact with individuals' real self-perceptions. Practically, these findings highlight the importance of personalization options in game design, while theoretically they offer a deepening understanding of the relationship between virtual identity and self-presentation.

Kaynakça

  • Bailenson, J. N., & Segovia, K. Y. (2010). Virtual doppelgangers: Psychological effects of avatars who ignore their owners. In Online worlds: Convergence of the real and the virtual (pp. 175–186). Springer. https://doi.org/10.1007/978-1-84882-825-4_14
  • Banakou, D., Kishore, S., & Slater, M. (2018). Virtually being Einstein results in an improvement in cognitive task performance and a decrease in age bias. Frontiers in Psychology, 9, Article 917. https://doi.org/10.3389/fpsyg.2018.00917
  • Belk, R. W. (2013). Extended self in a digital world. Journal of Consumer Research, 40(3), 477–500. https://doi.org/10.1016/j.copsyc.2015.11.003
  • Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), 530–535. https://doi.org/10.1089/cpb.2007.9994
  • Beyea, D., Ratan, R., Lei, Y., Liu, H., Hales, G. E., & Lim, C. (2023). A new meta-analysis of the Proteus effect: Studies in VR find stronger effect sizes. Presence: Virtual and Augmented Reality, 31, 189–202. https://doi.org/10.1162/pres_a_00392
  • Bian, Y., Zhou, C., Tian, Y., Wang, P., & Gao, F. (2015). The Proteus effect: Influence of avatar appearance on social interaction in virtual environments. In C. Stephanidis (Ed.), HCI International 2015 – Posters’ Extended Abstracts (pp. 78–83). Springer. https://doi.org/10.1007/978-3-319-21383-5_13
  • Bryman, A. (2012). Social research methods (4th ed.). Oxford University Press.
  • Charmaz, K. (1983). The grounded theory method: An explication and interpretation. In R. M. Emerson (Ed.), Contemporary field research (pp. 109–126). Little, Brown.
  • Creswell, J. W. (1998). Qualitative inquiry and research design: Choosing among five traditions. Sage.
  • Creswell, J. W., & Miller, D. L. (2000). Determining validity in qualitative inquiry. Theory Into Practice, 39(3), 124–130.
  • Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). Sage Publications.
  • Ducheneaut, N., Wen, M. H., Yee, N., & Wadley, G. (2009). Body and mind: A study of avatar personalization in three virtual worlds. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1151–1160). ACM. https://doi.org/10.1145/1518701.1518877
  • Fox, J., & Bailenson, J. N. (2009). Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors. Media Psychology, 12(1), 1–25. https://doi.org/10.1080/15213260802669474
  • Fox, J., Bailenson, J., & Binney, J. (2009). Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar. Presence: Teleoperators and Virtual Environments, 18(4), 294–303. https://doi.org/10.1162/pres.18.4.294
  • Frisanco, A., Schepisi, M., Tieri, G., & Aglioti, S. M. (2022). Embodying the avatar of an omnipotent agent modulates the perception of one’s own abilities and enhances feelings of invulnerability. Scientific Reports, 12(1), 21585. https://doi.org/10.1038/s41598-022-26016-1
  • Gonzales, A. L., & Hancock, J. T. (2008). Identity shift in computer-mediated environments. Media Psychology, 11(2), 167–185. https://doi.org/10.1080/15213260802023433
  • Gonzalez-Franco, M., & Peck, T. C. (2018). Avatar embodiment: Towards a standardized questionnaire. Frontiers in Robotics and AI, 5, Article 74. https://doi.org/10.3389/frobt.2018.00074
  • Guba, E. G. (1981). Criteria for assessing the trustworthiness of naturalistic inquiries. Educational Communication and Technology Journal, 29(2), 75–91.
  • Guegan, J., Buisine, S., Mantelet, F., Maranzana, N., & Segonds, F. (2016). Avatar-mediated creativity: When embodying inventors makes engineers more creative. Computers in Human Behavior, 61, 165–175. https://doi.org/10.1016/j.chb.2016.03.024
  • Homer (1919). The Odyssey. London: W. Heinemann; New York: G.P. Putnam’s sons, 1919.
  • Kim, D. Y., Lee, H. K., & Chung, K. (2023). Avatar-mediated experience in the metaverse: The impact of avatar realism on user–avatar relationship. Journal of Retailing and Consumer Services, 73, 103382. https://doi.org/10.1016/j.jretconser.2023.103382
  • Kim, E. J., & Kim, J. (2025). Virtual reflections: Self-mirroring and its influence on self-presence in virtual reality environments. The Visual Computer, 1–13. https://doi.org/10.1007/s00371-025-03868-y
  • Kim, Y., & Sundar, S. S. (2012). Visualizing ideal self vs. actual self through avatars: Impact on preventive health outcomes. Computers in Human Behavior, 28(4), 1356–1364. https://doi.org/10.1016/j.chb.2012.02.021
  • Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players’ self-perception. Communication Theory, 19(4), 351–373. https://doi.org/10.1111/j.1468-2885.2009.01347.x
  • Li, B. J., Lwin, M. O., & Jung, Y. (2014). Wii, myself, and size: The influence of Proteus effect and stereotype threat on overweight children's exercise motivation and behavior in exergames. Games for Health Journal, 3(1), 40–48. https://doi.org/10.1089/g4h.2013.0081
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
  • Martin-Coesel, A. (2025). Theoretical review of Proteus effect: Idealized identity creation in sports games. Frontiers in Psychology, 15, 1379599. https://doi.org/10.3389/fpsyg.2024.1379599
  • Merriam, S. B. (2009). Qualitative research: A guide to design and implementation. Jossey-Bass.
  • Mitrushchenkova, A. N. (2023). Personal identity in the metaverse: Challenges and risks. Kutafin Law Review, 9(4), 793–817. https://doi.org/10.17803/2313-5395.2022.4.22.793-817
  • Negrin, L. (2008). Appearance and identity. In Appearance and identity: Fashioning the body in postmodernity (pp. 9–32). Palgrave Macmillan. https://doi.org/10.1057/9780230617186_2
  • Nowak, K. L., & Rauh, C. (2005). The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-Mediated Communication, 11(1), 153–178. https://doi.org/10.1111/j.1083-6101.2006.tb00308.x
  • Patton, M. Q. (2002). Qualitative research and evaluation methods (3rd ed.). Sage.
  • Porter, S. (2007). Validity, trustworthiness and rigour: Reasserting realism in qualitative research. Journal of Advanced Nursing, 60(1), 79–86. https://doi.org/10.1111/j.1365-2648.2007.04360.x
  • Ratan, R. A., & Dawson, M. (2016). When Mii is me: A psychophysiological examination of avatar self-relevance. Communication Research, 43(8), 1065-1093. https://doi.org/10.1177/0093650215570652
  • Strauss, A., & Corbin, J. (1990). Basics of qualitative research: Grounded theory procedures and techniques. Sage.
  • Szolin, K. (2024). The Proteus effect in Fallout: New Vegas: Investigating gender-conforming behaviors in videogames. Entertainment Computing, 52, 100765. https://doi.org/10.1016/j.entcom.2024.100765
  • Szolin, K., Kuss, D. J., Nuyens, F. M., & Griffiths, M. D. (2023). Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect. Human–Computer Interaction, 38(5–6), 374–399. https://doi.org/10.1080/07370024.2022.2103419
  • Tajfel, H., & Turner, J. C. (1979). An integrative theory of intergroup conflict. In W. G. Austin & S. Worchel (Eds.), The social psychology of intergroup relations (pp. 33–47). Brooks/Cole.
  • Turkay, S., & Kinzer, C. (2014). The effects of avatar customization on player identification in video games. Computers in Human Behavior, 28(1), 1–10. https://doi.org/10.4018/978-1-4666-8200-9.ch012
  • Vasalou, A., Joinson, A. N., Bänziger, T., Goldie, P., & Pitt, J. (2007). Avatars in social media: Balancing accuracy, playfulness and embodied messages. International Journal of Human-Computer Studies, 66(11), 801–811. https://doi.org/10.1016/j.ijhcs.2008.08.002
  • Wu, S., Xu, L., Dai, Z., & Pan, Y. (2023). Factors affecting avatar customization behavior in virtual environments. Electronics, 12(10), 2286.
  • Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x
  • Zhu, R., & Yi, C. (2024). Avatar design in metaverse: The effect of avatar–user similarity in procedural and creative tasks. Internet Research, 34(1), 39–57. https://doi.org/10.1108/intr-08-2022-f0691

Sen De Mi ‘’Proteus!’’ Fc24 Oyununda Karakter Oluşturma Tercihlerinde Proteus Etkisi

Yıl 2026, Cilt: 15 Sayı: 1, 40 - 50, 03.02.2026
https://doi.org/10.22282/tojras.1754133

Öz

Video oyunları, dijital deneyimleri zenginleştiren önemli sanal ortamlar sunar. Bu ortamlarda avatarlar, kullanıcıların çevrimiçi varlıklarını temsil ederek oyun deneyimlerini kişiselleştirir. Özellikle fiziksel çekicilik gibi avatar özelliklerinin, kullanıcıların çevrimiçi etkileşimlerini nasıl etkilediği önemli bir araştırma konusudur. Hızla büyüyen oyun endüstrisinde, FC24 (eski adı ile FIFA) gibi platformlar kişisel ve interaktif deneyimler sunar. Ancak, literatürde Proteus Etkisi bağlamında FC24 oyuncularının avatar özelleştirme motivasyonlarına dair çalışmalar yok denecek kadar azdır. Bu çalışmanın temel amacı, EA Sports tarafından geliştirilen FC24 oyunundaki oyuncuların avatarlarını özelleştirme nedenlerini ve bu özelleştirmelerin ardındaki motivasyonları belirleyerek, “Proteus etkisi” ve “özdeşleşme teorisi” çerçevesinde oyuncuların karakter yaratma süreçlerindeki etkileşimlerini ve deneyimlerini anlamaktır. Nitel araştırmalarda yaygın olarak kullanılan amaçlı ve kartopu örnekleme yöntemiyle belirlenen, FC24 oyununu oynayan 15 (10 erkek, 5 kadın) yetişkinle yarı yapılandırılmış görüşmeler gerçekleştirilmiştir. Örneklem büyüklüğünün belirlenmesinde Creswell (1998) tarafından ifade edilen veri doygunluğu esas alınmıştır. Gömülü teori (Charmaz, 1983) çerçevesinde gerçekleştirilen çalışmada elde edilen veriler Braun ve Clarke (2006) tarafından önerilen tematik analiz yöntemi ile analiz edilmiştir. Kodlama süreci açık, eksenel ve seçici kodlama aşamaları çerçevesinde gerçekleştirilmiş (Strauss ve Corbin, 1990) ve her bir transkript kodlanırken sürekli karşılaştırmalı analiz yöntemi uygulanmıştır (Charmaz, 1983). Geçerlik ve güvenirlik için Creswell (1998)’in önerdiği kriterler kullanılmıştır. ‘’FC24’’ oyunundaki kullanıcı-avatar özelleştirmelerinin temel nedenleri beş ana tema altında sınıflandırılmıştır: ‘’Bireysel Amaç’’, ‘’Fiziksel Görünüm’’, ’’Estetik Görünüm’’, ‘’Benlik’’ ve ‘’Kişiselleştirme’’. Bu çalışma, FC24 oyuncularının avatar seçimlerini Proteus etkisi bağlamında inceleyerek sanal kimlik ve benlik algısı arasındaki dinamikleri ortaya koymuştur. Bulgular, oyuncuların avatarlarını yalnızca fiziksel özelliklerine göre değil, stratejik, sosyal ve motivasyonel faktörleri dikkate alarak şekillendirdiğini göstermiştir. Proteus etkisinin dinamik bir süreç olduğu ve sanal kimliklerin bireylerin gerçek benlik algılarıyla etkileşim içinde olduğu belirlenmiştir. Pratik olarak, bu bulgular oyun tasarımında kişiselleştirme seçeneklerinin önemini vurgularken, teorik olarak sanal kimlik ve benlik sunumu arasındaki ilişkiye dair derinleşen bir anlayış sunmaktadır.

Kaynakça

  • Bailenson, J. N., & Segovia, K. Y. (2010). Virtual doppelgangers: Psychological effects of avatars who ignore their owners. In Online worlds: Convergence of the real and the virtual (pp. 175–186). Springer. https://doi.org/10.1007/978-1-84882-825-4_14
  • Banakou, D., Kishore, S., & Slater, M. (2018). Virtually being Einstein results in an improvement in cognitive task performance and a decrease in age bias. Frontiers in Psychology, 9, Article 917. https://doi.org/10.3389/fpsyg.2018.00917
  • Belk, R. W. (2013). Extended self in a digital world. Journal of Consumer Research, 40(3), 477–500. https://doi.org/10.1016/j.copsyc.2015.11.003
  • Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), 530–535. https://doi.org/10.1089/cpb.2007.9994
  • Beyea, D., Ratan, R., Lei, Y., Liu, H., Hales, G. E., & Lim, C. (2023). A new meta-analysis of the Proteus effect: Studies in VR find stronger effect sizes. Presence: Virtual and Augmented Reality, 31, 189–202. https://doi.org/10.1162/pres_a_00392
  • Bian, Y., Zhou, C., Tian, Y., Wang, P., & Gao, F. (2015). The Proteus effect: Influence of avatar appearance on social interaction in virtual environments. In C. Stephanidis (Ed.), HCI International 2015 – Posters’ Extended Abstracts (pp. 78–83). Springer. https://doi.org/10.1007/978-3-319-21383-5_13
  • Bryman, A. (2012). Social research methods (4th ed.). Oxford University Press.
  • Charmaz, K. (1983). The grounded theory method: An explication and interpretation. In R. M. Emerson (Ed.), Contemporary field research (pp. 109–126). Little, Brown.
  • Creswell, J. W. (1998). Qualitative inquiry and research design: Choosing among five traditions. Sage.
  • Creswell, J. W., & Miller, D. L. (2000). Determining validity in qualitative inquiry. Theory Into Practice, 39(3), 124–130.
  • Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). Sage Publications.
  • Ducheneaut, N., Wen, M. H., Yee, N., & Wadley, G. (2009). Body and mind: A study of avatar personalization in three virtual worlds. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1151–1160). ACM. https://doi.org/10.1145/1518701.1518877
  • Fox, J., & Bailenson, J. N. (2009). Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors. Media Psychology, 12(1), 1–25. https://doi.org/10.1080/15213260802669474
  • Fox, J., Bailenson, J., & Binney, J. (2009). Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar. Presence: Teleoperators and Virtual Environments, 18(4), 294–303. https://doi.org/10.1162/pres.18.4.294
  • Frisanco, A., Schepisi, M., Tieri, G., & Aglioti, S. M. (2022). Embodying the avatar of an omnipotent agent modulates the perception of one’s own abilities and enhances feelings of invulnerability. Scientific Reports, 12(1), 21585. https://doi.org/10.1038/s41598-022-26016-1
  • Gonzales, A. L., & Hancock, J. T. (2008). Identity shift in computer-mediated environments. Media Psychology, 11(2), 167–185. https://doi.org/10.1080/15213260802023433
  • Gonzalez-Franco, M., & Peck, T. C. (2018). Avatar embodiment: Towards a standardized questionnaire. Frontiers in Robotics and AI, 5, Article 74. https://doi.org/10.3389/frobt.2018.00074
  • Guba, E. G. (1981). Criteria for assessing the trustworthiness of naturalistic inquiries. Educational Communication and Technology Journal, 29(2), 75–91.
  • Guegan, J., Buisine, S., Mantelet, F., Maranzana, N., & Segonds, F. (2016). Avatar-mediated creativity: When embodying inventors makes engineers more creative. Computers in Human Behavior, 61, 165–175. https://doi.org/10.1016/j.chb.2016.03.024
  • Homer (1919). The Odyssey. London: W. Heinemann; New York: G.P. Putnam’s sons, 1919.
  • Kim, D. Y., Lee, H. K., & Chung, K. (2023). Avatar-mediated experience in the metaverse: The impact of avatar realism on user–avatar relationship. Journal of Retailing and Consumer Services, 73, 103382. https://doi.org/10.1016/j.jretconser.2023.103382
  • Kim, E. J., & Kim, J. (2025). Virtual reflections: Self-mirroring and its influence on self-presence in virtual reality environments. The Visual Computer, 1–13. https://doi.org/10.1007/s00371-025-03868-y
  • Kim, Y., & Sundar, S. S. (2012). Visualizing ideal self vs. actual self through avatars: Impact on preventive health outcomes. Computers in Human Behavior, 28(4), 1356–1364. https://doi.org/10.1016/j.chb.2012.02.021
  • Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players’ self-perception. Communication Theory, 19(4), 351–373. https://doi.org/10.1111/j.1468-2885.2009.01347.x
  • Li, B. J., Lwin, M. O., & Jung, Y. (2014). Wii, myself, and size: The influence of Proteus effect and stereotype threat on overweight children's exercise motivation and behavior in exergames. Games for Health Journal, 3(1), 40–48. https://doi.org/10.1089/g4h.2013.0081
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
  • Martin-Coesel, A. (2025). Theoretical review of Proteus effect: Idealized identity creation in sports games. Frontiers in Psychology, 15, 1379599. https://doi.org/10.3389/fpsyg.2024.1379599
  • Merriam, S. B. (2009). Qualitative research: A guide to design and implementation. Jossey-Bass.
  • Mitrushchenkova, A. N. (2023). Personal identity in the metaverse: Challenges and risks. Kutafin Law Review, 9(4), 793–817. https://doi.org/10.17803/2313-5395.2022.4.22.793-817
  • Negrin, L. (2008). Appearance and identity. In Appearance and identity: Fashioning the body in postmodernity (pp. 9–32). Palgrave Macmillan. https://doi.org/10.1057/9780230617186_2
  • Nowak, K. L., & Rauh, C. (2005). The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-Mediated Communication, 11(1), 153–178. https://doi.org/10.1111/j.1083-6101.2006.tb00308.x
  • Patton, M. Q. (2002). Qualitative research and evaluation methods (3rd ed.). Sage.
  • Porter, S. (2007). Validity, trustworthiness and rigour: Reasserting realism in qualitative research. Journal of Advanced Nursing, 60(1), 79–86. https://doi.org/10.1111/j.1365-2648.2007.04360.x
  • Ratan, R. A., & Dawson, M. (2016). When Mii is me: A psychophysiological examination of avatar self-relevance. Communication Research, 43(8), 1065-1093. https://doi.org/10.1177/0093650215570652
  • Strauss, A., & Corbin, J. (1990). Basics of qualitative research: Grounded theory procedures and techniques. Sage.
  • Szolin, K. (2024). The Proteus effect in Fallout: New Vegas: Investigating gender-conforming behaviors in videogames. Entertainment Computing, 52, 100765. https://doi.org/10.1016/j.entcom.2024.100765
  • Szolin, K., Kuss, D. J., Nuyens, F. M., & Griffiths, M. D. (2023). Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect. Human–Computer Interaction, 38(5–6), 374–399. https://doi.org/10.1080/07370024.2022.2103419
  • Tajfel, H., & Turner, J. C. (1979). An integrative theory of intergroup conflict. In W. G. Austin & S. Worchel (Eds.), The social psychology of intergroup relations (pp. 33–47). Brooks/Cole.
  • Turkay, S., & Kinzer, C. (2014). The effects of avatar customization on player identification in video games. Computers in Human Behavior, 28(1), 1–10. https://doi.org/10.4018/978-1-4666-8200-9.ch012
  • Vasalou, A., Joinson, A. N., Bänziger, T., Goldie, P., & Pitt, J. (2007). Avatars in social media: Balancing accuracy, playfulness and embodied messages. International Journal of Human-Computer Studies, 66(11), 801–811. https://doi.org/10.1016/j.ijhcs.2008.08.002
  • Wu, S., Xu, L., Dai, Z., & Pan, Y. (2023). Factors affecting avatar customization behavior in virtual environments. Electronics, 12(10), 2286.
  • Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x
  • Zhu, R., & Yi, C. (2024). Avatar design in metaverse: The effect of avatar–user similarity in procedural and creative tasks. Internet Research, 34(1), 39–57. https://doi.org/10.1108/intr-08-2022-f0691
Toplam 43 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor Sosyolojisi, Spor ve Rekreasyon, Egzersiz ve Spor Psikolojisi
Bölüm Araştırma Makalesi
Yazarlar

Merve Turan Tuna 0000-0002-1638-6513

Tolga Tuna 0000-0001-8413-1355

Metin Argan 0000-0002-9570-0469

Gönderilme Tarihi 30 Temmuz 2025
Kabul Tarihi 6 Ocak 2026
Yayımlanma Tarihi 3 Şubat 2026
Yayımlandığı Sayı Yıl 2026 Cilt: 15 Sayı: 1

Kaynak Göster

Vancouver 1.Turan Tuna M, Tuna T, Argan M. You Too “Proteus !’’ The Proteus Effect On Character Creatıon Choıces In Fc24. TOJRAS [Internet]. 01 Şubat 2026;15(1):40-5. Erişim adresi: https://izlik.org/JA93NW68NT