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Examining the Studies on “Digital Gaming”: A Bibliometric Analysis

Yıl 2022, , 824 - 851, 30.09.2022
https://doi.org/10.37679/trta.1142969

Öz

Depending on the technological developments experienced, the importance of the concept of digitalization, which we encounter in all areas of our lives, is increasing. As a reflection of this situation, the definition of the concept of game has changed to include digital technologies. When the literature is examined, it has been determined that there is an increase in digital game-based studies. The main purpose of this research is to examine the studies on "digital game" in the literature by bibliometric method. Within the scope of the study, researches related to digital games were examined in terms of content and bibliometrically. As a result of the examination, the general trends in the relevant field, the authors who studied and the classification of the studies according to the years were shown with visual maps. Web of Science (WoS) was used to obtain the data. A total of 920 publications were reached in the research carried out by scanning the term "Digital game". Content analysis and bibliometric analysis were used in the analysis of the data. In the research, it was concluded that the distribution of the studies in WoS by years was between 2004-2022, and the most productive author was Gwo-Jen Hwang. It has been determined that the university with the most publications on the related subject is "National Taiwan University of Science and Technology", and the country with the most publications is America. According to the common word analysis, it was concluded that the most frequently repeated keyword in the studies was "Digital game-based learning", and according to the common citation analysis, the most cited author was Prensky. As a result of the co-author analysis, it was seen that the authors worked in small groups and there were no multiple connections between the authors.

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“Dijital Oyun” ile İlgili Çalışmaların İncelenmesi: Bir Bibliyometrik Analiz

Yıl 2022, , 824 - 851, 30.09.2022
https://doi.org/10.37679/trta.1142969

Öz

Yaşanan teknolojik gelişmelere bağlı olarak hayatımızın her alanında karşılaştığımız dijitalleşme kavramının önemi artmaktadır. Bu durumun bir yansıması olarak da oyun kavramının tanımı dijital teknolojileri kapsayacak şekilde değişmiştir. Alan yazın incelendiğinde dijital oyun temelli çalışmalara yönelik bir artış olduğu belirlenmiştir. Bu bağlamda araştırmanın temel amacı “dijital oyun” ile ilgili yapılmış çalışmaların bibliyometrik yöntemle incelenmesidir. Çalışma kapsamında dijital oyun ile ilgili araştırmalar, içerik açısından ve bibliyometrik olarak irdelenmiştir. Yapılan incelemenin sonucu olarak ilgili alana ilişkin genel eğilimler, çalışma yapan yazarlar ve çalışmaların yıllara göre tasnifi gibi nitelikler görsel haritalarla gösterilmiştir. Verilerin elde edilmesinde, Web of Science (WoS)’tan faydalanılmıştır. “Digital game” terimi taratılarak gerçekleştirilen araştırmada toplam 920 yayına ulaşılmıştır. Verilerin analizinde, içerik analizi ve bibliyometrik analiz kullanılmıştır. Araştırmada, WoS’ta yer alan çalışmaların yıllara göre dağılımının 2004-2022 yılları arasında, en üretken yazarın ise Gwo-Jen Hwang olduğu sonucuna ulaşılmıştır. İlgili konuda en çok yayın yapan üniversitenin “National Taiwan University of Science and Technology”, en çok yayın yapılan ülkenin ise Amerika olduğu belirlenmiştir. Ortak kelime analizine göre araştırmalarda en sık tekrarlanan anahtar kelimenin “Digital game-based learning”, ortak atıf analizine göre en çok atıf alan yazarın ise Prensky olduğu sonucuna ulaşılmıştır. Ortak yazar analizi sonucunda, yazarların küçük gruplar hâlinde çalıştıkları ve yazarlar arasında çoklu bağlantıların olmadığı görülmüştür

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  • Martí-Parreno, J., Mendez-Ibanez, E., & Alonso-Arroyo, A. (2016). The use of gamification in education: A bibliometric and text mining analysis. Journal of Computer Assisted Learning, 32(6), 663–676. https://doi.org/10.1111/jcal.12161
  • Mattsson, P., & Laike, T. (2022). Young children’s learning about lighting and turn-off behaviour in preschool environments. Energy and Buildings, 112193. https://doi.org/10.1016/j.enbuild.2022.112193
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
  • Mukund, V., Sharma, M., Srivastva, A., Sharma, R., Farber, M., & Chatterjee Singh, N. (2022). Effects of a digital game-based course in building adolescents’ knowledge and social-emotional competencies. Games for Health Journal, 11(1), 18-29. https://doi.org/10.1089/g4h.2021.0138
  • Mumcu, H. E., Yazici, Ö. F., & Yilmaz, O. (2021). Effect of 12-week recreational activity program on digital game addiction and peer relationships qualities in children. Acta Medica, 37, 2919. https://www.researchgate.net/profile/Osman-Yilmaz-2/publication/354601818_Effect_of_12-week_recreational_activity_program_on_digital_game_addiction_and_peer_relationships_qualities_in_children/links/61488fcf3c6cb310697fba8b/Effect-of-12-week-recreational-activity-program-on-digital-game-addiction-and-peer-relationships-qualities-in-children.pdf
  • Muritala, B. A., Sánchez-Rebull, M. V., & Hernández-Lara, A. B. (2020). A bibliometric analysis of online reviews research in tourism and hospitality. Sustainability, 12(23), 1-18. https://doi.org/10.3390/su12239977
  • Pan, Y., Ke, F., & Xu, X. (2022). A systematic review of the role of learning games in fostering mathematics education in K-12 settings. Educational Research Review, 100448. https://doi.org/10.1016/j.edurev.2022.100448
  • Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
  • Pill, S., Hyndman, B., SueSee, B., & Williams, J. (2019). Physical education teachers’ use of digital game design principles. Journal of Teaching in Physical Education, 40(1), 1-9. https://doi.org/10.1123/jtpe.2019-0036
  • Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31. http://www.autzones.com/din6000/textes/semaine13/Prensky(2001).pdf
  • Punamäki, R. L., Wallenius, M., Hölttö, H., Nygård, C. H., & Rimpelä, A. (2009). The associations between information and communication technology (ICT) and peer and parent relations in early adolescence. International Journal of Behavioral Development, 33(6), 556-564. https://doi.org/10.1177/0165025409343828
  • Putz, L.M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior,106–392. https://doi.org/10.1016/j.chb.2020.106392
  • Raynal, A., Lavigne, H., Goldstein, M., & Gutierrez, J. (2022). Starting with Parents: Investigating a Multi-Generational, Media-Enhanced Approach to Support Informal Science Learning for Young Children. Early Childhood Education Journal, 50(5), 879-889. https://doi.org/10.1007/s10643-021-01209-x
  • Rialti, R., Marzi, G., Ciappei, C., & Busso, D. (2019). Big data and dynamic capabilities: A bibliometric analysis and systematic literature review. Management Decision, 57(8), 2052-2068. https://doi.org/10.1108/MD-07-2018-0821
  • Salgarayeva, G. I., Iliyasova, G. G., Makhanova, A. S., & Abdrayimov, R. T. (2021). The effects of using digital game based learning in primary classes with ınclusive education. European Journal of Contemporary Education, 10(2), 450-461. https://doi.org/10.13187/ejced.2021.2.450
  • Santhanam, R., Liu, D., & Milton Shen, W.C. (2016). Research note-gamification of technology-mediated training: Not all competitions are the same. Information Systems Research, 27(2), 453–465. https://doi.org/10.1287/isre.2016.0630
  • Sarkar, A., & Sarkar, J. G. (2022). Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion. Information Technology & People, (ahead-of-print). https://doi.org/10.1108/ITP-11-2020-0809
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006
  • Smith, R., Kelly, B., Yeatman, H., Moore, C., Baur, L., King, L., ... & Bauman, A. (2020). Advertising placement in digital game design influences children’s choices of advertised snacks: A randomized trial. Journal of the Academy of Nutrition and Dietetics, 120(3), 404-413. https://doi.org/10.1016/j.jand.2019.07.017
  • Söylemez, A. (2021). Bilişsel davranışçı oyun terapisi temelli psiko-eğitim programının çocuklarda şiddet içerikli dijital oyun bağımlılığı ve saldırganlık düzeylerine etkisi. [Yayınlanmamış Doktora Tezi]. Sakarya Üniversitesi, Eğitim Bilimleri Enstitüsü.
  • Sung, H. Y., Hwang, G. J., & Yen, Y. F. (2015). Development of a contextual decision-making game for improving students' learning performance in a health education course. Computers & Education, 82, 179-190. https://doi.org/10.1016/j.compedu.2014.11.012
  • Super, J., Keller, R. H., Betts, T. K., & Roach Humphreys, J. (2019). Simulation games: Learning goal orientations and norms for knowledge sharing. Academy of Management Proceedings, (1). https://doi.org/10.5465/AMBPP.2019.15436abstract
  • Tang, J. T. (2021). A practical action research of portfolio assessment on building the learning community for graduate students in Taiwan. Systemic Practice and Action Research, 1-24. https://doi.org/10.1007/s11213-021-09583-8
  • Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital game-based learning for professional upskilling: A systematic literature review. Computers & Education, 104518. https://doi.org/10.1016/j.compedu.2022.104518
  • Teng, C. I., Huang, T. L., Yang, Z. H., Wu, W. J., & Liao, G. Y. (2022). How strategic, offensive, and defensive engagement impact gamers’ need satisfaction, loyalty, and game usage. International Journal of Information Management, 66, 102515. https://doi.org/10.1016/j.ijinfomgt.2022.102515
  • Thai, K. P., Bang, H. J., & Li, L. (2022). Accelerating early math learning with research-based personalized learning games: A cluster randomized controlled trial. Journal of Research on Educational Effectiveness, 15(1), 28-51. https://doi.org/10.1080/19345747.2021.1969710
  • Trifonas, P. P. (2010). Digital literacy and public pedagogy. Handbook of public pedagogy: Education and learning beyond schooling, 179. https://www.taylorfrancis.com/chapters/edit/10.4324/9780203863688-32/digital-literacy-public-pedagogy-digital-game-form-learning-peter-pericles-trifonas-ontario-institute-studies-education-university
  • Trinidad, M., Ruiz, M., & Calderon, A. (2021). A bibliometric analysis of gamification research. IEEE Access, 9, 46505–46544. https://doi.org/10.1109/ACCESS.2021.3063986
  • Tuncay, B., & Goger, B. (2022). Ergenlerde dijital oyun bağımlılığı ve uyku kalitesi arasındaki ilişkinin incelenmesi. Journal of Turkish Sleep Medicine, 9, 79-84. https://doi.org/10.4274/jtsm.galenos.2021.52207
  • Tuncer, M., Dikmen, M., & Vural, M. (2022). Dijital oyun bağımlılığı, davranış problemleri ve akademik performans: Bibliyometrik bir haritalama. Sosyal, Beşeri ve İdari Bilimler Dergisi, 5(7): 913- 93. https://doi.org/10.26677/TR1010.2022.1035
  • Van Eck, N. J., & Waltman, L. (2021). VOS-viewer manual: Manual for VOS-viewer version 1.6.17. https://www.vosviewer.com/download
  • Velaora, C., Dimos, I., Tsagiopoulou, S., & Kakarountas, A. (2022). A game-based learning approach in digital design course to enhance students’ competency. Information, 13(4), 177. https://doi.org/10.3390/info13040177
  • Veraksa, A., Sukhikh, V., Veresov, N., & Almazova, O. (2022). Which play is better? Different play types and development of executive functions in early childhood. International Journal of Early Years Education, 1-17. https://doi.org/10.1080/09669760.2022.2091979
  • Veresov, N., & Veraksa, N. (2022). Digital games and digital play in early childhood: a cultural-historical approach. Early Years, 1-13. https://doi.org/10.1080/09575146.2022.2056880
  • Vermeulen, L., & Van Looy, J. (2016). “I play so I am?” A gender study into stereotype perception and genre choice of digital game players. Journal of Broadcasting & Electronic Media, 60(2), 286-304. https://doi.org/10.1080/08838151.2016.1164169
  • Wallenius, M., & Punamäki, R. L. (2008). Digital game violence and direct aggression in adolescence: A longitudinal study of the roles of sex, age, and parent–child communication. Journal of Applied Developmental Psychology, 29(4), 286-294. https://doi.org/10.1016/j.appdev.2008.04.010
  • Wallenius, M., Punamäki, R. L., & Rimpelä, A. (2007). Digital game playing and direct and indirect aggression in early adolescence: The roles of age, social intelligence, and parent-child communication. Journal of Youth and Adolescence, 36(3), 325-336. https://doi.org/10.1007/s10964-006-9151-5
  • Wallenius, M., Rimpelä, A., Punamäki, R. L., & Lintonen, T. (2009). Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. Journal of applied developmental psychology, 30(4), 463-474. https://doi.org/10.1016/j.appdev.2008.12.021
  • Wang, M., & Zheng, X. (2021). Using game-based learning to support learning science: A study with middle school students. The Asia-Pacific Education Researcher, 30(2), 167-176. https://doi.org/10.1007/s40299-020-00523-z
  • Wang, X. M., Wang, S. M., Wang, J. N., Hwang, G. J., & Xu, S. (2022). Effects of a two-tier test strategy on students’ digital game-based learning performances and flow experience in environmental education. Journal of Educational Computing Research, 07356331221095162.
  • Wang, X., Fang, Z.. & Sun, X. (2016). Usage patterns of scholarly articles on Web of Science: a study on Web of Science usage count. Scientometrics, 109, 917-926. https://doi.org/10.1007/s11192-016-2093-0
  • Wong, J., Khalil, M., Baars, M., Koning, B. B. de, & Paas, F. (2019). Exploring sequences of learner activities in relation to self-regulated learning in a massive open online course. Computers & Education, 140, 103595. https://doi.org/10.1016/j.compedu.2019.103595
  • Wouters, P., van Nimwegen, C., van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 1–17. https://doi.org/10.1016/j.compedu.2019.103595
  • Yamazaki, K. (2018). Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world. ReCALL, 30(2), 214-231. https://doi.org/10.1017/S0958344017000350
  • Yang, J. C., & Kuo, W. C. (2022). A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective. Journal of Computer Assisted Learning. https://doi.org/10.1111/jcal.12698
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  • Yang, Y. F., Goh, A. P., Hong, Y. C., & Chen, N. S. (2021). Primary school students’ foreign language anxiety in collaborative and individual digital game-based learning. Computer Assisted Language Learning, 1-21. https://doi.org/10.1080/09588221.2021.2008979
  • Yenğin, D. (2010). Dijital oyunlarda şiddet kavramı: Yeni şiddet. [Yayınlanmamış Doktora Tezi], Marmara Üniversitesi, Sosyal Bilimler Enstitüsü. https://www.proquest.com/openview/9f89ac005ee3f571bde7091a3ecd0b89/1?pq-origsite=gscholar&cbl=2026366&diss=y
  • Yeo, S., Rutherford, T., & Campbell, T. (2022). Understanding elementary mathematics teachers’ intention to use a digital game through the technology acceptance model. Education and Information Technologies, 1-22. https://doi.org/10.1007/s10639-022-11073-w
  • Yu, W., Xu, H., Meng, F., Zhu, Y., Ma, Y., Wu, J., ... & Yang, K. (2020, July). Ch-sims: A chinese multimodal sentiment analysis dataset with fine-grained annotation of modality. In Proceedings of the 58th Annual Meeting of the Association for Computational Linguistics (pp. 3718-3727).
  • Yu, Y. T., & Tsuei, M. (2022). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 1-20. https://doi.org/10.1080/10494820.2022.2028855
  • Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review. https://doi.org/10.1016/j.edurev.2020.100326
  • Zhang, C. (2022). Raising student motivation and interest in football through rich media platforms: the experience of China. Interactive Learning Environments, 1-13. https://doi.org/10.1080/10494820.2022.2091613
  • Zupic, I., & Čater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18(3),429-472. https://doi.org/10.1177/1094428114562629
Toplam 120 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları
Bölüm Makaleler
Yazarlar

Büşra Ergin 0000-0001-5177-7096

Esra Ergin 0000-0002-3810-4142

Yayımlanma Tarihi 30 Eylül 2022
Gönderilme Tarihi 10 Temmuz 2022
Kabul Tarihi 21 Eylül 2022
Yayımlandığı Sayı Yıl 2022

Kaynak Göster

APA Ergin, B., & Ergin, E. (2022). “Dijital Oyun” ile İlgili Çalışmaların İncelenmesi: Bir Bibliyometrik Analiz. TRT Akademi, 7(16), 824-851. https://doi.org/10.37679/trta.1142969