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JAPONLARIN GÜNLÜK OYUN KULLANIMI ÜZERİNE BİR ARAŞTIRMA

Yıl 2024, Cilt: 4 Sayı: 1, 1 - 34, 30.06.2024

Öz

Japonya'da yerel oyun pazarının büyüklüğü hem 2020 hem de 2021'de 2 trilyon Japon yenini aştı. Japonya'daki oyun oynayan nüfus 55,35 milyon ya da toplam nüfusun yaklaşık yarısı olduğu söylenmektedir ve Japonya'da oyun oynamanın çok aktif hale geldiği söylenebilir. Oyunların Japonya'da neden bu kadar aktif bir şekilde kullanılmaya başlandığı sorusunu açıklığa kavuşturmak için aşağıdaki üç araştırma sorusu belirlenmiş ve incelenmiştir. (1) Japonya'da oyunlar nasıl yayıldı? (2) Japon halkı oyunlardan ne bekliyor? (3) Oyunlar gelecekte Japonlar için nasıl bir varlığa sahip olacak? Araştırma sorusu 1)'de Japonya'daki oyun tarihinin incelenmesine odaklanılmıştır. Sonuç olarak, teknolojik yeniliklerin oyunları kullanıcılar için daha tanıdık bir alana getirdiğini ve oyun oynamayı kolaylaştırdığı söylenebilir. Araştırma sorusu (2)’de, oyun kullanıcılarının tercihleri ve oyun oynamaktan kopma nedenleri araştırıldı. Bireysel tercihler kişiden kişiye farklılık göstermekle birlikte, bir oyunla ilgili aktif bir topluluğun varlığının veya yokluğunun, belirli bir oyuna verilen desteğin uzun ömürlü olmasında bir faktör olduğu söylenebilir. Başka bir deyişle, kullanıcılar oyunlardan sadece oyun içeriği değil, aynı zamanda başkalarıyla bağlantı kurmayı da bekler hale gelmiştir. Araştırma sorusu (3)'te, oyunların eğitim amaçlı kullanımı, yaşam tarzıyla ilgili uygulamalar, çevrimiçi hizmetlerin kullanımı, azalan doğum oranı ve yaşlanan nüfus gibi çeşitli konularla oyunlar birleştirildiğinde oyunların gelecekte nasıl kullanılması gerektiği tartışıldı. Bu tartışmalar doğrultusunda, oyunların Japonya'da nasıl popülerlik kazandığını ve gelecekte nasıl ele alınacağı açıklığa kavuşturulmaya çalışılacaktır.

Kaynakça

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A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE

Yıl 2024, Cilt: 4 Sayı: 1, 1 - 34, 30.06.2024

Öz

In Japan, the size of the domestic game market exceeded 2 trillion yen in both 2020 and 2021. The gaming population in Japan is said to be 55.35 million, or about half of the total population, and it can be pointed out that the use of games in Japan is becoming very active. In order to clarify the question of why games have become so actively used in Japan, the following three research questions were set and examined. (1) How did games spread in Japan? (2) What do Japanese people want from games? (3) What kind of presence will games have for the Japanese in the future? In research question 1), the discussion centered on a survey of the history of games in Japan. As a result, I pointed out that technological innovation has brought games into a more familiar space for users and made it easier for them to play games. Research question (2) investigated game users' preferences and the causes of their disengagement from game playing. While individual preferences differ from person to person, it was pointed out that the presence or absence of an active community related to a game is a factor in the longevity of support for a particular game. In other words, users have come to expect not only game content but also connections with others from games. In research question (3), I combined games with various topics, such as educational use of games, lifestyle-related applications, use of online services, and the declining birthrate and aging population, and discussed how games should be used in the future. Through these discussions, we will clarify how games have gained popularity in Japan and how they will be treated in the future.

Kaynakça

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Toplam 55 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Dünya Dilleri, Edebiyatı ve Kültürü (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Kazuki Okada 0000-0003-3345-292X

Yayımlanma Tarihi 30 Haziran 2024
Gönderilme Tarihi 22 Mart 2024
Kabul Tarihi 25 Haziran 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 4 Sayı: 1

Kaynak Göster

APA Okada, K. (2024). A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. World Language Studies, 4(1), 1-34.