271 results on '"Dijital oyun"'
Search Results
2. Öğrenci̇ler içi̇n Di̇ji̇tal Oyun Tasarim Dokümantasyonu Hazirlama Süreci̇nde Yapay Zeka Kullanimi.
- Author
-
Dervişoğlu, Burak
- Abstract
Copyright of Social Sciences Studies is the property of Social Sciences Studies and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
3. The Relationship Between Digital Game Addiction and Sleepiness in Adolescents: A Cross-Sectional Study.
- Author
-
Kurt, Aylin, Uzun, İsmail Berat, Yılmaz, İrem, Boran, Onur, and Pektaş, Elif
- Subjects
EPWORTH Sleepiness Scale ,SLEEP ,DROWSINESS ,TEENAGERS ,LEAD time (Supply chain management) - Abstract
Copyright of Journal of Health Science Yuksek Ihtisas University / Yüksek İhtisas Üniversitesi Sağlık Bilimleri Dergisi is the property of Journal of Health Science Yuksek Ihtisas University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
4. Okul öncesi dönem çocuğu olan annelerin dijital oyun kavramına yönelik algıları: Metaforik bir çalışma.
- Author
-
İlvan, Tuğba Emiroğlu and Ceylan, Remziye
- Subjects
MOTHER-child relationship ,QUALITATIVE research ,POISONS ,CONTENT analysis ,RESEARCH personnel - Abstract
Copyright of Journal of Social Sciences Research / Sosyal Bilimler Arastirmalari Dergisi is the property of ODU Journal of Social Sciences Research and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
5. Sağlık Bilimleri Fakültesinde Eğitim Gören Öğrencilerin Dijital Oyun Bağımlılığı Farkındalıklarının İncelenmesi.
- Author
-
MANCI, Egemen, YAŞAR, Onur Mutlu, OZDEMIR, Hazal YAKUT, and ULUCAN, Buse
- Subjects
INTERNET access ,SPORTS sciences ,PHYSICAL therapy ,MEDICAL rehabilitation ,LEISURE - Abstract
Copyright of Sportif Bakış: Spor ve Eğitim Bilimleri Dergisi is the property of Sportif Bakis: Spor ve Egitim Bilimleri Dergisi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
6. AÇIK DÜNYA OYUNLARINDA OYUNCU ODAKLI HİKÂYE ANLATIMI: THE WITCHER 3: WILD HUNT ÖRNEĞİ.
- Author
-
EVREN, Fuat Boğaç
- Subjects
DIGITAL storytelling ,ARTIFICIAL intelligence ,EXERCISE video games ,LEGAL reasoning ,STORYTELLING - Abstract
Copyright of Anadolu University Journal of Art & Design / Sanat & Tasarım is the property of Anadolu University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
7. Dijital Şiddetin Yansıması: 'Atomic Heart' Oyun İncelemesi
- Author
-
İbrahim Muslu, Beyza Akyüzlü, and Beyza Beşikci
- Subjects
dijital oyun ,dijital şiddet ,atomic heart ,i̇çerik analizi ,göstergebilim ,digital games ,digital violence ,content analysis ,semiotic analysis ,Social sciences (General) ,H1-99 - Abstract
Teknolojinin gelişmesi, toplumsal olguların dijitalleşmesini sağlayarak iletişim, eğitim, spor, eğlence gibi pek çok alanın dönüşmesine sebep olmaktadır. Geleneksel oyunun yeni formu olan dijital oyunlar da bu dönüşümün bir parçasıdır. Şiddet unsuru da günümüzde dijitalleşmiş ve dijital oyunlarda sıkça üretilen ve sunulan bir kavramdır. Dijitalleşen dünyada oyunlar, toplumsal olguların aktarılmasına hizmet eden platformlardan bir tanesidir. Dijital oyunlar, kişilere toplumsal, bireysel, sosyolojik olarak kurgusal bir yaşam alanı sunmaktadır. Dijital oyunların, senaryo ile kurgulanması alt metinlerin ve olumsuz değerlendirilebilecek görsellerin yer almasına olanak sağlamaktadır. Dijital oyunlarda yer alan şiddet, sunum, içerik ve sıklık açısından farklılaşmaktadır. Bu durum, dijital platformlarda şiddetin yer almasını, alan yazında araştırılmaya değer bulunmasını, dijital şiddet kavramının önemini göstermektedir. Araştırmanın amacını dijital video oyunlarında şiddetin nasıl yansıtıldığı oluşturmaktadır. Çalışma yaklaşımı olarak karma yaklaşım uygun görülmüş ve durum çalışması yapılmıştır. Bu kapsamda içerik analizi ve göstergebilimsel analiz kullanılmıştır. Çalışma örneklemi için "Atomic Heart" oyunu seçilmiş ve 9 saat 45 dakikalık walkthrough videosu, 10 Nisan – 5 Temmuz 2023 tarihleri arasında analiz edilmiştir. Literatürde benzer örneklem ve metodoloji ile dijital şiddeti çözümleyen bir çalışmaya rastlanmamıştır, bu da çalışmanın özgün değerini oluşturmaktadır. Ayrıca oyunun güncel olması ve dijital şiddet konusunun iki farklı analiz tekniği ile incelenmesi literatüre katkı sağlamaktadır. Araştırma sonucunda, şiddetin hem sözlü hem de görsel olarak işlendiği görülmüştür. Şiddetin farklı türlerde ortaya konulması, bireyin şiddete daha çok maruz kalmasına ve hedefe ulaşmak için şiddeti gerekli görmesine neden olmaktadır. Oyun boyunca sözlü ve görsel şiddetin sürekli ekrana yansıması, oyuncunun hikaye ile şiddeti normalleştirmesine yol açabilmektedir.
- Published
- 2024
- Full Text
- View/download PDF
8. DEVELOPMENT PROCESS OF THREE-DIMENSIONAL CHARACTER DESIGN AND MODELING FOR MOBILE GAMES.
- Author
-
ÇUHADAR ERDOĞDU, Zeynep and ÜSTÜNİPEK, Şeyda
- Abstract
Copyright of Turkish Online Journal of Design, Art & Communication is the property of Turkish Online Journal of Design, Art & Communication and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
9. DİJİTAL OYUN OKURYAZARLIĞI SEVİYESİNİN BELİRLENMESİNE YÖNELİK BİR ARAŞTIRMA: ÇANAKKALE ÖRNEĞİ.
- Author
-
ERDOĞAN, Merve and ÇAKİN, İrem
- Abstract
Copyright of Journal of Media & Cultural Studies is the property of Journal of Media & Cultural Studies and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
10. OYUN FİRMALARININ ARA YÜZ TASARIMLARININ TİPOGRAFIK AÇIDAN İNCELENMESİ.
- Author
-
KÖKSAL, Kemal
- Subjects
- *
VIDEO game design , *VIDEO game industry , *MOBILE games , *VIDEO games , *NONPROBABILITY sampling - Abstract
This study aims to reveal the relationship between the interface designs and design principles of popular and successful video games. The population of the research consists of students studying in the Digital Game Design department in Turkey. The sample of the research consists of Kahramanmaraş İstiklal University Digital Game Design students. In this qualitatively designed research, intentional sampling method was chosen from non-probability sampling methods. A rubric rubric was preferred as the material in the study. A successful interface design is a must for a game. The bad gameplay or bad story of a preferred game does not affect its sales as much as the visual design. Visual designs always make the first impact on a purchased or downloaded game, and if the designs are attractive, the game somehow stands out. Game interface designs are an important communication tool for the promotion of games. In digital games, game interface designs are the visual output of the game and are used as a visual communication tool that affects the target audience. Game designs contain elements of typography, color, imagery and layout. Examining these elements is important in terms of both understanding the design potential of the video game industry and understanding how interface design is handled together with the game. The Visual Communication designer undertakes the important task of deciding on the placement of all these visual elements and the font to be preferred for the interface design, so as not to obstruct the player's main view. The design also contributes to the game's visual style, distinguishing it from other games and subconsciously influencing the player's mood. According to the results of the study, typographical evaluation of the interface designs of the top 10 most preferred mobile games in the online environment will guide the designers of the games to be designed. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
11. Matematik Eğitiminde Dijital Oyunlar: Tematik İnceleme.
- Author
-
YILDIZ, Feyza, TARIM, Kamuran, and SARPKAYA AKTAŞ, Gülfem
- Abstract
Copyright of Western Anatolia Journal of Educational Sciences (WAJES) / Batı Anadolu Eğitim Bilimleri Dergisi is the property of Dokuz Eylul University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
12. Sanal Gerçeklik (Metaverse) Kullanıcıları ile Fiziksel Aktivite Katılımcılarının Algılanan Fiziksel Mental Sağlık Çıktıları.
- Author
-
AKÇA, Elif and EMİR, Esra
- Subjects
VIRTUAL reality ,PHYSICAL activity ,LIFESTYLES & health ,SOCIAL sciences ,ACQUISITION of data - Abstract
Copyright of Eurasian Journal of Sport Sciences & Education / Avrasya Spor Bilimleri ve Eğitim Dergisi is the property of Eurasian Journal of Sport Sciences & Education and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
13. INVESTIGATION OF MOTIVATION LEVELS OF UNIVERSITY STUDENTS STUDYING IN TURKEY TO PLAY DIGITAL SPORTS GAMES.
- Author
-
KEÇECİ, Orçun, DUTKİN, Eylül, ATALMIŞ, Erkan, and SEYHAN, Sinan
- Subjects
SPORTS psychology ,ACADEMIC motivation ,SPORTS films ,DIGITAL video ,TURKS - Abstract
Copyright of Trakya Journal of Education is the property of Trakya Journal of Education and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
14. PASS Teorisine Dayalı Dijital Oyun Tasarımının Dikkat Eksikliği ve Hiperaktivite Bozukluğu Olan Çocuklar Üzerindeki Etkisi.
- Author
-
ÖZKAN YILMAZ, Neşe, E. R., Büşra, DURAN, Fecir, and FİDAN, Uğur
- Abstract
Copyright of Journal of Polytechnic is the property of Journal of Polytechnic and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
15. Ergenler Dijital Oyunlar Hakkında Ne Düşünüyor?
- Author
-
Tuğba Özçelik and Mehmet Enes Sağar
- Subjects
digital game ,adolescent ,digital game addiction ,dijital oyun ,ergen ,dijital oyun bağımlılığı ,Social sciences (General) ,H1-99 - Abstract
Bu çalışma ergenlerin dijital oyunları kullanımlarına ilişkin görüşlerini belirlemek amacı ile yapılmıştır. Araştırmanınçalışma grubunu 25 ergen oluşturmaktadır. Araştırmada nitel araştırma yöntemi esas alınmıştır. Veri toplama aracıolarak görüşme tekniğinden yararlanılmıştır. Sonuçlar içerik analizi ile değerlendirilmiştir. Araştırmadan elde edilenbulgular şunlardır; Ergenlerin, dijital oyunlara; boş zaman aktivitesi, sorumluluklardan kaçış, stres atmalarına yardımcıaraç ve mutluluk kaynağı olarak anlam yüklediği sonucuna ulaşılmıştır. Ergenlerin gün içerisinde dijital oyunları kaçsaat oynadıkları incelendiğinde çoğunluğunun, 10 saat ve üzerinde dijital oyun oynadıkları sonucu elde edilmiştir.Ergenlerin dijital oyunları oynaması cinsiyet bağlamında değerlendirildiğinde erkeklerin kadınlara göre daha fazlasaatte dijital oyun oynadıkları bulunmuştur. Ergenlerin oyun türü olarak hangi oyunları oynadıkları incelendiğindecinsiyet fark etmeksizin daha çok aksiyon-macera oyunlarını tercih ettikleri saptanmıştır. Dijital oyunların ergenlerinyaşamındaki olumlu olumsuz yönlerine bakıldığında ergenler dijital oyunların kendileri üzerinde olumlu yönde onlarısosyalleştirdiği, dil öğrenimine imkân sağladığı ve stres atmalarına yardımcı olduğu sonucu elde edilmiştir. Olumsuzyönde ise sağlık problemleri oluşturduğu, zaman yönetiminde ve akademik yaşantılarında problemlere neden olduğu,iletişim çatışmaları yaşadıkları ve onları asosyalleştirdiği sonucuna varılmıştır.
- Published
- 2024
- Full Text
- View/download PDF
16. Use of Digital Games in Mathematics Education in Turkey: A Systematic Review Study.
- Author
-
Serhat-AYDIN, Cabir and ATA, Rıdvan
- Subjects
GAMIFICATION ,EDUCATIONAL games ,MIDDLE school students ,DIGITAL learning ,CLASSROOM management - Abstract
Copyright of Inonu University Journal of the Faculty of Education (INUJFE) is the property of Inonu University Journal of the Faculty of Education and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
17. Sanal Ürünler ve Değişen Tüketim: Sanal Ürün Tüketimini Dijital Oyunlar Üzerinden Okumak.
- Author
-
KAHRAMAN, İbrahim and TARHAN, Ahmet
- Abstract
Copyright of Journal of Selcuk University Social Sciences Institute / Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi is the property of Journal of Selcuk University Social Sciences Institute and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
18. Üniversite Öğrencilerinin Dijital Oyun Bağımlılığı Düzeylerinin İncelenmesi.
- Author
-
KIZILKAYA, Muhammet Fatih and EROL, Fatma Zuhal
- Abstract
Copyright of Western Anatolia Journal of Educational Sciences (WAJES) / Batı Anadolu Eğitim Bilimleri Dergisi is the property of Dokuz Eylul University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
19. META-LUDOLOGICAL NARRATIVE IN DIGITAL GAMES: A STUDY ON ALAN WAKE II.
- Author
-
DEPBOYLU, Kağan
- Abstract
Copyright of Turkish Online Journal of Design, Art & Communication is the property of Turkish Online Journal of Design, Art & Communication and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
20. INVESTIGATION OF DIGITAL GAMING ATTITUDES AMONG ATHLETES IN TERMS OF DEMOGRAPHIC VARIABLES.
- Author
-
EREN, Muhammed Ömer and GÜREŞ, Ali
- Subjects
GAMES ,SPORTS administration ,BODY mass index ,DEMOGRAPHIC characteristics ,DATA analysis - Abstract
Copyright of International Journal of Education Technology & Scientific Researches is the property of Ayse Burcu Ulusoy and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
21. 4-6 Yaş Çocuklarının Dijital Oyun Bağımlılığı Eğilimlerinin Problem Davranışlarını Yordayıcı Etkisi.
- Author
-
Çetin, Burcu Bağcı
- Abstract
Copyright of Buca Faculty of Education Journal / Buca Egitim Fakültesi Dergisi is the property of Buca Faculty of Education Journal and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
22. YouTube’da Yayın Yapan Dijital Oyun Yayıncılarının İçeriklerine Dair İnceleme
- Author
-
Onur Taydaş and Ayşe Mine Arslan
- Subjects
oyun ,dijitalleşme ,dijital oyun ,youtube ,oyun yayıncılığı ,i̇letişim çalışmaları. ,game ,digitalization ,digital game ,game broadcastin ,communication studies. ,Social sciences (General) ,H1-99 - Abstract
Zaman içinde gelişen ve değişen teknolojiyle birlikte farklılaşan oyun kavramı, 21. yüzyılda yerini dijitalleşmeye bırakmıştır. Dijitalleşen oyun, teknolojinin gelişmesiyle birlikte farklı kitle iletişim araçlarında yerini almıştır. Telefon ve bilgisayar üzerinden oynanan oyunlar gün geçtikçe dünya üzerinde tanınarak birçok kitleye yayılmaya başlamış ve bu yayılma ticarete doğru evirilmiştir. Öyle ki internet üzerinde bulunan YouTube gibi video içerikli platformlarda “oyun yayıncılığı” denilen kavram ortaya çıkmıştır. Bu platformda bulunan yayıncılar açtıkları kanallarda oyun üzerine içerik üretmeye ve izleyici kitleye “Minecraft”, “Roblox” gibi oyunlar hakkında bilgi verici videolar çekmeye başlanmıştır. Bahsi geçen bu tanımlamalar üzerine YouTube’da bahsi geçen oyun kategorisinde yer alan videolar üzerine araştırma ve inceleme gereği duyulmuştur. Bu amaçla konuyla ilgili gerekli literatür taranarak ve nitel araştırma yöntemi olan içerik analizi yapılmış, elde edilen veriler kelime bulutları aracılığıyla analiz edilmiş ve görselleştirilmiştir. Yapılan analizler sonucunda oyun videosu üreticilerinin videolarda şiddet içeren, argo olan ya da sınıfsal ayrımla ilişkilendirilebilecek kelimeler kullandıkları saptanmıştır. Ayrıca oyun kategorisinde yer alan videolara ait yeni düzenlemeler getirilmesi gerektiği sonucuna ulaşılmıştır.
- Published
- 2024
- Full Text
- View/download PDF
23. Lise Öğrencilerinin Dijital Oyunlarla Elde Ettikleri 21. Yüzyıl Becerilerine İlişkin Algı Ölçeği.
- Author
-
Koçak, Talha, Korkmaz, Özgen, and Saltan, Fatih
- Abstract
Copyright of Journal of Bayburt Education Faculty / Bayburt Eğitim Fakültesi Dergisi is the property of Bayburt University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
24. THE EFFECT OF DIGITAL GAME ADDICTION ON AGGRESSION IN SCHOOLAGE CHILDREN.
- Author
-
Köse, Semra, Ayran, Gülsün, and Aslan, İlyas
- Subjects
PSYCHOLOGY of middle school students ,RISK assessment ,CROSS-sectional method ,HIGH schools ,PEARSON correlation (Statistics) ,COMPULSIVE behavior ,T-test (Statistics) ,DATA analysis ,CRONBACH'S alpha ,COMPUTERS ,QUESTIONNAIRES ,INTERVIEWING ,DESCRIPTIVE statistics ,CELL phones ,AGGRESSION (Psychology) ,RESEARCH methodology ,INFORMED consent (Medical law) ,ANALYSIS of variance ,STATISTICS ,TELEPHONES ,SOCIODEMOGRAPHIC factors ,CONFIDENCE intervals ,DATA analysis software - Abstract
Copyright of Karya Journal of Health Science is the property of Karya Journal of Health Science and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
25. Determining the Opinions of Parents with Children with Special Needs on Digital Games.
- Author
-
DENİZ, Rabia and GÜRGÖR KILIÇ, Fidan Güneş
- Subjects
PARENTS of children with disabilities ,ELECTRONIC games ,PHENOMENOLOGY ,CONTENT analysis ,CHILD development - Abstract
Copyright of Journal of Education for Life / Yaşadıkça Eğitim Dergisi is the property of Istanbul Kultur Universitesi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
26. Spor Bilimleri Fakültesi Öğrencilerinin Elektronik Spor Tüketimine Yönelik Metaforik Yaklaşımları.
- Author
-
GÜL, Oğuzhan, YURTSIZOĞLU, Zühal, and YILDIZ, Zafer
- Abstract
Technological developments have led to significant changes in the sports industry and spawned many new concepts. In the last 20 years in particular, digital games have brought a revolutionary innovation to the sports industry through their intertwining with sport. These digital games have evolved into a major industry under the name of e-sports, driving a large economy and hosting organizations that bring people together on a global scale. However, the lack of metaphorical research on e-sports in the literature indicates a gap in understanding and explaining the mental experiences in this domain. In this context, this study, which examines how students in the Faculty of Sport Sciences perceive e-sports, has chosen a qualitative research method and favoured a metaphorical research approach. A total of 423 students participated in the study and data from 333 students were analyzed. The research was conducted using a personal information questionnaire, which included demographic information, and a semi-structured interview form to identify metaphorical approaches to e-sports consumption. As a result, the data obtained shows that despite the increasing popularity of e-sports in the sports industry, there is still confusion about how e-sports is recognized as a sport. It has been observed that there are doubts among students in the Faculty of Sports Science as to whether e-sports are accepted as a sport. The consumption of e-sports is generally perceived as hedonistic consumption and the absence of competitive metaphors is conspicuous. This situation suggests that in the future, e-sports will be associated with sporting activities such as competition, winning and exercise. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
27. YouTube’da Yayın Yapan Dijital Oyun Yayıncılarının İçeriklerine Dair İnceleme.
- Author
-
ARSLAN, Ayşe Mine and TAYDAŞ, Onur
- Abstract
Copyright of Journal of Selcuk University Social Sciences Institute / Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi is the property of Journal of Selcuk University Social Sciences Institute and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
28. OKUL ÖNCESİ DÖNEMDE ÇOCUĞU OLAN EBEVEYNLERİN DİJİTAL OYUNLARA İLİŞKİN GÖRÜŞLERİNİN İNCELENMESİ.
- Author
-
KESİCİOĞLU, Oğuz Serdar
- Abstract
Copyright of Journal of Social Policy Studies / Sosyal Politika Çalismalari Dergisi is the property of Journal of Social Policy Studies / Sosyal Politika Calismalari Dergisi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
29. The Effect of Digital Game-Based and Different Education Programs on Phonological Awareness Skills of 60-72 Months-Old Children.
- Author
-
GÖLE, Mehmet Oğuz and TEMEL, Zeynep Fulya
- Subjects
PHONOLOGICAL awareness ,KINDERGARTEN children ,EXPERIMENTAL groups ,READING ability testing ,EMERGENT literacy ,RESEARCH teams ,EDUCATIONAL programs - Abstract
Copyright of Journal of Theoretical Educational Science / Kuramsal Eğitimbilim Dergisi is the property of Afyon Kocatepe University, Faculty of Education and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
30. Elektronik Sporcuların Dijital Oyun Oynama Motivasyonu ile Mental Dayanıklılık Düzeyleri Arasındaki İlişki: Tanımlayıcı Araştırma.
- Author
-
ODABAŞ, H. İlhan, SAYGI, Tunay, and TURAN, İbrahim Turgay
- Subjects
DIGITAL technology ,PSYCHOLOGICAL resilience ,PEARSON correlation (Statistics) ,MALE athletes ,QUESTIONNAIRES ,CONFIDENCE ,DESCRIPTIVE statistics ,MOTIVATION (Psychology) ,RESEARCH methodology ,ATHLETIC ability ,CONFIDENCE intervals ,VIDEO games ,PSYCHOSOCIAL factors - Abstract
Copyright of Turkiye Klinikleri Journal of Sports Sciences is the property of Turkiye Klinikleri and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
31. Analysis of the Relationship between Internet Addiction and Digital Game Playing: A Study on University Students Engaged and Not Engaged in Sports.
- Author
-
HAN, Muhammet Talha and SİNER, Elanur
- Subjects
GAMBLING ,INTERNET addiction ,COLLEGE students ,STUDENT engagement ,SOCIODEMOGRAPHIC factors - Abstract
Copyright of Journal of Sportive is the property of Journal of Sportive and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
32. Rekreatif bir faaliyet olarak espora oyuncular gözünden bir bakış.
- Author
-
Güvenol, Buğcan and Güler, Mehmet Emre
- Abstract
Copyright of Tourism & Recreation is the property of Tourism & Recreation and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
33. DİJİTAL OYUN OYNAYANLARIN KİŞİLİK VE DEĞERLERİ: Z KUŞAĞI ÜZERİNE BİR ARAŞTIRMA.
- Author
-
ÖZKUL, Ramazan Furkan and GÖKTAŞ, Pınar
- Subjects
- *
PERSONALITY , *VALUES (Ethics) , *GAMES - Abstract
The purpose of the study is to examine the difference between the personality traits and basic value judgments of individuals who play digital games and individuals who do not play digital games. Because playing games and the behaviors performed in games can give information about individuals. At this point, the study group of the research consists of 738 students who continue their education at Süleyman Demirel University. For the purpose of the study, the HEXACO-60 Personality Inventory developed by Lee and Ashton (2004; 2006) and the Portrait Values Questionnaire developed by Schwartz et al. (2001) are used. According to the findings of the study, it is determined that those who play digital games are more extraverted, active, social, sociable, sociable and talkative individuals than those who do not play digital games. At the same time, these individuals are success-oriented. They desire to gain respect from other people in their environment and are prone to teamwork. Considering the importance of human relations in the business world, it can be said that individuals who play digital games will have better relations with their colleagues. Also, they can better adapt to changing processes. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
34. DIFFERENCE BETWEEN GENERATIONS: GENERATION X, Y, Z DIGITAL GAME PLAYING ADDICTION.
- Author
-
BOZKURT, Tuğba MUTLU, OLGUN, Uğur, and BOZKURT, Eylem
- Subjects
- *
ADDICTIONS , *GENERATION X - Abstract
In this study, it was aimed to examine the digital game addiction status of the individuals in the X, Y, Z generation, as the birth year range, residing in the province of Bitlis. In the study, a total of 216 volunteers, including 46 people (21.2%) born in the X generation, 103 people (47.6%) born in the Y generation, and 67 (31%) born in the Z generation, in Bitlis province. Relational survey model, one of the quantitative research methods, was used in the research. "Personal Information Form" and "Digital Game Addiction Scale" were used as data collection tools in the research. This scale is a scale in which 7 items are used, consisting of a single sub-dimension, and the internal consistency coefficient of the scale, Chronbach Alpha value, was found to be α=0.72. In this research; It was determined that Chronbach's alpha (α) values were sufficient for reliability at a high level (α=0.99). The data were analyzed using the SPSS 22 statistical program. Skewness and kurtosis values were examined to select the tests to be used in the analysis of the data. Since the data set was between -2.5 and +2.5, which are the limits determined by Tabachnick & Fidel (2013), it was assumed that the data set had a normal distribution and therefore parametric tests were used. Based on the findings obtained from the research, demographic variables of individuals born in the X, Y, Z generation; gender, year of birth, education, doing sports, playing digital games, duration of playing digital games and harmful habits were analyzed. In conclusion; While a significant difference was found according to the variables of education, regular sports, playing digital games, playing digital games of the individuals in the X, Y, Z generation, no significant difference was found according to the variable of birth year and harmful habits. As a result of the regression analysis; It was determined that there was a positive and low-level significant relationship between individuals in Generation X, Y and Z and the digital game playing addiction scale. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
35. Eğitim Öğretim Sürecinde Dijital Oyun Kullanımı: Sistematik Bir Derleme Çalışması.
- Author
-
YURDAÖZ, Emre and İLETİR, Hakan
- Subjects
GAMES - Abstract
Copyright of Ereğli Faculty of Education Journal / Necmettin Erbakan Üniversitesi Ereğli Eğitim Fakültesi Dergisi is the property of Eregli Faculty of Education Journal and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
36. Covid 19 Pandemisinin Dijital Oyun Bağımlılığındaki Rolü: Üniversite Öğrencileri Üzerine Nitel Bir Araştırma.
- Author
-
ERDOĞAN, Mehmet and TAŞCIOĞLU, Raci
- Subjects
- *
COLLEGE students , *PANDEMICS , *ADDICTIONS - Abstract
Today, rapidly developing information technologies can cause significant changes in all areas of daily life. It has become an indispensable part of daily life, especially as a game and entertainment tool. Especially young individuals show more intense interest in digital games, which are users of all ages, and the time they spend on digital games is increasing. Overuse of these games has many negative effects. One of these negativities is digital game addiction. In this study, which focuses on digital game addiction, it is aimed to reveal the role of the covid-19 pandemic process in digital game addiction of university students. It can be thought that university students, who are thought to have more independent living standards, spend more time on digital gaming platforms due to various game playing tools such as smart phones, tablets, computers and easy access to the internet. In this context, this study is important in terms of determining the role of the covid-19 pandemic process in digital game addiction, especially for university students, who are seen as the bright future of a society. In this study, in which the qualitative research method was adopted, in-depth interview technique was used. Within the scope of the research, interviews were conducted with 10 students who were selected from the population of students studying at Atatürk University, Faculty of Communication, through purposive sampling, one of the non-probabilistic sampling methods. In-depth data collected in these interviews were analyzed and important findings were interpreted. According to the findings, it has been determined that the duration of digital game playing has increased at an addictive level during the covid-19 pandemic process. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
37. An Investigation of Relationship Between Digital Game Addiction, Peer Bullying and Sportsmanship Attitudes of Secondary School Pupils.
- Author
-
ÇAKIR, Büşra and HAZAR, Zekihan
- Subjects
GAMING disorder ,SCHOOL bullying ,SPORTSMANSHIP ,SECONDARY school students ,DESCRIPTIVE statistics - Abstract
Copyright of Journal of Sports Sciences Research / Spor Bilimleri Araştırmaları Dergisi is the property of Journal of Sport Sciences Researches / Spor Bilimleri Arastirmalari Dergisi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
38. İl Spor Merkezlerindeki Öğrencilerin Dijital Oyun Bağımlılıklarının İncelenmesi.
- Author
-
KARABULUT, Ebru Olcay and KARAÇ-ÖCAL, Yeşim
- Abstract
Copyright of Mediterranean Journal of Sport Science (MJSS) is the property of Mediterranean Journal of Sport Science (MJSS) and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
39. Engelsiz Oyun Deneyimi İçin Tasarım Kuralları: Erişilebilirlik Perspektifinden Bir Bakış.
- Author
-
Delil, Semih
- Abstract
Copyright of Journal of Academic Social Science Studies is the property of Journal of Academic Social Science Studies and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
40. Covid 19 Sonrası Spor Bilimleri Fakültesi Öğrencilerinin Dijital Oyun Oynama Tutumlarının Belirlenmesi.
- Author
-
ERDOĞAN, Ali and YILDIRIM, Balı
- Abstract
Copyright of Journal of Sportive is the property of Journal of Sportive and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
41. Dijital Oyun Reklamlarında Oyuncular Tarafından Üretilen Nefret Söylemleri
- Author
-
Mustafa Merdin
- Subjects
new media ,advertising ,digital game ,hate speech ,game ads ,yeni medya ,reklam ,dijital oyun ,nefret söylemi ,oyun reklamları ,Journalism. The periodical press, etc. ,PN4699-5650 - Abstract
ÖZ Gündelik yaşamın her alanında karşılaştığımız ve toplumsal anlamda birlikteliği zedeleyen bir sorun olarak nefret söylemi, sadece yüz yüze değil teknolojik gelişmeler ile birlikte tüm yeni medya mecralarında karşımıza çıkmaktadır. Çağımızın en çok kullanıcıya sahip olan eğlence alanlarından birisi dijital oyun sektöründe dahil bu söylemlerle sık sık karşılaşılmaktadır. Özellikle dijital oyun reklamlarının yayınlandığı video paylaşım platformlarında bu söylemlere sık sık rastlanılmaktadır. Bu çalışmanın amacı reklamlar üzerinden bir çevrimiçi video paylaşım sitesi aracılığıyla tüketicilerin ürettikleri nefret söylemleri ve ne gibi söylemlerin ön plana çıktığını ortaya koymaktır. Çalışma nitel bir çalışma olup kullanıcıların reklamlara yaptıkları yorumları Teun A. Van Dijk’in eleştirel söylem analizi yöntemi ile analiz edilmiştir. Youtube video paylaşım platformu üzerinden en fazla görüntülenme, beğenmeme ve kötü yorum alan oyun reklamları araştırma evrenine dâhil edilmiştir. Bu reklamlar içerisinden en fazla olumsuz yorum ve beğenmeme sayısı alan 4 farklı türden oyun reklamı örneklem olarak seçilmiştir. Çalışmada MAXQDA programı kullanılarak Youtube üzerinden reklam yorumları ve beğenmeme sayısı çekilmiştir. Çevrimiçi video paylaşım sitelerinde nefret söyleminin çok yaygın bir şekilde kullanıldığı ve reklam aracılığıyla oyuna veya firmaya olan nefretin yansıtıldığı bulgusuna ulaşılmış ve bunun sonucunda kullanıcılar tarafından yapılan kötü yorumlar çerçevesinde, toplumun ve internet kullanıcılarının bilinçlendirilmesi ve bu çerçevede tüm internet kullanıcılarına yeni medya okuryazarlığı eğitiminin verilmesi gerektiği sonucuna varılmıştır.
- Published
- 2023
- Full Text
- View/download PDF
42. OYUNCU DENEYİMLERİ ÜZERİNDEN OYUN BAĞIMLILIĞI VE MOTİVASYONUNU TARTIŞMAK
- Author
-
Zeynep ÖZARSLAN and Berru PERDAHCI
- Subjects
dijital oyun ,oyun bağımlılığı ,oyuncu motivasyonu ,oyuncu deneyimleri ,temel psikolojik i̇htiyaçlar ,digital games ,game addiction ,gamer motivation ,gamer experience ,basic psychological needs ,Social sciences (General) ,H1-99 - Abstract
ÖZ: Bu çalışmanın amacı dijital oyun bağımlılığının altında yatan temel psikolojik ihtiyaçları ve içsel motivasyonu oyuncu deneyimleri üzerinden ortaya koymaktır. Çalışmanın kuramsal çerçevesi Deci ve Ryan (2000) tarafından geliştirilen öz-belirleme teorisine dayanır. Ek olarak, Yee’nin (2006) oyun motivasyonunun öğeleri olarak tanımladığı başarı, sosyal ve içe dalma/ gömülme kavramları ile Murray’ın (2016) içe dalma/ gömülme kavramlarından da faydalanılır. Çalışmada olgubilimsel bir yaklaşım izlenir. Çalışma için kartopu örneklem kullanılır. Veri toplama aracı olarak yarı-yapılandırılmış derinlemesine görüşmeler gerçekleştirilir. Bulgulara göre, katılımcılar kendilerini “oyun bağımlısı” olarak tanımlamamaktadır. Katılımcıların çoğu, başarı arzusunu tatmin etmek, arkadaşları ile ilişkilerini sürdürmek, sosyalleşmek, boş zamanını geçirmek ve eğlenmek için oyun oynamaktadır. Sonuç olarak, oyun oynama eylemi ile Deci ve Ryan’ın (2000) temel psikolojik ihtiyaçlar olarak tanımladığı özerklik, yeterlilik ve ilişkili olma ve de Yee’nin başarı, sosyal ve içe dalma/gömülme kavramları ve Murray’ın (2016) içe dalma/ gömülme kavramları arasında pozitif ilişki içinde olduğu bulunmuştur. Ayrıca oyunun psikolojik iyi oluşa pozitif katkısı olduğu gözlemlenmiştir. ABSTRACT: The aim of this research is to reveal the underlying basic psychological needs and the intrinsic motivations of digital game addiction through the experiences of gamers. The theoretical framework of the study is grounded on self-determination theory developed by Deci and Ryan (2000). In addition, this study benefits from the concepts of achievement, social and immersion which are identified as the components for player motivations by Yee (2006) and the concept of immersion coined by Murray (2016). The study embraces phenomenological approach. Snowball sampling is taken for the research. Semi-structured interviews are conducted as a data collection tool. According to the findings, the participants do not position themselves as “game addicts.” The participants mostly play games to satisfy their desire for success, to maintain relationships with friends, to spend their free time and to have fun. As a conclusion, it is found that there is a positive relationship between the act of playing games and autonomy, competence, and relatedness which are identified as basic psychological needs by Deci and Ryan (2000), as well as Yee’s (2006) concepts of achievement, social and immersion and Murray’s (2016) concept of immersion. It is observed that game has a positive contribution to psychological well-being too.
- Published
- 2023
- Full Text
- View/download PDF
43. Erken Çocukluk Dönemindeki Çocukların Dijital Oyun Oynama Alışkanlıklarına İlişkin Anne/Baba Görüşleri
- Author
-
Kazım Alat and Nilüfer Yiğit
- Subjects
anne/baba ,dijital oyun ,erken çocukluk ,digital games ,early childhood ,parents ,Theory and practice of education ,LB5-3640 ,Education (General) ,L7-991 - Abstract
Teknolojik gelişmeler, mobil aletlerin yaygınlaşmasını ve çocuklar için kolay erişilebilir olmasını beraberinde getirmiştir. Dolayısıyla dijital oyunlar çocukların hayatlarında önemli bir yer edinmiştir. Erken çocukluk döneminde dijital oyunların etkileri çocukların dijital oyun alışkanlıklarına göre farklılıklar göstermektedir. Çocukların dijital oyun alışkanlıklarını en iyi değerlendirebilecek kişiler anne/babalardır. Araştırmada erken çocukluk dönemindeki çocukların dijital oyun oynama alışkanlıklarına ilişkin anne/babaların görüşlerinin incelenmesi hedeflenmiştir. Bu araştırma 2018-2019 eğitim öğretim yılı, Samsun ili ve çevre ilçelerde yapılmış olup, bu ilçelerde yer alan merkez okul öncesi ve ilkokul birinci sınıfa devam eden çocukların anne/babaları ile gerçekleştirilmiştir. Çalışmada nicel araştırma yöntemlerinden tarama yöntemi seçilerek anket yolu ile toplam 590 anne/babaya ulaşılmıştır. Araştırmanın örneklemini Samsun il merkez ve ilçelerinde bulunan 3-7 yaş arası çocuğu olan anne/babalar oluşturmaktadır. Veri toplamak için araştırmacılar tarafından hazırlanmış olan Dijital Oyun Oynama Anketi ve Anne/Baba Görüş ve Uygulamaları Anketi kullanılmıştır. Araştırma sonuçlarına göre çocukların çoğunluğunun (%81,52) uzun süreler en çok taşınabilir teknolojiler aracılığı ile dijital oyun oynadıkları belirlenmiştir. Araştırmanın bir diğer bulgusu ise çocukların %77,33'ünün anne babalarının cep telefonlarından dijital oyun oynamasıdır. Öğrenim düzeyi düşük olan anne/babaların dijital oyun oynama süresi, içeriği ve oyun seçimi konusunda daha fazla yardıma ihtiyaç duydukları sonucuna ulaşılmıştır. Yeni nesil Z-kuşak olarak adlandırılan çocuk sahibi anne/babaların, teknolojik gelişmelerle birlikte dijital oyunlar hakkında bilgi sahibi olmaları ve güncel bilgileri takip etmeleri onların sorumlulukları haline gelmiş durumdadır.
- Published
- 2022
- Full Text
- View/download PDF
44. İslamofobi’nin Post Hakikat Dönemde Görünümü: Yeni Zelanda Saldırısı’nda Dijital Oyun İzleri
- Author
-
Ebru Davulcu and Fikriye Çelik
- Subjects
islamophobia ,new zealand attack ,digital game ,i̇slamofobi ,post-truth ,yeni zelanda saldırısı ,call of duty ,dijital oyun ,Communication. Mass media ,P87-96 ,Religions. Mythology. Rationalism ,BL1-2790 ,Philosophy of religion. Psychology of religion. Religion in relation to other subjects ,BL51-65 - Abstract
15 Mart 2019 tarihli Yeni Zelanda Saldırısı benzerine henüz rastlanmayan bir terör eylemi olarak tarihe geçmiştir. Öldürme girişiminin ötesinde bir konuma yerleşerek İslam düşmanlığının somut örneğini veren vaka; simge ve sembollerden oluşan göstergeler bütünü olarak meydana gelmiştir. Bu gösterge merkezli görüntünün yanında yeni iletişim teknolojilerinin araçsallaştırılması vakayı sosyal ağlar ve sosyal medya mecralarında tüketime uygun bir viral durumuna getirmiştir. Araştırmanın karşılaştırmalı örnek olay çözümlemesi tekniğiyle yürütülmesinde saldırının hipergerçek niteliği etkili olmuştur. Nitekim vakanın özgün değerinin internet ağına bina edilen yeni mekan bağlamında gerçekleşmekten ileri geldiğinin anlaşılması üzerine eylem sırasında kullanılan teknikler incelenmiş; bu değerlendirme saldırının teknikten içeriğe taşıdığı nitelikler çerçevesinde şiddet temalı Call of Duty dijital oyununa öykündüğünü imlemiştir. Çalışmanın amacı gerçek hayata eklemlenmiş terör eyleminin yeni medyanın enstrümanlaştırılmasıyla doğallaştığı, post hakikat çağın topolojisini ortaya koyan bir vaka görünümü yakaladığı gerçeğine dikkat çekmektir. Elde edilen bulgular, incelenen saldırının teknik ve teknolojiden yardım alarak Call of Duty benzerliğinde bir görüntü yakaladığını; distopik bir reality şova dönüşmeyle İslamofobi tandanslı terörün üstünün örtüldüğünü; hakikatin gözden düştüğü dönemin yükselişinde yeni teknolojilerin kullanıcı katılımlı doğasının pay sahibi olduğunu ortaya koymuştur.
- Published
- 2022
- Full Text
- View/download PDF
45. İlkokul 4. Sınıf Öğrencilerinin Dijital Oyun Bağımlılık Düzeyleri ile Ders Çalışma Alışkanlıkları Arasındaki İlişki: Ümraniye Örneği.
- Author
-
MOÇOŞOĞLU, Banu and YORULMAZ, Bilal
- Abstract
Copyright of Anadolu Journal of Educational Sciences International (AJESI) is the property of Anadolu Journal of Educational Sciences International and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
46. ANIMATION FORMS IN VIDEO GAMES AND A CLASSIFICATION STUDY BASED ON GAME MECHANICS.
- Author
-
ÜSTÜN, Cahit
- Subjects
VIDEO games ,ANIMATED films ,GRAPHIC arts ,DIGITAL technology ,TEACHINGS of Jesus Christ - Abstract
Copyright of Motif Academy Journal of Folklore is the property of Motif Yayincilik and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
47. Üniversite Öğrencilerinin Fiziksel Aktiviteye Katılım Motivasyonları, Dijital Oyun Oynama Tutumları ve Problem Çözme Düzeyleri Arasındaki İlişki.
- Author
-
Ektirici, Üyesi Arıkan
- Subjects
PEARSON correlation (Statistics) ,PHYSICAL activity ,CRONBACH'S alpha ,COMPULSIVE gambling ,SPORTS sciences ,PROBLEM solving - Abstract
Copyright of E-International Journal of Educational Research is the property of E-International Journal of Educational Research and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
48. Dijital oyunlar içeriğinin kültürel miras bağlamında incelenmesi ve gölge oyunu değerlendirmesi.
- Author
-
ÖZKARAKAŞ, Erkan and ATILGAN, Nadire Şule
- Abstract
Copyright of RumeliDE Journal of Language & Literature Research / RumeliDE Dil ve Edebiyat Araştırmaları Dergisi is the property of RumeliDE Uluslararasi Hakemli Dil & Edebiyat Arastirmalari Dergisi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
49. Metaphorical Perceptions of University Students towards the Concept of Digital Game.
- Author
-
CİHAN, Bekir Barış
- Subjects
SPORTS sciences ,VIDEO games ,COLLEGE students ,COGNITIVE ability ,METAPHOR - Abstract
Copyright of Mediterranean Journal of Sport Science (MJSS) is the property of Mediterranean Journal of Sport Science (MJSS) and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
50. Üniversite Öğrencilerinin Serbest Zaman Doyumu ve Dijital Oyun Bağımlılık Düzeyleri Arasındaki İlişkinin İncelenmesi.
- Author
-
SATILMIŞ, Sinan Erdem, ÖNTÜRK, Yavuz, ÖZSOY, Damla, and YARAŞ, Abdurrahman
- Abstract
Copyright of CBÜ Beden Eğitimi & Spor Bilimleri Dergisi is the property of CBU Beden Egitimi & Spor Bilimleri Dergisi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.