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Sokak Oyunlarından Sanal Oyunlara Dijital Oyunların Gelişimsel Süreçlerinin Çocuk Kullanıcıların Ahlaki Gelişimleri Açısından Değerlendirilmesi

Yıl 2022, Cilt: 24 Sayı: 3, 545 - 557, 01.12.2022
https://doi.org/10.17556/erziefd.1052883

Öz

20. yüzyılın ortalarında akademik amaçlı olarak başlayan ilk dijital oyun denemeleri, 1970’li yılların başlarından itibaren ticari amaçlı üretilmeye başlandı ve böylece günümüzde yüz milyarlarca dolar değerine ulaşan dijital oyun endüstrisinin temeli atılmış oldu. Bu tarihten itibaren günümüze kadar pastadan en büyük payı elde etme yarışına giren oyun şirketleri, her geçen gün daha gelişmiş özelliklere sahip oyunları kullanıcıların hizmetine sunmaya başladı. Kullanıcıların daha sık ve uzun süre dijital oyun oynamalarına neden olan bu yarış, aynı zamanda “dijital oyunların çocukların ahlaki gelişimleri üzerindeki etkileri” sorunsalını beraberinde getirmiştir. Çünkü dijital oyunlar, eğlence ve haz sağlamalarının yanı sıra belirli mesajları kullanıcıların bilinçaltına göndermek için kullanılırlar. Bazı dijital oyunlarda cinselliği çağrıştıran sahnelere ve söylemlere sıklıkla yer verildiği görülmektedir. Yine erkek karakterlerin genelde beyaz tenli, kaslı, güçlü ve şiddete meyilli olarak; kadın karakterlerin ise ya korunmaya muhtaç ve zayıf ya da güçlü ancak cinselliği çağrıştıran obje olarak tasvir edilmesi en sık başvurulan yöntemlerdendir. Öte yandan dijital oyunlar aracılığıyla çocukların empati becerileri geliştirilebilir, etik algıları güçlendirilebilir ya da sosyalleşmeleri sağlanabilir. Dolayısıyla dijital oyun içerikleri iyi analiz edilmeli ve uygun içeriğe sahip olanların oynanmasına izin verilmelidir. 

Kaynakça

  • Açıkgöz, F. Y., ve Yalman, A. (2018). Dijital oyunların çocukların kişilik ve davranışları üzerinde etkisi: Gta 5 oyunu örneği. Akdeniz Üniversitesi İletişim Fakültesi Dergisi, (29. Özel Sayısı), 163-180.
  • Altintas, E., Karaca, Y., Hullaert, T., ve Tassi, P. (2019). Sleep quality and video game playing: Effect of intensity of video game playing and mental health. Psychiatry Research, 273, 487-492.
  • Anderson, C., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries. Psychological Bulletin, 136(2), 151–173.
  • Anderson, C. A., ve Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta- analytic review of the scientific literature. Psychological Science, 12, 353 – 359.
  • Annetta, L. A. (2010). The “I’s” have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105–113.
  • Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation ve Gaming, 37(1), 6–23.
  • Arsenault, D. (2009). Video game genre, evolution, and innovation. Eludamos: Journal for Computer Game Culture, 3(2), 149–176.
  • Arslan, A. (2007). Roma halkının sevdiği bir oyun: Duodecim Scripta. Selçuk Üniversitesi Fen-Edebiyat Fakültesi Edebiyat Dergisi, 17, 33-43.
  • Bandura, A., ve McDonald, F. J. (1963). Influence of social reinforcement and the behavior of models in shaping children's moral judgment. The Journal of Abnormal and Social Psychology, 67(3), 274.
  • Beasley, B., ve Standley, T. C. (2002). Shirts vs. skins: Clothing as an indicator of gender stereotyping in video games. Mass Communication & Society, 5, 279-292.
  • Benrazavi, R., Teimouri, M., ve Griffiths, M. D. (2015). Utility of parental mediation model on youth’s problematic online gaming. International Journal of Mental Health and Addiction, 13, 712–727.
  • Bergen, D., ve Davis, D. (2011). Influences of technology-related playful activity and thought on moral development. American Journal of Play, 4(1), 80-99.
  • Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., ve Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406–412.
  • Brenick, A., Henning, A., Killen, M., O'Connor, A., ve Collins, M. (2007). Social evaluations of stereotypic images in video games: Unfair, legitimate, or “Just Entertainment”?. Youth & Society, 38(4), 395-419.
  • Browne, C. (2018, August). Modern Techniques for Ancient Games. Conference on Computational Intelligence and Games. IEEE Computational Intelligence Society, Maastricht.
  • Browne, C. (2020). Al for ancient games. Künstliche Intelligenz, 34, 89-93.
  • Chang, J. H., ve Bushman, B. J. (2019). Effect of exposure to gun violence in video games on children’s dangerous behavior with real guns: A randomized clinical trial. JAMA Network Open, 2(5), e194319-e194319.
  • Christen, M., Faller, F., Götz, U., ve Müller, C. (2012). Serious moral games. Analyzing and engaging moral values through video games. Zurich, Switzerland: Institute for Design Research.
  • Diah, N. M., Sutiono, A. P., Zuo, L., Nossal, N., Lida, H., Azan, N., ve Zin, M. (2015, July). Quantifying engagement of video games: Pac-man and dota (defense of the ancients). In 17th International Conference on Mathematical and Computational Methods in Science and Engineering (MACMESE15), Kuala Lumpur.
  • Dickerman, C., Christensen, J., ve Kerl-McClain, S. B. (2008). Big breasts and bad guys: Depictions of gender and race in video games. Journal of Creativity in Mental Health, 3(1), 20-29.
  • Elliott, L., Ream, G., McGinsky, E., ve Dunlap, E. (2012). The contribution of game genre and other use patterns to problem video game play among adult video gamers. International Journal of Mental Health and Addiction, 10(6), 948–969.
  • Emes, C. E. (1997). Is Mr Pac Man eating our children? A review of the effect of video games on children. The Canadian Journal of Psychiatry, 42(4), 409-414.
  • Ferguson, C. (2007). The good, the bad and the ugly. Psychiatric Quarterly, 78(4), 309–316.
  • Fogel, D. B. (1993, March). Using evolutionary programing to create neural networks that are capable of playing tic-tac-toe. In IEEE International Conference on Neural Networks, San Francisco.
  • Funk, J. B., Buchman, D. D., Jenks, J., ve Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology, 24(4), 413-436.
  • Gadia, D., Granato, M., Maggiorini, D., Marras, M., ve Ripamonti, L. A. (2017). A Touch-based Configurable Gamepad for Gamers with Physical Disabilities. In International Conference on Computer-Human Interaction Research and Applications – CHIRA, Funchal.
  • Gentile, D.A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychological Science, 20(5), 594–602.
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  • Griffiths, M. D., ve Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39(4), 247-253.
  • Griffiths, M. D., Kuss, D., ve King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318.
  • Guggisberg, M. (2020). Sexually explicit video games and online pornography–The promotion of sexual violence: A critical commentary. Aggression and Violent Behavior, 53, 101432.
  • Gürses, İ., ve Kılavuz, M. A. (2016). Kuşakların ahlâkî değerleri birlikte öğrenmesi: Kohlberg’in ahlâkî gelişim kuramı açısından bir değerlendirme. Uludağ Üniversitesi İlahiyat Fakültesi Dergisi, 25(1), 97-117.
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  • Horn, S. S. (2003). Adolescents’ reasoning about exclusion from social groups. Developmental Psychology, 39, 71-84.
  • Huizinga J. (2010). Homo Ludens: Oyunun Toplumsal İşlevi Üzerine Bir Deneme [M. A. Kılıçbay., Çev.] (5. Baskı). İstanbul: Ayrıntı.
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From Street Games to Virtual Games: Assessing the Developmental Processes of Digital Games in Terms of Moral Developments of Child Users

Yıl 2022, Cilt: 24 Sayı: 3, 545 - 557, 01.12.2022
https://doi.org/10.17556/erziefd.1052883

Öz

Games based on the emergence of human beings and even before have started to shift from the street to the virtual world with the technological developments and the widespread use of the internet. The first digital game trials that started in the middle of the 20th century for academic purposes began to be produced for commercial purposes in the early 1970s, thus the foundation of the digital game industry, which has reached hundreds of billions of dollars was laid. From this date to present, the game companies, which have entered the race to obtain the largest share of the cake by reaching the highest number of customers, have started to offer games with advanced features day by day. This race, which causes users to play digital games more often and for a long time, also brought the problematique of “the effects of digital games on children’s moral development”. Because, digital games, besides being means of entertainment and pleasure, are very suitable tools to send certain messages to the subconscious of the users. It is seen that especially in new generation digital games, the subliminal messages that are containing the scenes and discourses that evoke sexuality are frequently and that male characters with generally white skin are muscular, strong and inclined to violence and thus achieve success, and female characters with sexy clothes are the most used ones by developers. However, digital games can also contribute to the moral development of children according to their content and production purposes. Therefore, digital game contents should be well analyzed and those with appropriate content should be allowed to be played.

Kaynakça

  • Açıkgöz, F. Y., ve Yalman, A. (2018). Dijital oyunların çocukların kişilik ve davranışları üzerinde etkisi: Gta 5 oyunu örneği. Akdeniz Üniversitesi İletişim Fakültesi Dergisi, (29. Özel Sayısı), 163-180.
  • Altintas, E., Karaca, Y., Hullaert, T., ve Tassi, P. (2019). Sleep quality and video game playing: Effect of intensity of video game playing and mental health. Psychiatry Research, 273, 487-492.
  • Anderson, C., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries. Psychological Bulletin, 136(2), 151–173.
  • Anderson, C. A., ve Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta- analytic review of the scientific literature. Psychological Science, 12, 353 – 359.
  • Annetta, L. A. (2010). The “I’s” have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105–113.
  • Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation ve Gaming, 37(1), 6–23.
  • Arsenault, D. (2009). Video game genre, evolution, and innovation. Eludamos: Journal for Computer Game Culture, 3(2), 149–176.
  • Arslan, A. (2007). Roma halkının sevdiği bir oyun: Duodecim Scripta. Selçuk Üniversitesi Fen-Edebiyat Fakültesi Edebiyat Dergisi, 17, 33-43.
  • Bandura, A., ve McDonald, F. J. (1963). Influence of social reinforcement and the behavior of models in shaping children's moral judgment. The Journal of Abnormal and Social Psychology, 67(3), 274.
  • Beasley, B., ve Standley, T. C. (2002). Shirts vs. skins: Clothing as an indicator of gender stereotyping in video games. Mass Communication & Society, 5, 279-292.
  • Benrazavi, R., Teimouri, M., ve Griffiths, M. D. (2015). Utility of parental mediation model on youth’s problematic online gaming. International Journal of Mental Health and Addiction, 13, 712–727.
  • Bergen, D., ve Davis, D. (2011). Influences of technology-related playful activity and thought on moral development. American Journal of Play, 4(1), 80-99.
  • Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., ve Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406–412.
  • Brenick, A., Henning, A., Killen, M., O'Connor, A., ve Collins, M. (2007). Social evaluations of stereotypic images in video games: Unfair, legitimate, or “Just Entertainment”?. Youth & Society, 38(4), 395-419.
  • Browne, C. (2018, August). Modern Techniques for Ancient Games. Conference on Computational Intelligence and Games. IEEE Computational Intelligence Society, Maastricht.
  • Browne, C. (2020). Al for ancient games. Künstliche Intelligenz, 34, 89-93.
  • Chang, J. H., ve Bushman, B. J. (2019). Effect of exposure to gun violence in video games on children’s dangerous behavior with real guns: A randomized clinical trial. JAMA Network Open, 2(5), e194319-e194319.
  • Christen, M., Faller, F., Götz, U., ve Müller, C. (2012). Serious moral games. Analyzing and engaging moral values through video games. Zurich, Switzerland: Institute for Design Research.
  • Diah, N. M., Sutiono, A. P., Zuo, L., Nossal, N., Lida, H., Azan, N., ve Zin, M. (2015, July). Quantifying engagement of video games: Pac-man and dota (defense of the ancients). In 17th International Conference on Mathematical and Computational Methods in Science and Engineering (MACMESE15), Kuala Lumpur.
  • Dickerman, C., Christensen, J., ve Kerl-McClain, S. B. (2008). Big breasts and bad guys: Depictions of gender and race in video games. Journal of Creativity in Mental Health, 3(1), 20-29.
  • Elliott, L., Ream, G., McGinsky, E., ve Dunlap, E. (2012). The contribution of game genre and other use patterns to problem video game play among adult video gamers. International Journal of Mental Health and Addiction, 10(6), 948–969.
  • Emes, C. E. (1997). Is Mr Pac Man eating our children? A review of the effect of video games on children. The Canadian Journal of Psychiatry, 42(4), 409-414.
  • Ferguson, C. (2007). The good, the bad and the ugly. Psychiatric Quarterly, 78(4), 309–316.
  • Fogel, D. B. (1993, March). Using evolutionary programing to create neural networks that are capable of playing tic-tac-toe. In IEEE International Conference on Neural Networks, San Francisco.
  • Funk, J. B., Buchman, D. D., Jenks, J., ve Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology, 24(4), 413-436.
  • Gadia, D., Granato, M., Maggiorini, D., Marras, M., ve Ripamonti, L. A. (2017). A Touch-based Configurable Gamepad for Gamers with Physical Disabilities. In International Conference on Computer-Human Interaction Research and Applications – CHIRA, Funchal.
  • Gentile, D.A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychological Science, 20(5), 594–602.
  • Global Digital Gaming Market (2018). https://www.researchandmarkets.com/reports/4761435/global-digital-gaming-market-2018-2023
  • Griffiths, M. D., ve Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39(4), 247-253.
  • Griffiths, M. D., Kuss, D., ve King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318.
  • Guggisberg, M. (2020). Sexually explicit video games and online pornography–The promotion of sexual violence: A critical commentary. Aggression and Violent Behavior, 53, 101432.
  • Gürses, İ., ve Kılavuz, M. A. (2016). Kuşakların ahlâkî değerleri birlikte öğrenmesi: Kohlberg’in ahlâkî gelişim kuramı açısından bir değerlendirme. Uludağ Üniversitesi İlahiyat Fakültesi Dergisi, 25(1), 97-117.
  • Güvenli İnternet Merkezi. Dijital Oyunlar Raporu 2019. https://www.guvenliweb.org.tr/dosya/RjARy.pdf
  • Hamlen, K. R., ve Blumberg, F. C. (2015). Problem solving through “cheating” in video games. In Video Games and Creativity (pp. 83-97). Academic Press.
  • Horn, S. S. (2003). Adolescents’ reasoning about exclusion from social groups. Developmental Psychology, 39, 71-84.
  • Huizinga J. (2010). Homo Ludens: Oyunun Toplumsal İşlevi Üzerine Bir Deneme [M. A. Kılıçbay., Çev.] (5. Baskı). İstanbul: Ayrıntı.
  • Jamel, M. F., Shafiq, W. S., ve Abdul-Wahid, S. S. (2019). The impact of computer-based video-games devices on the children's health. Diyala Journal of Medicine, 16(1), 94-100.
  • Jansz, J., ve Martis, R. G. (2007). The Lara phenomenon: Powerful female characters in video games. Sex Roles, 56(3-4), 141-148.
  • Katsarov, J., Christen, M., Mauerhofer, R., Schmocker, D., ve Tanner, C. (2019). Training moral sensitivity through video games: A review of suitable game mechanisms. Games and Culture, 14(4), 344-366.
  • Kent, S. L. (2001). The ultimate history of video games: From pong to pokemon and beyond... The story behind the craze that touched our lives and changed the world. New York: Three Rivers.
  • Khoo, A. (2012). Videogames as moral educators? Asia Pacific Journal of Education, 32(4), 416-429.
  • Kohlberg, L., ve Hersh, R. H. (1977). Moral development: A review of the theory. Theory Into Practice, 16(2), 53-59.
  • Kracht, C. L., Joseph, E. D., ve Staiano, A. E. (2020). Video games, obesity, and children. Current obesity reports, 9(1), 1-14.
  • Lanza‐Kaduce, L., ve Klug, M. (1986). Learning to cheat: The interaction of moral‐development and social learning theories. Deviant Behavior, 7(3), 243-259.
  • Lee, M. S., Ko, Y. H., Song, H. S., Kwon, K. H., Lee, H. S., Nam, M., ve Jung, I. K. (2007). Characteristics of Internet use in relation to game genre in Korean adolescents. CyberPsychology and Behavior, 10(2), 278–285.
  • Limelight Networks (2019). Market Research: The state of online gaming. https://www.limelight.com/resources/white-paper/state-of-online-gaming-2019/uzantılı web adresinden alınmıştır.
  • Lobel, A., Granic, I., Stone, L. L., ve Engels, R. C. (2014). Associations between children's video game playing and psychosocial health: Information from both parent and child reports. Cyberpsychology, Behavior, and Social Networking, 17(10), 639-643.
  • Lowood, H. (2009). Videogames in computer space: The complex history of pong. IEEE Annals of the History of Computing, 31(3), 5-19.
  • Maggiorini, D., Granato, M., Ripamonti, L. A., Marras, M., ve Gadia, D. (2017, October). Evolution of Game Controllers: Toward the Support of Gamers with Physical Disabilities. In International Conference on Computer-Human Interaction Research and Applications, Cham.
  • Mathews, C. L., Morrell, H. E., ve Molle, J. E. (2019). Video game addiction, ADHD symptomatology, and video game reinforcement. The American Journal of Drug and Alcohol Abuse, 45, 67-76.
  • Mattioli, M., ve Lahtiranta, A. (2021). Hidden potential within video game consoles. IEEE Micro, 41(2), 72-77.
  • McNeill, W. H. (2013). Dünya Tarihi [Alaeddin Ş., Çev.] (15. Baskı). Ankara: İmge.
  • Monnens, D., ve Goldberg, M. (2015). Space Odyssey: The long journey of Spacewar! from MIT to computer labs around the world. Cultural History of Video Games, (Special Issue),124-147.
  • Mustafaoğlu, R., ve YASACI, Z. (2018). Dijital oyun oynamanın çocukların ruhsal ve fiziksel sağlığı üzerine olumsuz etkileri. Bağımlılık Dergisi, 19(3), 51-58.
  • Newzoo (2019). The Global Games Market Report. https://newzoo.com/insights/trend-reports/newzoo-global-mobile-market-report-2019-light-version/ uzantılı web adresinden alınmıştır.
  • Nuijten, K. C. M., Regt, A. D., Calvi, L., ve Peeters, A. L. (2013). Subliminal advertising in shooter games: Recognition effects of textual and pictorial brand logos. International Journal of Arts and Technology, 6(1), 5-21.
  • Nuyens, F. M., Kuss, D. J., Lopez-Fernandez, O., ve Griffiths, M. D. (2019). The empirical analysis of non-problematic video gaming and cognitive skills: A systematic review. International Journal of Mental Health and Addiction, 17(2), 389-414.
  • Onay, C. Z., ve Kıylıoğlu, L. (2021). Dijital oyunlarda kadın ve erkek temsilinin toplumsal cinsiyet işaretleri bağlamında değerlendirilmesi. Uludağ Üniversitesi Fen-Edebiyat Fakültesi Sosyal Bilimler Dergisi, 22(41), 955-993.
  • Onur, B. (1992) Tarih boyunca oyunlar ve oyuncaklar. Ankara Üniversitesi Eğitim Bilimleri Fakültesi Dergisi, 25(2), 365-386.
  • OXO Game (2021). Complete history of the OXO game. https://history-computer.com/oxo-game-complete-history-of-the-oxo-game/ uzantılı web adresinden alınmıştır.
  • Panagiotidi, M. (2017). Problematic video game play and ADHD traits in an adult population. Cyberpsychology Behavior and Social Networking, 20, 292-295.
  • Piaget, J. (1948). The moral judgment of the child. Routledge.
  • Prot, S., Anderson, C. A., Gentile, D. A., Brown, S. C., ve Swing, E. L. (2014). The positive and negative effects of video game play. In A. B. Jordan, ve D. Romer (Eds.), Media and the well-being of children and adolescents (pp. 109-128). Oxford University Press.
  • Ruggill, J. E. (2009). Convergence: Always already, already. Cinema Journal, 48(3), 105-110.
  • Ryan, M., Formosa, P., Howarth, S., ve Staines, D. (2020). Measuring morality in videogames research. Ethics and Information Technology, 22(1), 55-68.
  • Savelli, R. M., ve de Beauclair Seixas, R. (2008). Tic-Tac-Toe and the Minimax Decision Algorithm. In Luiz H.de F., Waldemar, C., ve Roberto L. (Eds.), Lua programming gems (pp. 239-245). Rio de Janerio: Feisty Duck.
  • Shaffer, D. W. (2006). Epistemic frames for epistemic games. Computers & education, 46(3), 223-234.
  • Schrier, K. (2015). EPIC: A framework for using video games in ethics education. Journal of Moral Education, 44(4), 393-424.
  • Schulzke, M. (2009). Moral decision making in fallout. Game Studies, 9(2). Retreieved from http://gamestudies.org/0902/articles/schulzke
  • Shea, R., Liu, J., Ngai, E. C. H., ve Cui, Y. (2013). Cloud gaming: architecture and performance. IEEE Network, 27(4), 16-21.
  • Shoshani, A., Braverman, S., ve Meirow, G. (2021). Video games and close relations: Attachment and empathy as predictors of children's and adolescents' video game social play and socio-emotional functioning. Computers in Human Behavior, 114, 106578.
  • Shuker, R. (1996). Video games: Serious fun. Continuum: Journal of Media & Cultural Studies, 9, 125-145.
  • Sinclair, J., Philip, H., ve Martin, M. (2007, December). Considerations for the Design of Exergames." GRAPHITE 07: 5th International Conference on Computer Graphics and Interactive Techniques, Perth.
  • Staines, D., Formosa, P., ve Ryan, M. (2019). Morality play: a model for developing games of moral expertise. Games and Culture, 14(4), 410-429.
  • Turiel, E. (2015). Moral development. In W. F. Overton, P. C. M. Molenaar, ve R. M. Lerner (Eds.), Handbook of child psychology and developmental science: Theory and method (pp. 484–522). John Wiley & Sons.
  • Whittier, S. (1999). School Shootings: Are Video Game Manufacturers Doomed to Tort Liability. Ent. & Sports Law., 17(4), 11.
  • Wolf, M. J. P. (2001). The medium of the video game. Austin: University of Texas Press.
  • Wolf, M. J. P. (2008a). Arcade games of the 1970s. In Mark J. P. W. (Editor) The video game explosion: a history from pong to playstation and beyond (pp. 35-44). London: Greenwood Press.
  • Wolf, M. J. P. (2008b). The Video Game Industry Crash. In Mark J. P. W. (editor) The video game explosion: A history from pong to playstation and beyond (pp. 103-108). London: Greenwood Press.
  • Wolf, M. J. P. (2008c). Arcade games of the 1990s and beyond. In Mark J. P. W. (editor) The video game explosion: A history from pong to playstation and beyond (pp. 135-142). London: Greenwood Press.
  • Yılmaz, E., Griffiths, M. D., ve Kan, A. (2017). Development and validation of videogame addiction scale for children (VASC). International Journal of Mental Health and Addiction, 15(4), 869-882.
  • Yılmaz, E., Yel, S., ve Griffiths, M. D. (2018). The impact of heavy (excessive) video gaming students on peers and teachers in the school environment: A qualitative study. Addicta: The Turkish Journal on Addictions, 5(2), 147-161.
  • Zhang, Q., Cao, Y., ve Tian, J. (2021). Effects of violent video games on aggressive cognition and aggressive behavior. Cyberpsychology, Behavior, and Social Networking, 24(1), 5-10.
Toplam 83 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Alan Eğitimleri
Bölüm Bu Sayıda
Yazarlar

Eyup Yılmaz 0000-0002-0336-1747

Erken Görünüm Tarihi 5 Kasım 2022
Yayımlanma Tarihi 1 Aralık 2022
Kabul Tarihi 21 Temmuz 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 24 Sayı: 3

Kaynak Göster

APA Yılmaz, E. (2022). Sokak Oyunlarından Sanal Oyunlara Dijital Oyunların Gelişimsel Süreçlerinin Çocuk Kullanıcıların Ahlaki Gelişimleri Açısından Değerlendirilmesi. Erzincan Üniversitesi Eğitim Fakültesi Dergisi, 24(3), 545-557. https://doi.org/10.17556/erziefd.1052883