Flow Experiences of Adolescents in Terms of Internet Cafe Environment and Computer Game Play Characteristics

2013-02-16
The aim of this study is to investigate the flow experiences of adolescents who play computer games at an Internet cafe environment. Observations and interviews were used in order to collect data from 21 adolescents aged 14 to 20 years. Results indicated that the Internet cafe social environment that include several activities such as talking to each other and helping other players while playing had a positive effect on the flow experiences of adolescents. While game genre, goal, and visual appearance increase the flow experiences and motivations of adolescents, the story feature of the games is not considered as an effective component of flow. The music of the games also does not have an effect on the flow experiences of most of the players. (C) 2013 The Authors. Published by Elsevier Ltd. Open access under CC BY-NC-ND license.

Suggestions

Flow experiences of children in an interactive social game environment
inal, yavuz; Çağıltay, Kürşat (2007-05-01)
This study examines children's flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children through interviews. Results revealed that flow experiences occur more among boys than girls during gameplay. While ludology had more effect on the flow experiences o...
STUDENTS' OPINIONS OF EDUCATIONAL COMPUTER GAME UTILIZATION: A SOCIAL STUDIES COURSE CASE
Bakar, Ayseguel; TÜZÜN, HAKAN; Çağıltay, Kürşat (2008-01-01)
The purpose of this study is to investigate the opinions of students towards the utilization of educational computer games in their courses. The study was conducted for 9 weeks with twenty-four 6th grade students attending a Social Studies class in a private school located in Ankara, Turkey. The results of this qualitative study indicated that students liked the educational computer game environment, and their motivation towards Social Studies course increased due to the utilization of the game as a support...
Children's interaction and expectations in a social game environment
Inal, Yavuz; Karakus, Turkan; Çağıltay, Kürşat (2007-01-01)
The purpose of this study is to examine children's expectations from games and their interaction patterns while playing computer games. 52 children ages from 8 to 14 participated to the study. Children were allowed to play computer games according to their preferences and interact with each other in a social gaming environment. Data were collected by observing children and taking notes to capture their interaction patterns. Also semi-structured interviews were conducted to examine their expectations from co...
USE OF COMMERCIAL GAMES FOR EDUCATIONAL PURPOSES: WILL TODAY'S TEACHER CANDIDATES USE THEM IN THE FUTURE?
Bakar, Aysegul; Inal, Yavuz; Çağıltay, Kürşat (2005-11-30)
The use of computer games in educational settings has been discussed by many educators. Herein, the opinions of teachers gain great importance because they are the ones who will use the games in classrooms. In this respect, this study was conducted to identify the opinions of prospective teachers who are the teachers of future on the use of games in classroom. After playing three commercial games (Quake, The Incredible Machine and Age of Empires), prospective teachers analyzed and evaluated them by focusing...
SECOND LIFE USERS' PROFILES AND VIEWS ABOUT EDUCATIONAL POTENTIAL OF SECOND LIFE: A CASE OF TURKEY
BARAN, BAHAR; ÇUKURBAŞI, BARIŞ; ÇOLAK, CANAN; Dogusoy, Berrin (2012-10-01)
This study aims to reveal Second Life (SL) residents' profiles, first hand experiences, opinions about SL and its potential as an educational environment. The members of 14 Turkish Island in SL answered a questionnaire including Likert-type, open ended and multiple-choice items and participated in interview sessions. Researchers collected 118 questionnaires and interviewed with 10 users. The results showed a general picture about the Turkish SL user profile. They agree on SL potential about providing better...
Citation Formats
N. Kara and K. Çağıltay, “Flow Experiences of Adolescents in Terms of Internet Cafe Environment and Computer Game Play Characteristics,” 2013, vol. 89, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/42739.