Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Third-Person Effect In Violent Video Games
Date
2013-7-01-03
Author
Bulut, İbrahim Hakkı
Bakay, Şenol
Delialioğlu, Ömer
Metadata
Show full item record
Item Usage Stats
184
views
0
downloads
Cite This
A sample of 49 individuals participated to examine the third-person effects in violent video games. A self-report questionnaire was conducted to measure the perceived influence of participants regarding violent video games. Social distance and exposure concepts that try to explain third-person effect is analyzed to understand to what extent these concepts are effective to explain the perceived effect of participants.
Subject Keywords
Third-Person Effect
,
Violent Video Games
URI
https://hdl.handle.net/11511/52261
Collections
Department of Computer Education and Instructional Technology, Conference / Seminar
Suggestions
OpenMETU
Core
Aggression and video games: the effect of justification of violence and presence of a stereotyped target
Koçer, Birsen; Öner Özkan, Bengi; Department of Psychology (2015)
The purpose of the current study is to examine how some of the factors in violent video games affect subsequent aggression. Firstly, the effect of violent content in video games was examined with a prior study. 42 participants (22 female, 20 male) were randomly assigned to play a violent or a neutral game. Results showed that game type did not have an effect on post-gaming aggression. Disregarding the effects of in-game variables was suggested to be the reason for this result. Thus, a second study was condu...
Flow Experiences of Adolescents in Terms of Internet Cafe Environment and Computer Game Play Characteristics
Kara, Nuri; Çağıltay, Kürşat (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 incre...
Investigating the Parents Thoughts about the Effects of Digital Games on Children
Sağlam, Mehmet; Kayaduman, Halil; Delialioğlu, Ömer (null; 2016-03-24)
This explorative study was conducted to investigate parents’ thoughts and attitudes toward children playing digital games. The qualitative study was carried out with individual interviews on 12 parent participants. Findings of the study revealed that, generally parents had negative attitudes towards their children playing digital games. They thought that these games can affect their children’s growth negatively. Carrying out this study helped to explore the current opinions of parents. The findings could be...
Aim, Shoot, Deplete: Playing Video Games Depletes Self-Regulatory Resources
Harma, Mehmet; Aktan, Timucin; Çağıltay, Kürşat (2015-01-01)
Two experiments investigated whether playing video games impaired subsequent self regulation. In Experiment 1 (n = 43), participants either played a video game (i.e., Quake III) for 10 min or just browsed the Internet for the same time interval. Participants in the video game condition had slower response time than participants in the no-game condition. In Experiment 2 (n = 94), either participants played Quake III, or watched Quake III game scenes, or they were asked to suppress their thought for 10 min. P...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
Konya, Oğuz; Çağıltay, Kürşat; Department of Game Technologies (2014)
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
İ. H. Bulut, Ş. Bakay, and Ö. Delialioğlu, “Third-Person Effect In Violent Video Games,” 2013, p. 1050, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/52261.