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
Social Interactions and Games
Date
2015-6
Author
Uz, Çiğdem
Çağıltay, Kürşat
Metadata
Show full item record
Item Usage Stats
257
views
0
downloads
Cite This
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the relationships. However, several researchers supported the idea that gamers seeking meaningful relationships within a game environment might have problems in forming meaningful relationships in the real environment (as cited in Redmond, 2010). This study was conducted with the sample of 168 university students to explore the social interactions in and out of game environment in terms of personality type, gender and game preferences. As a result of the study, it was found that participants mostly prefer playing multi-player games with their real life friends and family members. While they tend to make friends in game environments, they do not prefer sharing sensitive issues with their gaming friends. Moreover; students who reported themselves more extraverted, spend more hours in games. This paper contributes to the debates on the impact of games on social interactions of players in and out of the game environment.
Subject Keywords
Games
,
Extraversion
,
Social Interaction
,
Multi-Player Games
URI
https://hdl.handle.net/11511/52268
Journal
DIGITAL EDUCATION REVIEW
Collections
Department of Computer Education and Instructional Technology, Article
Suggestions
OpenMETU
Core
Social Presence in Synchronous Text-Based Computer-Mediated Communication
AKAYOĞLU, SEDAT; ALTUN, ARİF; Stevens, Vance (2009-12-01)
Problem Statement: In recent years, the substantial technological development in various online environments has been used in educational environments. However, these online environments are still new for many teachers, researchers and students. Thus, researchers have attempted to determine the discourse patterns of these environments from different perspectives. Social presence is one of these dimensions; however, there has been little research on social presence in synchronous CMC environments. This study...
Time pressure as video game design element and basic need satisfaction
Yıldırım, İrem Gökçe; Uysal, Ahmet; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2015)
Over the last few decades, with the help of technological advancements in computational power and improvements in interaction design, video games have been prominent instruments for entertainment. With increasing number of players, researchers mainly have focused on revealing underlying psychological reasons behind gaming. By applying Self-Determination Theory (SDT) in gaming context, it is concluded that satisfactions of three basic intrinsic needs, namely, autonomy, competence and relatedness, are the pre...
Supervised Learning in Football Game Environments Using Artificial Neural Networks
Baykal, Ömer; Alpaslan, Ferda Nur (2018-09-23)
Game industry has become one of the sectors that commonly use artificial intelligence. Today, most of the game environments include artificial intelligence agents to offer more challenging and entertaining gameplay experience. Since it gets harder to develop good agents as games become more complex, machine learning methods have started to be used in some notable games to shorten the development process of agents and to improve their quality. Popularity of machine learning applications in game environments ...
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...
History of digital games in Turkey
Yilmaz, Erdal; Çağıltay, Kürşat (null; 2005-06-20)
As an important entertainment tool, “digital games” has been used by several hundred millions of people all around the world for almost 30 years. Although the number of game players and total game-play time in Turkey shows parallel figures to the world average, unfortunately very limited digital game development activities and academic studies regarding this issue exist. Therefore, this study aims to summarize the history and current situation of digital games and game industry in Turkey.
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
Ç. Uz and K. Çağıltay, “Social Interactions and Games,”
DIGITAL EDUCATION REVIEW
, pp. 9–20, 2015, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/52268.