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ZENODO
Article . 2024
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
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Oyun Okuryazarlığı ve (Dijital) Oyunlar Üzerine Bir Değerlendirme

Authors: AKGÖL, Oğuzcan;

Oyun Okuryazarlığı ve (Dijital) Oyunlar Üzerine Bir Değerlendirme

Abstract

Öz Dijital oyunlar yapısı gereği etkileşimi içerisinde barındıran, son derecedinamik ve sosyal ortamlardır. Yeni iletişim teknolojileriyle beraber ortayaçıkan yenilikler oyunları doğrudan etkilemiş, dijital oyunlar tüm dünyadabüyük bir pazar haline gelmiştir. Bu noktada oyun üreticileri oyunlarıdaha ilgi çekici hale getirmek için çalışmalar yapmış; metin, ses ve görüntüüzerine çalışmalara yoğunlaşmışlardır. Üretim süreciyle oyunlara ilişkinçalışmaların yanında kullanıcılar açısından da farklı yaş gruplarından çoksayıda kişinin oynadığı dijital oyunlar bu yönüyle okuryazarlık bağlamındaele alınmaya başlanmıştır. Bu çalışma kapsamında Türkiye ve dünyadakioyun pazarları sektörel raporlarından elde edilen istatistiksel verileranaliz edilerek incelenmiş, dijital oyunların yaş faktörüne göre kullanımalışkanlıkları oyun platformlarının açık kaynaklarından elde edilenverilerden hareketle istatistiksel analize tabi tutulmuş ve oyun okuryazarlığımeselesinin hem ebeveynler hem de oyun oynayanlar için hangi yönlerdenele alınabileceği tartışılmıştır. Abstract Digital games are highly dynamic and social environments that involveinteraction due to their structure. Innovations emerging with newcommunication technologies have directly affected games, and digital gameshave become a huge market all over the world. At this point, game producershave attempted to make games more interesting; they have focused on text,sound and image. In addition to the production process and research ongames, digital games have started to be discussed in the context of literacy,which are played by a large number of people from different age groups interms of users. Within the scope of this study, the statistical data obtainedfrom sectoral reports from the game markets in Turkey and the global sectorare analyzed, the usage habits in the digital games are examined by agefactor with the statistical analysis based on the data obtained from the opensources of game platforms, and it is discussed the ways in which the gameliteracy issue can be addressed for both parents and gamers.

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    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Average
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Average
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
1
Average
Average
Average
Green