Game, Environment and Peer Effect on Children on the Digital Gaming Habits in Game Arcades
Year 2019,
Volume: 7 Issue: 14, 480 - 495, 29.10.2019
Alper Aslan
,
Yiğit Emrah Turgut
,
Türkan Karakuş Yılmaz
Abstract
Game arcades that have
turned into an important socialization area for children in Turkey, can affect
children in many ways. The aim of the study is to investigate the factors that
affect the digital game habits of children and young people in game arcades. In
this context, the effect of game, environment and peers on the habits of
children that are gaming in game arcades were investigated. Qualitative
research method was preferred in the study. The study group consisted of 50
male and 2 female participants randomly selected from four game arcades.
Semi-structured interview form was developed as a data collection tool and
individual interviews were conducted with the children participating in the
research. The findings show that children prefer digital games because they
find it amusing, fun, enjoyable and exciting. Together with the changing game
structure, it has emerged that multi-player online games affect the usage of
game arcades of children. Children stated that they prefer to play in game
arcades because they can be with their friends and there is no parental
supervision. It was determined that children knew these environments through their
friends and would not prefer these environments without their friends. Based on
these findings, it was concluded that multi-player online games had an effect
on the habits of children on using game arcades due to its facility of
socialization with friends and playing without any restrictions.
References
- Akbulut, Y. (2013). Çocuk ve ergenlerde bilgisayar ve internet kullanımının gelişimsel sonuçları [Developmental Implications of Computer and Internet Use among Children and Adolescents]. Trakya Journal of Education, 3(2), 53-68.
- Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York, United States: Oxford University Press.
- Batı, U. (2011). Sekizinci sanatın inşası: “Dijital oyunlar kesişiminde postmodenizm, tüketim kültürü, üst gerçeklik, kimlik ve olağan şiddet” [Construction of the eighth art: “In the intersection of digital games, postmodernism, consumer culture, super-reality, identity and ordinary violence”]. In G. Terek Ünal ve U. Batı (Ed.), Dijital Oyunlar: Kendi Dünyanda Yaşa, Bizimkinde Oyna [Digital Games: Live in your own world, play in ours] (pp. 3-33). İstanbul: Derin Publications.
- Binark, M., & Bayraktutan-Sütcü, G. (2008). Türkiye’de internet kafeler: İnternet kafeler üzerine üretilen söylemler ve mekân-kullanıcı ilişkisi [Internet cafes in Turkey: User space relationships and discourse]. Amme İdaresi Dergisi, 41(1), 113-148.
- Can, Y., & Kara, B. (2010). İnternet kafeye devam etme alışkanlığı bulunan bireylerin bir alt kültür grubu olarak incelenmesi: Niğde örneği [Investigation of individuals with habit of attending internet cafes as a subculture group: The case of Niğde]. Journal of Sociological Research, 13(1), 37-66.
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
- Çağlayan, S. (2001). Enformasyon toplumu: İnternet kafeler ve kahvehanelerin karşılaştırmalı araştırması [The Information society: Comparative analyses internet cafes and kahvehanes]. (Master’s thesis, Ege University, İzmir, Turkey).
- Çavuş, S., Ayhan, B., & Tuncer, M. (2016). Bilgisayar oyunları ve bağımlılık: Üniversite öğrencileri üzerine bir alan araştırması [Computer Games and Addiction: A Field Study on University Students]. İletişim Kuram ve Araştırma Dergisi [Journal of Communication Theory and Research], 2016(43), 265-289.
- De Grove, F., Bourgonjon, J., & Van Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 28(6), 2023-2033.
Glesne, C. (2012). Nitel araştırmaya giriş [Introduction to qualitative research]. (Translated A. Ersoy and P. Yalçınoğlu). Ankara: Anı Publishing.
- Gürol, M., & Sevindik, T. (2007). Profile of internet cafe users in Turkey. Telematics and Informatics, 24(1), 59-68.
- Hopcan, S., & Yılmaz, M. B. (2013). İlköğretim öğrencilerinin internet kafe kullanımlarının farklı değişkenlere göre incelenmesi [Analysis of Elementary School Students’ Internet Cafe Usage in Respect to Different Variables]. HAYEF Journal of Education, 10(2), 23-34.
- Kim, Y., & Smith, D. (2017). Pedagogical and technological augmentation of mobile learning for young children interactive learning environments. Interactive Learning Environments, 25(1), 4-16.
- Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., & Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. The Journal of Nervous and Mental Disease, 193(4), 273-277.
- Kuss, D. J., & Griffiths, M. D. (2012). Online gaming addiction in children and adolescents: A review of empirical research. Journal of Behavioral Addictions 1(1), 3–22.
Lauricella, A. R. (2013). Çocukların Medya Katılımı [Media Participation of Children] (Translated A. Aksakal). 1. Türkiye Çocuk ve Medya Kongresi [Turkey Children and Media Congress] : 14-15 November Proceedings Book 2 (pp.117- 137). İstanbul: Çocuk Vakfı Publications.
Liau, A. K., Khoo A., & Ang, P.H. (2008). Parental awareness and monitoring of adolescent internet use. Current Psychology, 27(4), 217–233.
- Lin, Y. H., & Hou, H. T. (2016). Exploring young children's performance on and acceptance of an educational scenario-based digital game for teaching route-planning strategies: a case study. Interactive Learning Environments, 24(8), 1967-1980.
- Olafsson, K., Livingstone, S., & Haddon, L. (2013). Children’s use of online technologies in Europe. A review of the European evidence base. LSE, London: EU Kids Online.
- Pala, F. K., & Erdem, M. (2011). Dijital oyun tercihi ve oyun tercih nedeni ile cinsiyet, sınıf düzeyi ve öğrenme stili arasındaki ilişkiler üzerine bir çalışma [A Study on the Relationships between Digital Game Preference and Game Preference Reason with Gender, Class Level and Learning Styles]. Journal of Kirsehir Education Faculty, 12(2),
53-71.
- Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mößle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey. Cyberpsychology, Behavior, and Social Networking, 13(3), 269-277.
- Reinhardt, A. (2001). The McDonald’s of Net Access? Retrieved from http://www.businessweek.com/stories/2001-07-08/the-mcdonalds-of-net-access-intl-edition.
- Rezaei, S., & Ghodsi, S. S. (2014). Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs). Computers in Human Behavior, 35, 252-266.
- Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Effects of prosocial, neutral, and violent video games on children's helpful and hurtful behaviors. Aggressive Behavior, 38(4), 281-287.
- Salmon, J. P., Dolan, S. M., Drake, R. S., Wilson, G. C., Klein, R. M., & Eskes, G. A. (2017). A survey of video game preferences in adults: Building better games for older adults. Entertainment Computing, 21, 45-64.
- Sherry, J., Desouza, R., Greenberg, B. S., & Lachlan, K. (2003). Relationship between developmental stages and video game uses and gratifications, game preference and amount of time spent in play. Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA Online. Retrieved from http://citation.allacademic.com/meta/p_mla_apa_research_citation/1/1/1/9/3/p111930_index.html.
- Siyez, D. M., & Baran, B. (2017). Determining reactive and proactive aggression and empathy levels of middle school students regarding their video game preferences. Computers in Human Behavior, 72(July 2017), 286-295.
- Tarcan, A. (2005). Dünden bugüne internet üzerine felsefi yaklaşımlar [Philosophical approaches on internet from past to present]. Ahmet Tarcan (Ed.), In Internet and Society (pp.2-10). Ankara: Anı Publishing.
- Taşpınar, M., & Gümüş, Ç. (2005). Ülkemizde internet kafelerin ortam ve kullanıcı profili: Bilgi toplumu açısından değerlendirme [Media and user profile of internet cafes in our country: Evaluation in terms of information society]. Electronic Journal of Social Sciences, 4(14), 80-93.
- Thorne, H. T., Smith, J. J., Morgan, P. J., Babic, M. J., & Lubans, D. R. (2014). Video game genre preference, physical activity and screen-time in adolescent boys from low-income communities. Journal of Adolescence, 37(8), 1345-1352.
- Toran, M., Ulusoy, Z., Aydın, B., Deveci, T., & Akbulut, A. (2016). Çocuklarin dijital oyun kullanimina ilişkin annelerin görüşlerinin değerlendirilmesi [Evaluation Of Mothers’ Views Regarding Children’s Use Of Digital Game]. Kastamonu Education Journal, 24(5), 2263-2278.
- Tsitsika, A., Critselis, E., Kormas, G., Filippopoulou, A., Tounissidou, D. Freskou, A.,Spiliopoulou, T., Louizou, A. Konstantoulaki, E., & Kafetzis, D. (2009). Internet use
and misuse: A multivariate regression analysis of the predictive factors of internet use among Greek adolescents. European Journal of Pediatrics, 168(6), 655-665.
- Tuncay, N. (2016). Game preferences of 3 generations from the eye of students’. Journal of Computer and Education Research, 4(8), 154-178.
- Wu, C-S., & Cheng, F-F. (2007). Internet café addiction of Taiwanese adolescents. Cyberpsychology & Behavior, 10(2), 220-225.
- Yıldırım, A., & Şimşek, H. (2013). Sosyal bilimlerde nitel araştırma yöntemleri [Qualitative research methods in the social sciences] (8th ed.). Ankara: Seçkin Publisher.
- Yıldız, M. (2002). Bir kamu politikası aracı olarak internet kafeler [Internet cafes as a public policy tool]. Amme İdaresi Dergisi, 35(2), 77-92.
Game, Environment and Peer Effect on Children on the Digital Gaming Habits in Game Arcades
Year 2019,
Volume: 7 Issue: 14, 480 - 495, 29.10.2019
Alper Aslan
,
Yiğit Emrah Turgut
,
Türkan Karakuş Yılmaz
Abstract
Game arcades that have
turned into an important socialization area for children in Turkey, can affect
children in many ways. The aim of the study is to investigate the factors that
affect the digital game habits of children and young people in game arcades. In
this context, the effect of game, environment and peers on the habits of
children that are gaming in game arcades were investigated. Qualitative
research method was preferred in the study. The study group consisted of 50
male and 2 female participants randomly selected from four game arcades.
Semi-structured interview form was developed as a data collection tool and
individual interviews were conducted with the children participating in the
research. The findings show that children prefer digital games because they
find it amusing, fun, enjoyable and exciting. Together with the changing game
structure, it has emerged that multi-player online games affect the usage of
game arcades of children. Children stated that they prefer to play in game
arcades because they can be with their friends and there is no parental
supervision. It was determined that children knew these environments through their
friends and would not prefer these environments without their friends. Based on
these findings, it was concluded that multi-player online games had an effect
on the habits of children on using game arcades due to its facility of
socialization with friends and playing without any restrictions.
References
- Akbulut, Y. (2013). Çocuk ve ergenlerde bilgisayar ve internet kullanımının gelişimsel sonuçları [Developmental Implications of Computer and Internet Use among Children and Adolescents]. Trakya Journal of Education, 3(2), 53-68.
- Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York, United States: Oxford University Press.
- Batı, U. (2011). Sekizinci sanatın inşası: “Dijital oyunlar kesişiminde postmodenizm, tüketim kültürü, üst gerçeklik, kimlik ve olağan şiddet” [Construction of the eighth art: “In the intersection of digital games, postmodernism, consumer culture, super-reality, identity and ordinary violence”]. In G. Terek Ünal ve U. Batı (Ed.), Dijital Oyunlar: Kendi Dünyanda Yaşa, Bizimkinde Oyna [Digital Games: Live in your own world, play in ours] (pp. 3-33). İstanbul: Derin Publications.
- Binark, M., & Bayraktutan-Sütcü, G. (2008). Türkiye’de internet kafeler: İnternet kafeler üzerine üretilen söylemler ve mekân-kullanıcı ilişkisi [Internet cafes in Turkey: User space relationships and discourse]. Amme İdaresi Dergisi, 41(1), 113-148.
- Can, Y., & Kara, B. (2010). İnternet kafeye devam etme alışkanlığı bulunan bireylerin bir alt kültür grubu olarak incelenmesi: Niğde örneği [Investigation of individuals with habit of attending internet cafes as a subculture group: The case of Niğde]. Journal of Sociological Research, 13(1), 37-66.
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
- Çağlayan, S. (2001). Enformasyon toplumu: İnternet kafeler ve kahvehanelerin karşılaştırmalı araştırması [The Information society: Comparative analyses internet cafes and kahvehanes]. (Master’s thesis, Ege University, İzmir, Turkey).
- Çavuş, S., Ayhan, B., & Tuncer, M. (2016). Bilgisayar oyunları ve bağımlılık: Üniversite öğrencileri üzerine bir alan araştırması [Computer Games and Addiction: A Field Study on University Students]. İletişim Kuram ve Araştırma Dergisi [Journal of Communication Theory and Research], 2016(43), 265-289.
- De Grove, F., Bourgonjon, J., & Van Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 28(6), 2023-2033.
Glesne, C. (2012). Nitel araştırmaya giriş [Introduction to qualitative research]. (Translated A. Ersoy and P. Yalçınoğlu). Ankara: Anı Publishing.
- Gürol, M., & Sevindik, T. (2007). Profile of internet cafe users in Turkey. Telematics and Informatics, 24(1), 59-68.
- Hopcan, S., & Yılmaz, M. B. (2013). İlköğretim öğrencilerinin internet kafe kullanımlarının farklı değişkenlere göre incelenmesi [Analysis of Elementary School Students’ Internet Cafe Usage in Respect to Different Variables]. HAYEF Journal of Education, 10(2), 23-34.
- Kim, Y., & Smith, D. (2017). Pedagogical and technological augmentation of mobile learning for young children interactive learning environments. Interactive Learning Environments, 25(1), 4-16.
- Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., & Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. The Journal of Nervous and Mental Disease, 193(4), 273-277.
- Kuss, D. J., & Griffiths, M. D. (2012). Online gaming addiction in children and adolescents: A review of empirical research. Journal of Behavioral Addictions 1(1), 3–22.
Lauricella, A. R. (2013). Çocukların Medya Katılımı [Media Participation of Children] (Translated A. Aksakal). 1. Türkiye Çocuk ve Medya Kongresi [Turkey Children and Media Congress] : 14-15 November Proceedings Book 2 (pp.117- 137). İstanbul: Çocuk Vakfı Publications.
Liau, A. K., Khoo A., & Ang, P.H. (2008). Parental awareness and monitoring of adolescent internet use. Current Psychology, 27(4), 217–233.
- Lin, Y. H., & Hou, H. T. (2016). Exploring young children's performance on and acceptance of an educational scenario-based digital game for teaching route-planning strategies: a case study. Interactive Learning Environments, 24(8), 1967-1980.
- Olafsson, K., Livingstone, S., & Haddon, L. (2013). Children’s use of online technologies in Europe. A review of the European evidence base. LSE, London: EU Kids Online.
- Pala, F. K., & Erdem, M. (2011). Dijital oyun tercihi ve oyun tercih nedeni ile cinsiyet, sınıf düzeyi ve öğrenme stili arasındaki ilişkiler üzerine bir çalışma [A Study on the Relationships between Digital Game Preference and Game Preference Reason with Gender, Class Level and Learning Styles]. Journal of Kirsehir Education Faculty, 12(2),
53-71.
- Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mößle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey. Cyberpsychology, Behavior, and Social Networking, 13(3), 269-277.
- Reinhardt, A. (2001). The McDonald’s of Net Access? Retrieved from http://www.businessweek.com/stories/2001-07-08/the-mcdonalds-of-net-access-intl-edition.
- Rezaei, S., & Ghodsi, S. S. (2014). Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs). Computers in Human Behavior, 35, 252-266.
- Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Effects of prosocial, neutral, and violent video games on children's helpful and hurtful behaviors. Aggressive Behavior, 38(4), 281-287.
- Salmon, J. P., Dolan, S. M., Drake, R. S., Wilson, G. C., Klein, R. M., & Eskes, G. A. (2017). A survey of video game preferences in adults: Building better games for older adults. Entertainment Computing, 21, 45-64.
- Sherry, J., Desouza, R., Greenberg, B. S., & Lachlan, K. (2003). Relationship between developmental stages and video game uses and gratifications, game preference and amount of time spent in play. Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA Online. Retrieved from http://citation.allacademic.com/meta/p_mla_apa_research_citation/1/1/1/9/3/p111930_index.html.
- Siyez, D. M., & Baran, B. (2017). Determining reactive and proactive aggression and empathy levels of middle school students regarding their video game preferences. Computers in Human Behavior, 72(July 2017), 286-295.
- Tarcan, A. (2005). Dünden bugüne internet üzerine felsefi yaklaşımlar [Philosophical approaches on internet from past to present]. Ahmet Tarcan (Ed.), In Internet and Society (pp.2-10). Ankara: Anı Publishing.
- Taşpınar, M., & Gümüş, Ç. (2005). Ülkemizde internet kafelerin ortam ve kullanıcı profili: Bilgi toplumu açısından değerlendirme [Media and user profile of internet cafes in our country: Evaluation in terms of information society]. Electronic Journal of Social Sciences, 4(14), 80-93.
- Thorne, H. T., Smith, J. J., Morgan, P. J., Babic, M. J., & Lubans, D. R. (2014). Video game genre preference, physical activity and screen-time in adolescent boys from low-income communities. Journal of Adolescence, 37(8), 1345-1352.
- Toran, M., Ulusoy, Z., Aydın, B., Deveci, T., & Akbulut, A. (2016). Çocuklarin dijital oyun kullanimina ilişkin annelerin görüşlerinin değerlendirilmesi [Evaluation Of Mothers’ Views Regarding Children’s Use Of Digital Game]. Kastamonu Education Journal, 24(5), 2263-2278.
- Tsitsika, A., Critselis, E., Kormas, G., Filippopoulou, A., Tounissidou, D. Freskou, A.,Spiliopoulou, T., Louizou, A. Konstantoulaki, E., & Kafetzis, D. (2009). Internet use
and misuse: A multivariate regression analysis of the predictive factors of internet use among Greek adolescents. European Journal of Pediatrics, 168(6), 655-665.
- Tuncay, N. (2016). Game preferences of 3 generations from the eye of students’. Journal of Computer and Education Research, 4(8), 154-178.
- Wu, C-S., & Cheng, F-F. (2007). Internet café addiction of Taiwanese adolescents. Cyberpsychology & Behavior, 10(2), 220-225.
- Yıldırım, A., & Şimşek, H. (2013). Sosyal bilimlerde nitel araştırma yöntemleri [Qualitative research methods in the social sciences] (8th ed.). Ankara: Seçkin Publisher.
- Yıldız, M. (2002). Bir kamu politikası aracı olarak internet kafeler [Internet cafes as a public policy tool]. Amme İdaresi Dergisi, 35(2), 77-92.