Research Article
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Positive and Negative Aspects of Digital Games from the Perspective of Adolescents

Year 2022, , 543 - 557, 31.12.2022
https://doi.org/10.17066/tpdrd.12241172

Abstract

The game, which is the work of the child, is handled in two ways as real play and digital play. From these games, digital games can be played with technological tools owing to the development of technology. These games also have positive and negative aspects. For this reason, it was aimed to reveal the positive and negative aspects of digital games from the point of view of adolescents in the study. Therefore, the study was carried out with 106 voluntarily adolescents who play digital games and between ages 12-14. In the study, where the data were collected quantitatively, a questionnaire consisted of open-ended-multiple-choice questions were used. According to the adolescents, the positive aspects of digital games were; eliminating boredom, reflex development, learning language, strategic thinking, experiencing competitiveness, earning money, relaxation, possibility to being an e-sport player. The negative aspects of digital games were; physical problems, problems related to lessons, attention, family.

Supporting Institution

Green Crescent PhD research scholarship for graduate theses

Project Number

2017/5

Thanks

We would like to thank Green Crescent for their support

References

  • Adanır, A. S., Özatalay, E. & Doğru, H. (2016). Oyuna adanmış yaşam: Bir olgu sunumu üzerinden internet oyun oynama bozukluğuna kısa bir bakış [Life commited to game: A short look to internet gaming disorder upon a case report]. Türkiye Aile Hekimliği Dergisi, 20(2), 85-90.
  • Anderson, C. A, & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359. https://doi.org/10.1111/1467-9280.00366
  • Aral, N., & Doğan-Keskin, A. (2018). Ebeveyn bakış açısıyla 0-6 yaş döneminde teknolojik alet kullanımının incelenmesi [Examining 0–6-year olds’ use of technological devices from parents’ points of view]. Addicta: The Turkish Journal on Addiction, 5, 317–348. http://dx.doi.org/10.15805/addicta.2018.5.2.0054
  • Avcı, K., & Avşar, Z. (2016). Dijital sağlık oyunları [Digital health games]. TRT Akademi, 1(2), 472-486.
  • Baranowski, T., Buday, R., Thompson, D., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74-82. https://doi.org/10.1016/j.amepre.2007.09.027
  • Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763-768. https://doi.org/10.1038/nrn3135
  • Blumberg, F. C., Deater‐Deckard, K., Calvert, S. L., Flynn, R. M., Green, C. S., Arnold, D., & Brooks, P. J. (2019). Digital games as a context for children's cognitive development: Research recommendations and policy considerations. Social Policy Report, 32(1), 1-33. https://doi.org/10.1002/sop2.3
  • Bozkurt, Y., & Oyman, M. (2016). Oyun ya da reklam? Genç oyuncular eğlence içerikli oyun reklamları nasıl algılıyor? [Advertising or game? How young players perceıve advergame wıth entertaınment content?]. Akademik Bakış Uluslararası Hakemli Sosyal Bilimler Dergisi, 58, 519-538.
  • Bütün Ayhan, A., & Aral, N. (2005). Anaokuluna devam eden altı yaş grubundaki çocukların kavram gelişiminde bilgisayar destekli öğretimin etkisinin incelenmesi [Study on the effect of computer aided instruction on concept development of six-years-old children attending to a kindergarten]. Ankara Üniversitesi Ev Ekonomisi Yüksekokulu Yayın No: 10, Ankara Üniversitesi Basımevi.
  • Büyüköztürk, Ş., Çakma, E., Akgün, Ö., Karadeniz, Ş., & Demirel, F. (2015). Bilimsel araştırma yöntemleri [Scientific research methods] (19. Baskı). Pegem Akademi.
  • Çelen, N. (2013). Elektronik medyadaki (filmler, diziler, video oyunları) imgelerin çocukların heyecanları üzerindeki etkileri [The effects of images in electronic media (movies, tv series, video games) on children's excitement]. Türkiye Çocuk ve Medya Kongresi, Çocuk Vakfı Yayınları.
  • Ceranoglu, T. A. (2010). Video games in psychotherapy. Review of General Psychology, 14(2), 141-146. https://doi.org/10.1037/a0019439
  • Comscore. (2020, January 16). Asia pacific has largest daily online gaming audience. https://www.comscore.com/Insights/Infographics/Asia-Pacific-Has-Largest-Daily-Online-Gaming-Audience
  • Debell, M., & Chapman, C. (2006). Computer and internet use by students in 2003. Statistical Analysis Report. National Center for Education Statistics.
  • Doğan, F.Ö. (2006). Video games and children: violence in video games. In New/Yeni Symposium Journal, 44(4), 161-164.
  • Dolu, O., Büker, H., & Uludağ, Ş. (2010). Şiddet içerikli video oyunlarının çocuklar ve gençler üzerindeki etkileri: Saldırganlık, şiddet ve suça dair bir değerlendirme [Effects of violent video games on children: An assessment on aggression, violence and delinquency]. Adli Bilimler Dergisi, 9(4), 54-75.
  • Eichenberg, C., & Schott, M. (2017). Serious games for psychotherapy: A systematic review. Games for Health Journal, 6(3), 127-135. https://doi.org/10.1089/g4h.2016.0068
  • Entertainment Software Association [ESA]. (2016, April 20). 2016 Essential Facts About the Computer video game industry.
  • Fromme, J. (2003). Computer games as a part of children’s culture. Game Studies, 3(1), 49-62.
  • Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37(2), 127-141. https://doi.org/10.1007/s10964-007-9206-2
  • Groves, C. L., & Anderson, C. A. (2015). Negative effects of video game play. Handbook of Digital Games and Entertainment Technologies, 1297-1322.
  • Gürcan, A., Özhan, S., & Uslu, R. (2008). Dijital oyunlar ve çocuklar üzerindeki etkileri [Digital games and their effects on children]. Başbakanlık Aile ve Sosyal Araştırmalar Genel Müdürlüğü.
  • Huizinga, J. (2010). Homo Ludens – Oyunun toplumsal işlevi üzerine bir deneme [Homo Ludens – An essay on the social function of play]. (4th ed.). Ayrıntı Yayınları. Information Technologies and Communications Authority. (2017). Dijital dünyada rekabet, e-spor ve topluluk yönetimi çalıştayı sonuç raporu [Competition in the digital world, esports and community management workshop final report]. https://www.guvenliweb.org.tr/dosya/GCSvB.pdf
  • Jordan, A. B., & Romer, D. (2014). Media and the well-being of children and adolescents. Oxford University Press.
  • Kirsch, S.J. (2010). Media and youth: A developmental perspective. Wiley Blackwell.
  • Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017). Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis. Frontiers in Psychiatry, 7, 1-13. https://doi.org/10.3389/fpsyt.2016.00209
  • Newzoo International. (2019, February 13). Top 100 countries markets by game revenues. https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/
  • Prot, S., McDonald, K. A., Anderson, C. A., & Gentile, D. A. (2012). Video Games: Good, bad, or other?. Pediatric Clinics, 59(3), 647-658.
  • Sadan, M., & Katzir, T. (2022). The effect of practicing with digital tools on the vocabulary achievements and academic emotions of third graders with different reading profiles. In EDULEARN22 Proceedings 14th International Conference on Education and New Learning Technologies (pp. 852-856), IATED.
  • Saito, S., Piccoli, B., Smith, M. J., Sotoyama, M., Sweitzer, G., Villanueva, M. B. G., & Yoshitake, R. (2000). Ergonomic guidelines for using notebook personal computers. Industrial Health, 38(4), 421-434. https://doi.org/10.2486/indhealth.38.421
  • Schulte-Markwort, M. (2005). Kinder und computer. Wiener Klinische Wochenschrift, 117(5-6), 173- 175.
  • Shi, J., Renwick, R., Turner, N. E., & Kirsh, B. (2019). Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming. Computers in Human Behavior, 97, 291-303. https://doi.org/10.1016/j.chb.2019.03.023
  • Small, G. W., & Vorgan, G. (2008). Brain: Surviving the technological alteration of the modern mind. Collins Living.
  • Smith, G. G. (2004). How do computer games affect your children? Eurasian Journal of Educational Research (EJER), 17, 72-80.
  • Sousa Tavares, H. L., Souza Costa, D., Soares, A. A., Kestelman, I., da Silva, A. G., Malloy-Diniz, L. F., de Paula, J. J., & de Miranda, D. M. (2022). Gaming addiction and screen time in a context of increase of internalizing symptoms: Moderation evaluation. Clinical child psychology and psychiatry, 13591045221125329. Advance online publication. https://doi.org/10.1177/13591045221125329
  • Subrahmanyam, K., Kraut, R.E., Greenfıeld, P.M., & Gross, E.F. (2000). The impact of home computer use on children's activities and development. Children and Computer Technology, 10(2), 123-144. https://doi.org/10.2307/1602692
  • Tang, W. S., Ng, T. J., Wong, J. Z., & Ho, C. S. (2022). The role of serious video games in the treatment of disordered eating behaviors: Systematic review. Journal of Medical Internet Research, 24(8), e39527. https://doi.org/10.2196/39527
  • Tarhan, N., & Nurmedov, S. (2013). Bağımlılık [Addiction]. Timaş.
  • Townsend, C., Humpston, C., Rogers, J., Goodyear, V., Lavis, A., & Michail, M. (2022). The effectiveness of gaming interventions for depression and anxiety in young people: systematic review and meta-analysis. BJPsych Open, 8(1), e25. https://doi.org/10.1192/bjo.2021.1078
  • Tuğran, F.E. (2016). Dijital yerlilerin siber-uzamda çoklu kimlik kullanımı ve oyun oynama pratikleri [Usage of multiple identity and practice of game playing of digital natives on siber-space]. Middle Black Sea Journal of Communication Studies, 1(1), 8-17.
  • Turkish Statistical Institute [TurkStat]. (2013). 06-15 yaş grubu çocuklarda bilişim teknolojileri kullanımı ve medya [Use of information technologies and media in children aged 06-15]. https://data.tuik.gov.tr/Kategori/GetKategori?p=Bilim,-Teknoloji-ve-Bilgi-Toplumu-102
  • Turkish Statistical Institute [TurkStat]. (2019). İstatistiklerle gençlik [Youth in statistics]. https://data.tuik.gov.tr/Bulten/Index?p=Istatistiklerle-Genclik-2020-37242 World Health Organization [WHO]. (2018). International classifiction of diseases (ICD-11). https://icd.who.int/browse11/l-m/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f1448597234
  • Yan, Z. (2018). Child and adolescent use of mobile phones: An unparalleled complex developmental phenomenon. Child Development, 89(1), 5–16. https://doi.org/10.1111/cdev.12821
  • Yeygel, S., & Eğimli, A. (2009). Çocukların yeni oyuncağı: Internet [Children's new toy: Internet]. Marmara İletişim Dergisi, 15, 159-184.
  • Zayeni, D., Raynaud, J. P., & Revet, A. (2020). Therapeutic and preventive use of video games in child and adolescent psychiatry: A systematic review. Frontiers in Psychiatry, 11, 36. https://doi.org/10.3389/fpsyt.2020.00036

Ergenlerin Bakış Açısından Dijital Oyunların Olumlu ve Olumsuz Yanları

Year 2022, , 543 - 557, 31.12.2022
https://doi.org/10.17066/tpdrd.12241172

Abstract

Çocuğun işi olan oyun, gerçek oyun ve dijital oyun olmak üzere iki şekilde ele alınmaktadır. Teknolojinin gelişmesiyle birlikte teknolojik araçlarla dijital oyunlar oynanabilmektedir. Bu oyunların olumlu ve olumsuz yönleri de vardır. Bu nedenle çalışmada ergenlerin bakış açısından dijital oyunların olumlu ve olumsuz yönlerinin incelenmesi amaçlanmıştır. Bu nedenle araştırma, 12-14 yaşları arasında dijital oyun oynayan gönüllü 106 ergen ile gerçekleştirilmiştir. Verilerin nicel olarak toplandığı çalışmada, açık uçlu ve çoktan seçmeli sorulardan oluşan bir anket kullanılmıştır. Ergenlere göre dijital oyunların olumlu yönleri; can sıkıntısını giderme, refleks geliştirme, dil öğrenme, stratejik düşünme, rekabet edebilme, para kazanma, rahatlama, e-spor oyuncusu olma imkanıdır. Dijital oyunların olumsuz yönleri ise; fiziksel sorunlar, dersler, dikkat ve aile ile ilgili sorunlardır.

Project Number

2017/5

References

  • Adanır, A. S., Özatalay, E. & Doğru, H. (2016). Oyuna adanmış yaşam: Bir olgu sunumu üzerinden internet oyun oynama bozukluğuna kısa bir bakış [Life commited to game: A short look to internet gaming disorder upon a case report]. Türkiye Aile Hekimliği Dergisi, 20(2), 85-90.
  • Anderson, C. A, & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359. https://doi.org/10.1111/1467-9280.00366
  • Aral, N., & Doğan-Keskin, A. (2018). Ebeveyn bakış açısıyla 0-6 yaş döneminde teknolojik alet kullanımının incelenmesi [Examining 0–6-year olds’ use of technological devices from parents’ points of view]. Addicta: The Turkish Journal on Addiction, 5, 317–348. http://dx.doi.org/10.15805/addicta.2018.5.2.0054
  • Avcı, K., & Avşar, Z. (2016). Dijital sağlık oyunları [Digital health games]. TRT Akademi, 1(2), 472-486.
  • Baranowski, T., Buday, R., Thompson, D., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74-82. https://doi.org/10.1016/j.amepre.2007.09.027
  • Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763-768. https://doi.org/10.1038/nrn3135
  • Blumberg, F. C., Deater‐Deckard, K., Calvert, S. L., Flynn, R. M., Green, C. S., Arnold, D., & Brooks, P. J. (2019). Digital games as a context for children's cognitive development: Research recommendations and policy considerations. Social Policy Report, 32(1), 1-33. https://doi.org/10.1002/sop2.3
  • Bozkurt, Y., & Oyman, M. (2016). Oyun ya da reklam? Genç oyuncular eğlence içerikli oyun reklamları nasıl algılıyor? [Advertising or game? How young players perceıve advergame wıth entertaınment content?]. Akademik Bakış Uluslararası Hakemli Sosyal Bilimler Dergisi, 58, 519-538.
  • Bütün Ayhan, A., & Aral, N. (2005). Anaokuluna devam eden altı yaş grubundaki çocukların kavram gelişiminde bilgisayar destekli öğretimin etkisinin incelenmesi [Study on the effect of computer aided instruction on concept development of six-years-old children attending to a kindergarten]. Ankara Üniversitesi Ev Ekonomisi Yüksekokulu Yayın No: 10, Ankara Üniversitesi Basımevi.
  • Büyüköztürk, Ş., Çakma, E., Akgün, Ö., Karadeniz, Ş., & Demirel, F. (2015). Bilimsel araştırma yöntemleri [Scientific research methods] (19. Baskı). Pegem Akademi.
  • Çelen, N. (2013). Elektronik medyadaki (filmler, diziler, video oyunları) imgelerin çocukların heyecanları üzerindeki etkileri [The effects of images in electronic media (movies, tv series, video games) on children's excitement]. Türkiye Çocuk ve Medya Kongresi, Çocuk Vakfı Yayınları.
  • Ceranoglu, T. A. (2010). Video games in psychotherapy. Review of General Psychology, 14(2), 141-146. https://doi.org/10.1037/a0019439
  • Comscore. (2020, January 16). Asia pacific has largest daily online gaming audience. https://www.comscore.com/Insights/Infographics/Asia-Pacific-Has-Largest-Daily-Online-Gaming-Audience
  • Debell, M., & Chapman, C. (2006). Computer and internet use by students in 2003. Statistical Analysis Report. National Center for Education Statistics.
  • Doğan, F.Ö. (2006). Video games and children: violence in video games. In New/Yeni Symposium Journal, 44(4), 161-164.
  • Dolu, O., Büker, H., & Uludağ, Ş. (2010). Şiddet içerikli video oyunlarının çocuklar ve gençler üzerindeki etkileri: Saldırganlık, şiddet ve suça dair bir değerlendirme [Effects of violent video games on children: An assessment on aggression, violence and delinquency]. Adli Bilimler Dergisi, 9(4), 54-75.
  • Eichenberg, C., & Schott, M. (2017). Serious games for psychotherapy: A systematic review. Games for Health Journal, 6(3), 127-135. https://doi.org/10.1089/g4h.2016.0068
  • Entertainment Software Association [ESA]. (2016, April 20). 2016 Essential Facts About the Computer video game industry.
  • Fromme, J. (2003). Computer games as a part of children’s culture. Game Studies, 3(1), 49-62.
  • Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37(2), 127-141. https://doi.org/10.1007/s10964-007-9206-2
  • Groves, C. L., & Anderson, C. A. (2015). Negative effects of video game play. Handbook of Digital Games and Entertainment Technologies, 1297-1322.
  • Gürcan, A., Özhan, S., & Uslu, R. (2008). Dijital oyunlar ve çocuklar üzerindeki etkileri [Digital games and their effects on children]. Başbakanlık Aile ve Sosyal Araştırmalar Genel Müdürlüğü.
  • Huizinga, J. (2010). Homo Ludens – Oyunun toplumsal işlevi üzerine bir deneme [Homo Ludens – An essay on the social function of play]. (4th ed.). Ayrıntı Yayınları. Information Technologies and Communications Authority. (2017). Dijital dünyada rekabet, e-spor ve topluluk yönetimi çalıştayı sonuç raporu [Competition in the digital world, esports and community management workshop final report]. https://www.guvenliweb.org.tr/dosya/GCSvB.pdf
  • Jordan, A. B., & Romer, D. (2014). Media and the well-being of children and adolescents. Oxford University Press.
  • Kirsch, S.J. (2010). Media and youth: A developmental perspective. Wiley Blackwell.
  • Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017). Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis. Frontiers in Psychiatry, 7, 1-13. https://doi.org/10.3389/fpsyt.2016.00209
  • Newzoo International. (2019, February 13). Top 100 countries markets by game revenues. https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/
  • Prot, S., McDonald, K. A., Anderson, C. A., & Gentile, D. A. (2012). Video Games: Good, bad, or other?. Pediatric Clinics, 59(3), 647-658.
  • Sadan, M., & Katzir, T. (2022). The effect of practicing with digital tools on the vocabulary achievements and academic emotions of third graders with different reading profiles. In EDULEARN22 Proceedings 14th International Conference on Education and New Learning Technologies (pp. 852-856), IATED.
  • Saito, S., Piccoli, B., Smith, M. J., Sotoyama, M., Sweitzer, G., Villanueva, M. B. G., & Yoshitake, R. (2000). Ergonomic guidelines for using notebook personal computers. Industrial Health, 38(4), 421-434. https://doi.org/10.2486/indhealth.38.421
  • Schulte-Markwort, M. (2005). Kinder und computer. Wiener Klinische Wochenschrift, 117(5-6), 173- 175.
  • Shi, J., Renwick, R., Turner, N. E., & Kirsh, B. (2019). Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming. Computers in Human Behavior, 97, 291-303. https://doi.org/10.1016/j.chb.2019.03.023
  • Small, G. W., & Vorgan, G. (2008). Brain: Surviving the technological alteration of the modern mind. Collins Living.
  • Smith, G. G. (2004). How do computer games affect your children? Eurasian Journal of Educational Research (EJER), 17, 72-80.
  • Sousa Tavares, H. L., Souza Costa, D., Soares, A. A., Kestelman, I., da Silva, A. G., Malloy-Diniz, L. F., de Paula, J. J., & de Miranda, D. M. (2022). Gaming addiction and screen time in a context of increase of internalizing symptoms: Moderation evaluation. Clinical child psychology and psychiatry, 13591045221125329. Advance online publication. https://doi.org/10.1177/13591045221125329
  • Subrahmanyam, K., Kraut, R.E., Greenfıeld, P.M., & Gross, E.F. (2000). The impact of home computer use on children's activities and development. Children and Computer Technology, 10(2), 123-144. https://doi.org/10.2307/1602692
  • Tang, W. S., Ng, T. J., Wong, J. Z., & Ho, C. S. (2022). The role of serious video games in the treatment of disordered eating behaviors: Systematic review. Journal of Medical Internet Research, 24(8), e39527. https://doi.org/10.2196/39527
  • Tarhan, N., & Nurmedov, S. (2013). Bağımlılık [Addiction]. Timaş.
  • Townsend, C., Humpston, C., Rogers, J., Goodyear, V., Lavis, A., & Michail, M. (2022). The effectiveness of gaming interventions for depression and anxiety in young people: systematic review and meta-analysis. BJPsych Open, 8(1), e25. https://doi.org/10.1192/bjo.2021.1078
  • Tuğran, F.E. (2016). Dijital yerlilerin siber-uzamda çoklu kimlik kullanımı ve oyun oynama pratikleri [Usage of multiple identity and practice of game playing of digital natives on siber-space]. Middle Black Sea Journal of Communication Studies, 1(1), 8-17.
  • Turkish Statistical Institute [TurkStat]. (2013). 06-15 yaş grubu çocuklarda bilişim teknolojileri kullanımı ve medya [Use of information technologies and media in children aged 06-15]. https://data.tuik.gov.tr/Kategori/GetKategori?p=Bilim,-Teknoloji-ve-Bilgi-Toplumu-102
  • Turkish Statistical Institute [TurkStat]. (2019). İstatistiklerle gençlik [Youth in statistics]. https://data.tuik.gov.tr/Bulten/Index?p=Istatistiklerle-Genclik-2020-37242 World Health Organization [WHO]. (2018). International classifiction of diseases (ICD-11). https://icd.who.int/browse11/l-m/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f1448597234
  • Yan, Z. (2018). Child and adolescent use of mobile phones: An unparalleled complex developmental phenomenon. Child Development, 89(1), 5–16. https://doi.org/10.1111/cdev.12821
  • Yeygel, S., & Eğimli, A. (2009). Çocukların yeni oyuncağı: Internet [Children's new toy: Internet]. Marmara İletişim Dergisi, 15, 159-184.
  • Zayeni, D., Raynaud, J. P., & Revet, A. (2020). Therapeutic and preventive use of video games in child and adolescent psychiatry: A systematic review. Frontiers in Psychiatry, 11, 36. https://doi.org/10.3389/fpsyt.2020.00036
There are 45 citations in total.

Details

Primary Language English
Subjects Psychology
Journal Section Makaleler
Authors

Ayten Doğan Keskin

Neriman Aral This is me 0000-0002-9266-938X

Project Number 2017/5
Publication Date December 31, 2022
Published in Issue Year 2022

Cite

APA Doğan Keskin, A., & Aral, N. (2022). Positive and Negative Aspects of Digital Games from the Perspective of Adolescents. Turkish Psychological Counseling and Guidance Journal, 12(67), 543-557. https://doi.org/10.17066/tpdrd.12241172

!! From 30 November 2023, English language proofreading will be required for accepted articles to ensure language quality.