Oyun ve Anlam: Oyuncu Beklenti ve Deneyimlerinin Analizi
Öz
Anahtar Kelimeler
Supporting Institution
Ethical Statement
References
- Bopp, J. A., Mekler, E. D., & Opwis, K. (2016, Mayıs). Negative emotion, positive experience? Emotionally moving moments in digital games. In Proceedings of the 2016 CHI conference on human factors in computing systems, 2996-3006.
- Bopp, J. A., Opwis, K., & Mekler, E. D. (2018, Nisan). “An odd kind of pleasure” differentiating emotional challenge in digital games. In Proceedings of the 2018 CHI conference on human factors in computing systems, 1-12.
- Bozdemir, M. (2023). Psychometric properties of the Turkish translation of the Hedonic, Eudaimonic, and Extrinsic Motives for Activities scale (HEEMA). Unpublished data.
- Can, A. (2014). SPSS ile Bilimsel Araştırma Sürecinde Nicel Veri Analizi. Pegem Akademi Yayıncılık
- Chew, E. C., & Mitchell, A. (2020). Bringing art to life: Examining poetic gameplay devices in interactive life stories. Games and Culture, 15(8), 874-901.
- Daneels, R., Bowman, N. D., Possler, D., & Mekler, E. D. (2021). The'Eudaimonic Experience': A Scoping Review of the Concept in Digital Games Research. Media and Communication, 9(2), 178-190.
- Daneels, R., Vandebosch, H., & Walrave, M. (2020). “Just for fun?”: An exploration of digital games’ potential for eudaimonic media experiences among Flemish adolescents. Journal of Children and Media, 14(3), 285-301.
- Daneels, R., Vandebosch, H., & Walrave, M. (2023). " Deeper gaming": a literature review and research agenda on eudaimonia in digital games research. Technology, mind, and behavior, 4(2), 1-13.
Details
Primary Language
Turkish
Subjects
Communication Studies , Communication and Media Studies (Other)
Journal Section
Research Article
Authors
Çakır Aker
*
0000-0002-0945-9251
Türkiye
Publication Date
December 25, 2025
Submission Date
September 25, 2025
Acceptance Date
December 12, 2025
Published in Issue
Year 2025 Number: 43

