Analyzing the flow examination of adolescents who play online games
2023
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Danışman: Dr. Öğr. Üyesi Özgür Osman Demir
Özet (EN)
Although game playing behaviors during adolescence have been examined in relation to addiction, academic failure and risky behaviors, there was a need to examine the game playing experiences of schoolage adolescents in depth from a different perspective, moving away from negativity. Accordingly, the aim of this study is to examine the flow experiences of individuals who play online games during adolescence. In this study, a phenomenological study design from qualitative research methods was used. The data of the study were collected through the "Flow Experiences in Adolescents Playing Online Games Interview Form" developed by the researcher by utilizing the relevant literature. The adolescents to participate in the study were selected by criterion sampling technique, one of the purposeful sampling methods. The participants of the study consisted of adolescents living in Gaziantep province, aged between 14 and 18. A total of 11 people participated in the study. The data obtained through face-to-face, individual interviews were analyzed by thematic analysis through the Maxqda program. The findings obtained as a result of the research show that adolescents who play online games have experiences related to all sub-dimensions of the flow theory. The order of intensity according to the sub-dimensions of the participants' flow experiences related to playing games is as follows: Autotelic experience, clear goals and feedback, focus on task, fusion of action and awareness, transformation of time perception, loss of self-awareness, difficulty-skill balance, and paradox of control. In addition, although it was not among the main aims of the study, participants shared their reasons for playing games. These findings were analyzed and discussed in the context of the choice theory put forward by W. Glasser under the headings of powerfull, belonging, freedom and fun, which indicate the four basic psychological needs of human beings. The reasons for the participants to play games are the needs for powerfull, belonging, freedom and fun, from the most intense to the least intense, respectively. The findings were discussed within the framework of flow and choice theory, and suggestions were made to researchers and practitioners regarding the results of the research.
Yazar
Rıdvan Sansur
Kurum
Bu Yayına Nasıl Atıf Yapılır
Rıdvan Sansur (Master Thesis). Analyzing the flow examination of adolescents who play online games, 2023, Hasan Kalyoncu University.
Anahtar Kelimeler
Lisans
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