Well-being and digital games: A longitudinal research on single player game experience
2025
0 görüntülenme
0 i̇ndirme
Danışman: Prof. Dr. Yavuz Ercil
Özet (EN)
In today's society, digital games are not only a means of entertainment, but also a form of communication, learning, social interaction and awareness raising on various issues. However, mainstream media often portrays digital games in a negative perspective and associates media use with individuals with social and psychological problems. In Turkey, censorship, access bans and social prejudices against games have limited the gaming experiences of young audiences in particular, leading to under-utilization of the potential positive effects of games. However, the fact that digital games have become an integral part of everyday life requires a more comprehensive and holistic approach to the player experience. This study examines the multi-layered relationship between game mechanics, narrative and player interaction by considering digital games and player experiences in the context of cultural and communicative processes. Drawing on theoretical frameworks such as Johan Huizinga's concept of the magic circle and Brian Sutton-Smith's rhetorics of play, digital games are evaluated within a historical and anthropological framework. Players' action and decision-making processes in the digital environment are analyzed in terms of subjectivity and interaction in the context of game experience. The study also approaches game studies from the perspective of media psychology and examines the potential effects of digital games on well-being in the axis of positive media psychology. The study also examines the impact of different game genres on player experience. The findings show that role-playing games (RPGs) offer the highest level of creative expression through their narrative depth and character customization opportunities. Adventure games create a strong sense of immersion with their narrative-driven structure, while the instant feedback mechanics and fast-paced gameplay of action games were found to provide the highest level of immersion. The study reveals that player experiences are shaped by the structural features of games, but that each player's experience is subjectively and contextually differentiated. This research combines the fields of game studies, media psychology and human-computer interaction to provide a holistic framework for the digital game experience. It argues that evaluating digital games solely in terms of negative effects is insufficient and emphasizes that the structural constraints presented by games should be taken into account as well as the meanings and modes of interaction that players construct with games. In conclusion, the findings of the study contribute to future research on longitudinal player experience, the effects of games on well-being, and the role of digital games in contemporary culture.
Yazar
Naz Almaç
Kurum

Başkent University
Radyo-televizyon ve Sinema Bilim Dalı
Bu Yayına Nasıl Atıf Yapılır
Naz Almaç (Doctorate thesis). Well-being and digital games: A longitudinal research on single player game experience, 2025, Başkent University.
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Lisans
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