Çevrimiçi Bilgisayar Oyunlarının Takım Çalışma ve Problem Çözmeye Etkisi
Asil Ali Özdoğru, Mehmet Yunus Gökalp ve Hümeyra Kuşcu
Amaç: Çevrimiçi bilgisayar oyunlarından bir tür olan Devasa Çok Oyunculu Çevrimiçi Rol Yapma Oyunları (Massively Multiplayer Online Role-Playing Games [MMORPG]) birçok kişinin internet yoluyla iletişim kurarak oynamalarına imkân sağlayan bir oyun türüdür. Bu tür oyunlarda oyuncular bir karakter seçer ve bu karakteri oyunun amacına göre geliştirmeye çalışır. Ayrıca geniş haritalarda yüzbinlerce oyuncu aynı alanda ve aynı anda oynar. Günümüzde oldukça hızlı ve çabuk gelişen bir oyun türü olmakla beraber dünya üzerinde milyonlara varan üye sayıları bulunmaktadır (Boudreau, 2012). Yapılan araştırmalarda MMORPG’nin dikkat ve bağımlılık sorunları gibi bazı olumsuz etkileri gündeme getirilirken oyuncuların bilişsel yetenek ve performanslarında olumlu etkilere sahip olabileceği de belirtilmiştir (Campello De Souza, vd., 2010; Pawlikowski ve Brand, 2011). Eğitim araştırmalarında MMORPG’nin ikinci dil öğreniminde kolaylaştırıcı bir ortam sağladığı da değerlendirilmiştir (Yaşar, 2018). Oyuncunun devasa bir sanal dünyada karakter edinmesine ve sosyal ilişkiler kurmasına olanak sağlayan MMORPG, sebep olduğu psikolojik etkilerinin araştırılması yönünden çok önemli bir oyun türü olmuştur. Bu araştırmanın amacı ise MMORPG’nin oyuncuların takım çalışma ve sosyal problem çözme becerilerine etkisinin incelenmesidir. Yöntem: Araştırma modeli olarak statik grup karşılaştırması tasarımı kullanılmış olup oyunu bir süredir oynayan deney grubu ve oynamayan kontrol grubunun sontestleri karşılaştırılmıştır. Çeşitli kategorilerdeki sosyal medya ve forumlarda duyuru yapılmış ve üyelerden çevrimiçi anketi tamamlamaları istenmiştir. Uygun örnekleme sonucunda ulaşılan araştırmanın örneklemini 38’i kadın ve 121’i erkek (bir cevapsız) toplam 160 kişi oluşturmaktadır. Katılımcıların yaş aralığı 12-50 ve yaş ortalaması 25,8’dir. Katılımcıların 100’ü MMORPG oynarken 18’i diğer video oyunları oynamakta ve 42’si ise video oyunu oynamamaktadır. Katılımcılara sosyodemografik bilgi formu, Ergenler İçin Takım Çalışması Ölçeği (Akın, vd., 2016), Sosyal Problem Çözme Envanteri Kısa Formu (Çekici, vd., 2009) ve Oyun Motivasyonu Ölçeği (Akın, vd., 2015) uygulanmıştır. Bulgular: Yapılan analizlerde oyuncu grupların takım çalışması ve sosyal problem çözme puanlarında oyuncu olmayan gruptan istatiksel olarak farklı ortalama puanlar almadığı görülmüştür. Yalnızca Sosyal Problem Çözme Envanterinin Kaçınan Tarz alt ölçek puanlarında MMORPG oynayan grupla hiçbir video oyunu oynamayan grup arasında istatistiksel olarak anlamlı bir fark gözlenmiştir. Ayrıca MMORPG oynayanlarda Oyun Motivasyonu Ölçeğinin alt ölçekleri ile takım çalışması ve sosyal problem çözme becerileri arasında istatistiksel olarak anlamlı ilişkiler gözlenmiştir. MMORPG oynama süresi ile takım çalışması ve sosyal problem çözme puanları arasında anlamlı bir ilişki görülmezken oyunculardan oyun arkadaşları ile gerçek hayatta sonradan arkadaş olanların takım çalışma puanları olmayanlardan anlamlı olarak daha yüksek bulunmuştur. Tartışma ve Sonuç: Bu bulgulara göre MMORPG oynayan gençlerin takım çalışma becerileri diğer video oyunları oynayan ve hiçbir video oyunu oynamayan gruptan farklı değildir. Bununla birlikte MMORPG oyun arkadaşlıklarını gerçek hayata taşıyan oyuncuların takım çalışma becerilerinin bundan olumlu etkilendiği söylenebilir. MMORPG oyuncularının genel olarak diğer iki gruba kıyasla sosyal problem çözmede daha fazla kaçınan tarzda davranışlar sergilemektedir. Genel olarak çevrimiçi bilgisayar oyuncularının takım çalışması ve sosyal problem çözme becerilerinin oyun oynama motivasyonlarıyla yakından ilgili olduğu da gözlenmiştir.
Atıf: Özdoğru, A. A., Gökalp, M. Y. ve Kuşcu, H. (2019, Ekim 26-28). Çevrimiçi bilgisayar oyunlarının takım çalışma ve problem çözmeye etkisi [Sözlü bildiri sunumu]. 2. Uluslararası Eğitimde Yeni Arayışlar Kongresi, İstanbul, Türkiye. http://www.ueyak.org/
Asil Ali Özdoğru, Mehmet Yunus Gökalp ve Hümeyra Kuşcu
Atıf: Özdoğru, A. A., Gökalp, M. Y. ve Kuşcu, H. (2019, Ekim 26-28). Çevrimiçi bilgisayar oyunlarının takım çalışma ve problem çözmeye etkisi [Sözlü bildiri sunumu]. 2. Uluslararası Eğitimde Yeni Arayışlar Kongresi, İstanbul, Türkiye. http://www.ueyak.org/
The Effect of Online Computer Games on Teamwork and Problem-Solving Skills
Purpose: Massively Multiplayer Online Role-Playing Games (MMORPG), which is a type of online computer games, is a game genre that allows many people to communicate and play online. In such games, players choose a character and develop it according to the purpose of the game. Hundreds of thousands of players can play on large maps, in the same space, and at the same time. Nowadays, it is a quickly and rapidly developing game genre with millions of members around the world. While some negative effects of MMORPG such as attention and addiction issues have been discussed in research, it can also have positive effects on players' cognitive ability and performance. In educational research, MMORPG has been evaluated as a platform providing a facilitating environment for second language learning. MMORPG, which allows the player to adopt a character and establish social relations in a massive virtual world, has become a very important type of game in terms of its psychological effects that need to be investigated. The aim of this study is to investigate the impact of MMORPG on players’ teamwork and social problem-solving skills. Method: In this research, static group comparison design was used. The posttest scores of the experimental group who play the MMORPG games and the control group who don't play video games were compared. The study was announced on online forums and social media groups and the group members were asked to complete an online survey. As a result of this convenience sampling, the sample of the study consisted of 160 participants, 38 of whom were women, 121 of whom were men (one missing gender). The age range of the participants was 12-50 and the average age was 25,8. One hundred of the participants were MMORPG players, 18 of the participants played other video games, and 42 did not play any video games. The sociodemographic information form, the Teamwork Scale for Youth, Social Problem Solving Inventory-Short Form and the Gaming Motivation Scale were administered to the participants. Findings: In the analysis, it was seen that the player groups and the nonplayer group did not have a statistically significant difference in the mean scores of teamwork and social problem-solving. Only a statistically significant difference was observed between the group that played MMORPG and the group who did not play any video games in Avoidance Style subscale score of the Social Problem Solving Inventory. Additionally, there were statistically significant correlations between the subscales of the Gaming Motivation Scale and teamwork and social problem-solving skills among MMORPG players. While there were no significant relationships between MMORPG playing time, teamwork, and social problem-solving scores; the teamwork scores of the players who formed friendships with their playmates in real life were significantly higher than the ones who did not form friendships. Discussion and Conclusion: According to the findings, teamwork skills of young people playing MMORPG were not different than players of other video games and nonplayers. However, it can be said that players’ teamwork skills were positively affected when they transform MMORPG friendships into real life friendships. In comparison to other two groups, MMORPG players showed an avoidance in social problem-solving. In general, it was observed that the teamwork and social problem solving skills of the players were closely related to their play motivation.
Citation: Özdoğru, A. A., Gökalp, M. Y., & Kuşcu, H. (2019, October 26-28). The effect of online computer games on teamwork and problem-solving skills [Oral paper presentation]. 2nd International Congress on Seeking New Perspectives in Education, İstanbul, Turkey. http://www.ueyak.org/eng/
Purpose: Massively Multiplayer Online Role-Playing Games (MMORPG), which is a type of online computer games, is a game genre that allows many people to communicate and play online. In such games, players choose a character and develop it according to the purpose of the game. Hundreds of thousands of players can play on large maps, in the same space, and at the same time. Nowadays, it is a quickly and rapidly developing game genre with millions of members around the world. While some negative effects of MMORPG such as attention and addiction issues have been discussed in research, it can also have positive effects on players' cognitive ability and performance. In educational research, MMORPG has been evaluated as a platform providing a facilitating environment for second language learning. MMORPG, which allows the player to adopt a character and establish social relations in a massive virtual world, has become a very important type of game in terms of its psychological effects that need to be investigated. The aim of this study is to investigate the impact of MMORPG on players’ teamwork and social problem-solving skills. Method: In this research, static group comparison design was used. The posttest scores of the experimental group who play the MMORPG games and the control group who don't play video games were compared. The study was announced on online forums and social media groups and the group members were asked to complete an online survey. As a result of this convenience sampling, the sample of the study consisted of 160 participants, 38 of whom were women, 121 of whom were men (one missing gender). The age range of the participants was 12-50 and the average age was 25,8. One hundred of the participants were MMORPG players, 18 of the participants played other video games, and 42 did not play any video games. The sociodemographic information form, the Teamwork Scale for Youth, Social Problem Solving Inventory-Short Form and the Gaming Motivation Scale were administered to the participants. Findings: In the analysis, it was seen that the player groups and the nonplayer group did not have a statistically significant difference in the mean scores of teamwork and social problem-solving. Only a statistically significant difference was observed between the group that played MMORPG and the group who did not play any video games in Avoidance Style subscale score of the Social Problem Solving Inventory. Additionally, there were statistically significant correlations between the subscales of the Gaming Motivation Scale and teamwork and social problem-solving skills among MMORPG players. While there were no significant relationships between MMORPG playing time, teamwork, and social problem-solving scores; the teamwork scores of the players who formed friendships with their playmates in real life were significantly higher than the ones who did not form friendships. Discussion and Conclusion: According to the findings, teamwork skills of young people playing MMORPG were not different than players of other video games and nonplayers. However, it can be said that players’ teamwork skills were positively affected when they transform MMORPG friendships into real life friendships. In comparison to other two groups, MMORPG players showed an avoidance in social problem-solving. In general, it was observed that the teamwork and social problem solving skills of the players were closely related to their play motivation.
Citation: Özdoğru, A. A., Gökalp, M. Y., & Kuşcu, H. (2019, October 26-28). The effect of online computer games on teamwork and problem-solving skills [Oral paper presentation]. 2nd International Congress on Seeking New Perspectives in Education, İstanbul, Turkey. http://www.ueyak.org/eng/
1 comment:
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