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VİDEO OYUNLARINDAKİ HAYAL KIRIKLIKLARINDAN AGRESİF TEPKİLERE

Year 2025, Volume: 34 Issue: 1, 151 - 173, 30.04.2025
https://doi.org/10.35379/cusosbil.1500290

Abstract

Birçok araştırmacı, oyuncuların saldırganlık düzeylerinin video oyunu deneyiminden nasıl etkilendiğine odaklanmış olsa da, çok az sayıda araştırmacı, oyuncular tarafından ne tür saldırgan tepkiler verildiğini araştırmıştır. Bu çalışma, saldırganlık düzeyini, saldırgan tepki kategorilerini ve insanların oyunlar nedeniyle hayal kırıklığına uğradıklarında ne tepki verdiklerini belirlemeyi amaçlamaktadır. Bu amaca ulaşmak için bilgi toplamak amacıyla nitel metodoloji kullanılmıştır. Saha araştırmasında yedi birden çok seçenekli kapalı uçlu ve bir açık uçlu kısa cevaplı sorudan oluşan çevrimiçi anket uygulanmıştır. Cihazlar, haftalık oyun saatleri, oyun kategorileri, rekabet ve şiddet düzeyleri kapalı uçlu sorularla sorulurken, saldırgan tepkilerin türü bir açık uçlu kısa soruyla sorulmuştur. Saldırgan tepkileri kategorize etmek için katılımcıların cevapları anlatı analizi yapmak için kullanılmıştır. Araştırmaya katılan 136 kişiden %49'u video oyunu oynarken saldırgan tepkiler verdiğini beyan etmiştir. Bu tepkilerin en yoğun olarak sözel, ardından fiziksel, üçüncü sırada öfke ve son olarak düşmanlık kategorilerinde olduğu belirlenmiştir.

Ethical Statement

Arkın Yaratıcı Sanatlar ve Tasarım Üniversitesi Etik Komitesi 2022-2023/03 sayılı kararı ile onaylanmıştır.

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Project Number

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Thanks

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References

  • Adachi, P. J. C., & Willoughby, T. (2013). Demolishing the Competition: The Longitudinal Link Between Competitive Video Games, Competitive Gambling, and Aggression. Journal of Youth and Adolescence, 42(7), 1090–1104. https://doi.org/10.1007/s10964-013-9952-2
  • Anderson, C. A., & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 78(4), 772–790.
  • Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent Video Game Effects on Children and Adolescents. Oxford University PressNew York. https://doi.org/10.1093/acprof:oso/9780195309836.001.0001
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010a). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010b). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251
  • Anderson, F. E., McLoughlin, L., Liarokapis, F., Peters, C. E., Peters, C., Petridis, P., & de Freitas, S. (2009). Serious Games in Cultural Heritage. In M. Ashley & F. Liarokapis (Eds.), The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST (pp. 29–48). https://www.researchgate.net/publication/230778867
  • Astre, K. (2023, March 7). Shooters or sports: What’s the most popular gaming genre? GWI. https://blog.gwi.com/marketing/most-popular-gaming-genre/#:~:text=let’s%20press%20start.-, Biddiss, E., & Irwin, J. (2010). Active Video Games to Promote Physical Activity in Children and Youth. Archives of Pediatrics & Adolescent Medicine, 164(7), 664–672. https://doi.org/10.1001/archpediatrics.2010.104
  • Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S., Fasig-Caldwell, L. G., Citkowicz, M., Galloway, D. P., & Hedges, L. V. (2017). The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. American Psychologist, 72(2), 126–143. https://doi.org/10.1037/a0040413
  • Çankaya, S., & Karamete, A. (2009). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia - Social and Behavioral Sciences, 1(1), 145–149. https://doi.org/10.1016/j.sbspro.2009.01.027
  • Chandler, D., & Munday, R. (2011). A Dictionary of Media and Communication. Oxford University Press. https://doi.org/10.1093/acref/9780199568758.001.0001
  • Clement, J. (2024, May 29). Share of internet users worldwide playing games on selected devices as of 4th quarter 2023. Statista. https://www.statista.com/statistics/533047/leading-devices-play-games/#:~:text=During%20the%20survey%20period%2C%2070.4,a%2034.9%20percent%20usage%20rate.
  • Connolly, T. M., Stansfield, M., & Hainey, T. (2007). An application of games‐based learning within software engineering. British Journal of Educational Technology, 38(3), 416–428. https://doi.org/10.1111/j.1467-8535.2007.00706.x
  • Dsouza, R. (2022, February 1). Global: Most popular gaming devices. YouGov. https://yougov.co.uk/technology/articles/40735-global-most-popular-gaming-devices
  • Figgou, L., & Pavlopoulos, V. (2015). Social Psychology: Research Methods. In International Encyclopedia of the Social & Behavioral Sciences: Second Edition (pp. 544–552). Elsevier Inc. https://doi.org/10.1016/B978-0-08-097086-8.24028-2
  • Goldbeck, L., & Pew, A. (2024). Violent Video Games and Aggression. National Center for Health Research. https://www.center4research.org/violent-video-games-can-increase-aggression/
  • Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211–221. https://doi.org/10.1037/a0016997
  • Gros, B. (2007). Digital games in education: Me design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23–38. https://doi.org/10.1080/15391523.2007.10782494
  • Hartmann, T., Möller, I., & Krause, C. (2015). Factors underlying male and female use of violent video games. New Media & Society, 17(11), 1777–1794. https://doi.org/10.1177/1461444814533067
  • Intenta Digital. (2021). Video Game Industry: Statistics, Demographics, Trends. Intenta Digital. https://intenta.digital/gaming-industry/video-game industry/#:~:text=Gaming%20Disorder%20Clinical%20Training&text=It%20is%20estimated%20that%203,advance%20their%20skills%20and%20knowledge.
  • Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits. European Psychiatry, 23(3), 212–218. https://doi.org/10.1016/j.eurpsy.2007.10.010
  • Klabbers, J. H. G. (2009). Terminological Ambiguity. Simulation & Gaming, 40(4), 446–463. https://doi.org/10.1177/1046878108325500
  • Lee, E. J., Kim, H. S., & Choi, S. (2021). Violent Video Games and Aggression: Stimulation or Catharsis or Both? Cyberpsychology, Behavior, and Social Networking, 24(1), 41–47. https://doi.org/10.1089/cyber.2020.0033
  • Lee, E.-J., Kim, H. S., & Choi, S. (2021). Violent Video Games and Aggression: Stimulation or Catharsis or Both? Cyberpsychology, Behavior, and Social Networking, 24(1), 41–47. https://doi.org/10.1089/cyber.2020.0033
  • Lee, H. R., Jeong, E. J., & Kim, J. W. (2016). Role of internal health belief, catharsis seeking, and self-efficacy in game players’ aggression. Proceedings of the Annual Hawaii International Conference on System Sciences, 2016-March, 3791–3800. https://doi.org/10.1109/HICSS.2016.472
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40(1), 38–47. https://doi.org/10.1007/s10964-010-9558-x
  • Lérida-Ayala, V., Aguilar-Parra, J. M., Collado-Soler, R., Alférez-Pastor, M., Fernández-Campoy, J. M., & Luque-de la Rosa, A. (2022). Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers. Children, 10(1), 86. https://doi.org/10.3390/children10010086
  • Li, S., Wu, Z., Zhang, Y., Xu, M., Wang, X., & Ma, X. (2023). Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults. Frontiers in Public Health, 11. https://doi.org/10.3389/fpubh.2023.1111889
  • Maldonado, M. (2016, May 17). Frustration with Video Games Leads to Aggressive Behavior. https://psychcentral.com/lib/frustration-with-video-games-leads-to-aggressive-behavior#1
  • Prodanoff, J. T. (2023, March 6). How many video games are there? 17 playful stats for 2023. . Web Tribunal. https://webtribunal.net/blog/how-many-video-games-are-there/#:~:text=There%20are%20over%20831%2C000%20games%20in%20total.&text=That%E2%80%99s%2093%2C880%20video%20games%20on%20traditional%20platforms
  • Reddit. (2023, October). About. Reddit. https://www.redditinc.com/ Riessman, C. K. (2007). Narrative Methods for the Human Sciences. SAGE Publications.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.
  • Sawyer, B. (2002). Serious games: Improving public policy through game-based learning and simulation. Woodrow Wilson International Center for Scholars. https://www.wilsoncenter.org/sites/default/files/media/documents/publication/ACF3F.pdf
  • Tan, C. (2023, June 27). How Many Gamers Are There in The World in 2023? Increditools. https://increditools.com/gamers/#:~:text=The%20most%20current%20data%20shows,3.32%20billion%20global%20video%20gamers
  • Turner, A. (2023). How Many People Play Video Games in the World? (Nov 2023) (Source: https://www.bankmycell.com/blog/how-many-people-play-video-games). BankMyCell. https://www.bankmycell.com/blog/how-many-people-play-video-games#:~:text=There%20are%20an%20estimated%203.26,in%202017%20and%20slowly%20rose.
  • Van Roessel, L., & Van Mastrigt-Ide, J. (2011). Collaboration and Team Composition in Applied Game Creation Processes. Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 1–14. https://www.academia.edu/3648652/Collaboration_applied_game_processes_Van_Roessel_Van_Mastrigt-Ide
  • WHO. (2020, October 22). Addictive behaviours: Gaming disorder. World Health Organization. https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming-disorder
  • Willoughby, T. (2008). A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors. Developmental Psychology, 44(1), 195–204. https://doi.org/10.1037/0012-1649.44.1.195
  • World Bank. (2023). Gross national income per capita 2022, Atlas method and PPP. https://databankfiles.worldbank.org/public/ddpext_download/GNIPC.pdf
  • World Population Review. (2023a). Developed Countries 2023. World Population Review. https://worldpopulationreview.com/country-rankings/developed-countries
  • World Population Review. (2023b). Developing Countries 2023. World Population Review. https://worldpopulationreview.com/country-rankings/developing-countries
  • Worldometer. (2023, June 16). Countries in the world by population (2023). Worldometer. https://www.worldometers.info/world-population/population-by-country/
  • Yang, J. C., Chien, K. H., & Liu, T. C. (2012). A Digital game-based learninig system for energy education: An energy conversation pet E. TOJET: The Turkish Online Journal of Educational Technology, 11(2). https://files.eric.ed.gov/fulltext/EJ989010.pdf
  • Youngminds. (2023). Gaming and mental health. Youngminds. https://www.youngminds.org.uk/young-person/coping-with-life/gaming-and-mental-health/#Howcangamingaffectmymentalhealth
  • Zandt, F. (2023, August 8). Which World Region Has the Most Gamers? Statista. https://www.statista.com/chart/30559/number-of-video-game-players-by-region/
  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25–32. https://doi.org/10.1109/MC.2005.297

FROM FRUSTRATIONS IN VIDEO GAMES TO AGGRESSIVE RESPONSES

Year 2025, Volume: 34 Issue: 1, 151 - 173, 30.04.2025
https://doi.org/10.35379/cusosbil.1500290

Abstract

While many researchers have focused on how players' levels of aggression are affected by the video game experiences, very few have studied the specific types of aggressive responses exhibited by players. s. This study aims to identify the levels of aggression and aggressive reaction categories, and how individuals react when they become frustrated by games. To achieve this goal, qualitative methodology was used for data collection. An online survey consisting of seven multiple-choice close-ended questions and one short open-ended question was administered. While devices, weekly playing hours, game categories, levels of competition, and violence were addressed in closed-ended questions, the types of aggressive reactions were asked with one open-ended short question. Participants' answers were used to conduct narrative analysis to categorize aggressive responses. Of the 136 participants in the study, 49% reported exhibiting aggressive responses while playing video games. The most frequent responses were categorized as verbal aggression, followed by physical aggression, anger, and, lastly, hostility

Project Number

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References

  • Adachi, P. J. C., & Willoughby, T. (2013). Demolishing the Competition: The Longitudinal Link Between Competitive Video Games, Competitive Gambling, and Aggression. Journal of Youth and Adolescence, 42(7), 1090–1104. https://doi.org/10.1007/s10964-013-9952-2
  • Anderson, C. A., & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 78(4), 772–790.
  • Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent Video Game Effects on Children and Adolescents. Oxford University PressNew York. https://doi.org/10.1093/acprof:oso/9780195309836.001.0001
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010a). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010b). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251
  • Anderson, F. E., McLoughlin, L., Liarokapis, F., Peters, C. E., Peters, C., Petridis, P., & de Freitas, S. (2009). Serious Games in Cultural Heritage. In M. Ashley & F. Liarokapis (Eds.), The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST (pp. 29–48). https://www.researchgate.net/publication/230778867
  • Astre, K. (2023, March 7). Shooters or sports: What’s the most popular gaming genre? GWI. https://blog.gwi.com/marketing/most-popular-gaming-genre/#:~:text=let’s%20press%20start.-, Biddiss, E., & Irwin, J. (2010). Active Video Games to Promote Physical Activity in Children and Youth. Archives of Pediatrics & Adolescent Medicine, 164(7), 664–672. https://doi.org/10.1001/archpediatrics.2010.104
  • Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S., Fasig-Caldwell, L. G., Citkowicz, M., Galloway, D. P., & Hedges, L. V. (2017). The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. American Psychologist, 72(2), 126–143. https://doi.org/10.1037/a0040413
  • Çankaya, S., & Karamete, A. (2009). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia - Social and Behavioral Sciences, 1(1), 145–149. https://doi.org/10.1016/j.sbspro.2009.01.027
  • Chandler, D., & Munday, R. (2011). A Dictionary of Media and Communication. Oxford University Press. https://doi.org/10.1093/acref/9780199568758.001.0001
  • Clement, J. (2024, May 29). Share of internet users worldwide playing games on selected devices as of 4th quarter 2023. Statista. https://www.statista.com/statistics/533047/leading-devices-play-games/#:~:text=During%20the%20survey%20period%2C%2070.4,a%2034.9%20percent%20usage%20rate.
  • Connolly, T. M., Stansfield, M., & Hainey, T. (2007). An application of games‐based learning within software engineering. British Journal of Educational Technology, 38(3), 416–428. https://doi.org/10.1111/j.1467-8535.2007.00706.x
  • Dsouza, R. (2022, February 1). Global: Most popular gaming devices. YouGov. https://yougov.co.uk/technology/articles/40735-global-most-popular-gaming-devices
  • Figgou, L., & Pavlopoulos, V. (2015). Social Psychology: Research Methods. In International Encyclopedia of the Social & Behavioral Sciences: Second Edition (pp. 544–552). Elsevier Inc. https://doi.org/10.1016/B978-0-08-097086-8.24028-2
  • Goldbeck, L., & Pew, A. (2024). Violent Video Games and Aggression. National Center for Health Research. https://www.center4research.org/violent-video-games-can-increase-aggression/
  • Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211–221. https://doi.org/10.1037/a0016997
  • Gros, B. (2007). Digital games in education: Me design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23–38. https://doi.org/10.1080/15391523.2007.10782494
  • Hartmann, T., Möller, I., & Krause, C. (2015). Factors underlying male and female use of violent video games. New Media & Society, 17(11), 1777–1794. https://doi.org/10.1177/1461444814533067
  • Intenta Digital. (2021). Video Game Industry: Statistics, Demographics, Trends. Intenta Digital. https://intenta.digital/gaming-industry/video-game industry/#:~:text=Gaming%20Disorder%20Clinical%20Training&text=It%20is%20estimated%20that%203,advance%20their%20skills%20and%20knowledge.
  • Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits. European Psychiatry, 23(3), 212–218. https://doi.org/10.1016/j.eurpsy.2007.10.010
  • Klabbers, J. H. G. (2009). Terminological Ambiguity. Simulation & Gaming, 40(4), 446–463. https://doi.org/10.1177/1046878108325500
  • Lee, E. J., Kim, H. S., & Choi, S. (2021). Violent Video Games and Aggression: Stimulation or Catharsis or Both? Cyberpsychology, Behavior, and Social Networking, 24(1), 41–47. https://doi.org/10.1089/cyber.2020.0033
  • Lee, E.-J., Kim, H. S., & Choi, S. (2021). Violent Video Games and Aggression: Stimulation or Catharsis or Both? Cyberpsychology, Behavior, and Social Networking, 24(1), 41–47. https://doi.org/10.1089/cyber.2020.0033
  • Lee, H. R., Jeong, E. J., & Kim, J. W. (2016). Role of internal health belief, catharsis seeking, and self-efficacy in game players’ aggression. Proceedings of the Annual Hawaii International Conference on System Sciences, 2016-March, 3791–3800. https://doi.org/10.1109/HICSS.2016.472
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40(1), 38–47. https://doi.org/10.1007/s10964-010-9558-x
  • Lérida-Ayala, V., Aguilar-Parra, J. M., Collado-Soler, R., Alférez-Pastor, M., Fernández-Campoy, J. M., & Luque-de la Rosa, A. (2022). Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers. Children, 10(1), 86. https://doi.org/10.3390/children10010086
  • Li, S., Wu, Z., Zhang, Y., Xu, M., Wang, X., & Ma, X. (2023). Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults. Frontiers in Public Health, 11. https://doi.org/10.3389/fpubh.2023.1111889
  • Maldonado, M. (2016, May 17). Frustration with Video Games Leads to Aggressive Behavior. https://psychcentral.com/lib/frustration-with-video-games-leads-to-aggressive-behavior#1
  • Prodanoff, J. T. (2023, March 6). How many video games are there? 17 playful stats for 2023. . Web Tribunal. https://webtribunal.net/blog/how-many-video-games-are-there/#:~:text=There%20are%20over%20831%2C000%20games%20in%20total.&text=That%E2%80%99s%2093%2C880%20video%20games%20on%20traditional%20platforms
  • Reddit. (2023, October). About. Reddit. https://www.redditinc.com/ Riessman, C. K. (2007). Narrative Methods for the Human Sciences. SAGE Publications.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.
  • Sawyer, B. (2002). Serious games: Improving public policy through game-based learning and simulation. Woodrow Wilson International Center for Scholars. https://www.wilsoncenter.org/sites/default/files/media/documents/publication/ACF3F.pdf
  • Tan, C. (2023, June 27). How Many Gamers Are There in The World in 2023? Increditools. https://increditools.com/gamers/#:~:text=The%20most%20current%20data%20shows,3.32%20billion%20global%20video%20gamers
  • Turner, A. (2023). How Many People Play Video Games in the World? (Nov 2023) (Source: https://www.bankmycell.com/blog/how-many-people-play-video-games). BankMyCell. https://www.bankmycell.com/blog/how-many-people-play-video-games#:~:text=There%20are%20an%20estimated%203.26,in%202017%20and%20slowly%20rose.
  • Van Roessel, L., & Van Mastrigt-Ide, J. (2011). Collaboration and Team Composition in Applied Game Creation Processes. Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 1–14. https://www.academia.edu/3648652/Collaboration_applied_game_processes_Van_Roessel_Van_Mastrigt-Ide
  • WHO. (2020, October 22). Addictive behaviours: Gaming disorder. World Health Organization. https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming-disorder
  • Willoughby, T. (2008). A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors. Developmental Psychology, 44(1), 195–204. https://doi.org/10.1037/0012-1649.44.1.195
  • World Bank. (2023). Gross national income per capita 2022, Atlas method and PPP. https://databankfiles.worldbank.org/public/ddpext_download/GNIPC.pdf
  • World Population Review. (2023a). Developed Countries 2023. World Population Review. https://worldpopulationreview.com/country-rankings/developed-countries
  • World Population Review. (2023b). Developing Countries 2023. World Population Review. https://worldpopulationreview.com/country-rankings/developing-countries
  • Worldometer. (2023, June 16). Countries in the world by population (2023). Worldometer. https://www.worldometers.info/world-population/population-by-country/
  • Yang, J. C., Chien, K. H., & Liu, T. C. (2012). A Digital game-based learninig system for energy education: An energy conversation pet E. TOJET: The Turkish Online Journal of Educational Technology, 11(2). https://files.eric.ed.gov/fulltext/EJ989010.pdf
  • Youngminds. (2023). Gaming and mental health. Youngminds. https://www.youngminds.org.uk/young-person/coping-with-life/gaming-and-mental-health/#Howcangamingaffectmymentalhealth
  • Zandt, F. (2023, August 8). Which World Region Has the Most Gamers? Statista. https://www.statista.com/chart/30559/number-of-video-game-players-by-region/
  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25–32. https://doi.org/10.1109/MC.2005.297
There are 45 citations in total.

Details

Primary Language English
Subjects Communication and Media Studies (Other)
Journal Section Articles
Authors

Nuran Öze 0000-0003-0879-205X

Görkem Esengöl 0000-0001-8559-3105

Project Number -
Publication Date April 30, 2025
Submission Date June 12, 2024
Acceptance Date October 29, 2024
Published in Issue Year 2025 Volume: 34 Issue: 1

Cite

APA Öze, N., & Esengöl, G. (2025). FROM FRUSTRATIONS IN VIDEO GAMES TO AGGRESSIVE RESPONSES. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 34(1), 151-173. https://doi.org/10.35379/cusosbil.1500290