Ankara Üniversitesi Eğitim Bilimleri Enstitüsü Müdürlüğüne

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Ankara Üniversitesi Eğitim Bilimleri Enstitüsü Müdürlüğüne ANKARA ÜNİVERSİTESİ EĞİTİM BİLİMLERİ ENSTİTÜSÜ EĞİTİM BİLİMLERİ ANABİLİM DALI EĞİTİM PSİKOLOJİSİ PROGRAMI BİLGİSAYAR OYUNU OYNAMA DAVRANIŞININ LİSE ÖĞRENCİLERİNİN TEMEL PSİKOLOJİK İHTİYAÇLARI İLE İLİŞKİSİ YÜKSEK LİSANS TEZİ EGEMEN VOLKAN ÖZGÜN ANKARA ŞUBAT, 2021 ANKARA ÜNİVERSİTESİ EĞİTİM BİLİMLERİ ENSTİTÜSÜ EĞİTİM BİLİMLERİ ANABİLİM DALI EĞİTİM PSİKOLOJİSİ PROGRAMI BİLGİSAYAR OYUNU OYNAMA DAVRANIŞININ LİSE ÖĞRENCİLERİNİN TEMEL PSİKOLOJİK İHTİYAÇLARI İLE İLİŞKİSİ YÜKSEK LİSANS TEZİ EGEMEN VOLKAN ÖZGÜN DANIŞMAN: PROF. DR. SELAHİDDİN ÖĞÜLMÜŞ ANKARA ŞUBAT, 2021 Ankara Üniversitesi Eğitim Bilimleri Enstitüsü Müdürlüğüne, Egemen Volkan ÖZGÜN adlı öğrencinin hazırladığı “Bilgisayar Oyunu Oynama Davranışının Lise Öğrencilerinin Temel Psikolojik İhtiyaçları ile İlişkisi” başlıklı bu çalışma Eğitim Bilimleri Anabilim Dalı / Eğitim Psikolojisi Programı’nda jüri üyelerince oy birliği ile Yüksek Lisans Tezi olarak kabul edilmiştir. Jüri Üyeleri İmza Başkan Prof. Selahiddin ÖĞÜLMÜŞ …………………….. Üye Doç. Dr. Ertuğrul UÇAR ……………………… Üye Dr. Öğr. Üyesi Eylem Gökçe CENGİZ ……………………….. ONAY Bu tez Ankara Üniversitesi Lisansüstü Eğitim-Öğretim ve Sınav Yönetmeliği’nin ilgili maddeleri uyarınca jüri üyeleri tarafından 05/02/2021 tarihinde, Enstitü Yönetim Kurulunca …/…/20... tarihinde kabul edilmiştir. Prof. Dr. Yasemin KEPENEKCİ Eğitim Bilimleri Enstitüsü Müdürü ii ETİK İLKELERE UYGUNLUK BİLDİRİMİ Proje içindeki bütün bilgileri akademik yazım kurallarına uygun biçimde raporlaştırdığımı ve bunları etik ilkelere (atıfta bulunulan tüm yapıtlara kaynaklarda yer verilmesi, tezde kullanılan bilgi ve belgelere resmi yollarla ulaşılması ve bunların aslı bozulmadan kullanılması vb.) uygun olarak elde ettiğimi ve sunduğumu bildiririm. Egemen Volkan ÖZGÜN iii ÖZET BİLGİSAYAR OYUNU OYNAMA DAVRANIŞININ LİSE ÖĞRENCİLERİNİN TEMEL PSİKOLOJİK İHTİYAÇLARI İLE İLİŞKİSİ ÖZGÜN, Egemen Volkan Yüksek Lisans Tezi, Eğitim Bilimleri Anabilim Dalı, Eğitim Psikolojisi Programı Tez Danışmanı: Prof. Dr. Selahiddin ÖĞÜLMÜŞ Ocak, 2021, xiv + 127 sayfa Araştırmada, lise öğrencilerinin oyun türü tercihlerini cinsiyete göre, oyun oynadıkları platforma, oyuncu sayısına, internet bağlantısına, oyun içi alışveriş tercihlerine, bilgisayar oyunu oynayan arkadaşa sahip olup olmamalarına göre ve oyun türü tercihleri ile temel psikolojik ihtiyaçları arasında anlamlı farklılaşma olup olmadığını incelenmiştir. Çalışma grubunu, Van’da okuyan 236 lise öğrencisi oluşturmaktadır. Araştırmada, “Bilgisayar Oyunu Oynama ile İlgili Görüşler Anketi” ve “Psikolojik İhtiyaç Doyumunda Denge Ölçeği” kullanılmıştır. Verilerin analizinde, bağımsız örneklem t testi ve ki kare testi kullanılmıştır. Katılımcıların en çok tercih ettiği platform mobil cihazlar; kişi sayısına göre en çok, çok oyunculu oyunlar; internet bağlantısına göre en çok çevrim içi oyunlar tercih edilmiştir. Öte yandan katılımcıların ilk sırada rol yapma oyunlarını, son sırada ise simülasyon oyunlarını tercih ettikleri görülmektedir. Cinsiyete göre incelendiğinde kızların ilk sırada strateji oyunlarını, erkeklerin ise ilk sırada rol yapma oyunlarını tercih ettikleri görülmektedir. Rol yapma oyunu oynamayı tercih edenlerle tercih etmeyenlerin özerklik doyum puanları ve yeterlilik doyum puanları arasında, aksiyon oyunu oynamayı tercih edenlerle etmeyenlerin özerklik doyumsuzluk puanları ve yeterlilik doyum puanları arasında, spor oyunu oynamayı tercih edenlerle etmeyenlerin özerklik doyum puanları arasında anlamlı bir fark bulunmuştur. Bununla birlikte macera, strateji, simülasyon oyun türlerini oynama tercihleri ile temel psikolojik ihtiyaç doyumu ve doyumsuzluğu arasında anlamlı bir fark bulunmadığı sonucuna ulaşılmıştır. Ayrıca katılımcıların kişi sayısına göre oyun türü tercihi ile yeterlilik doyum puanları arasında anlamlı bir fark olduğu saptanmıştır. Çok oyunculu oyunlar oynayanların, yeterlilik doyum puanlarının, oynamayanlara göre daha yüksek olduğu, bilgisayar oyunu iv oynayan arkadaşı olan katılımcıların özerklik ihtiyacı doyum ve ilişkisellik ihtiyacı doyum puanlarının anlamlı şekilde farklılaştığı görülmüştür. Anahtar Sözcükler: Temel psikolojik ihtiyaçlar, öz belirleme kuramı, özerklik, yeterlilik, ilişkisellik v ABSTRACT THE RELATIONSHIP OF COMPUTER GAME PLAYING BEHAVIOR AND THE BASIC PSYCHOLOGICAL NEEDS OF HIGH SCHOOL STUDENTS ÖZGÜN, Egemen Volkan Master’s Thesis, Department of Educational Sciences, Programme of Educational Psychology Supervisor: Prof. Dr. Selahiddin ÖĞÜLMÜŞ January, 2021, xiv + 127 pages The aim of this study is to examine the game genre preferences of high school students according to gender, the platform they play games, the number of players, internet connection, in-game shopping preferences, whether they have friends playing computer games, and whether there is a significant difference between game genre preferences and basic psychological needs. The study group of the research consists of 236 high school students in Van, who define themselves as a gamer. In the study, "View Survey on Playing Computer Games" and "Balanced Measure of Psychological Needs" were used. In the analysis of the data, independent sample t test and Chi-square test were used. According to the results of the research, the most preferred platform for the participants to use is mobile devices. The genre of game they prefer most according to the number of people is multiplayer games. The most preferred games according to internet connection were online games. According to gender, it is seen that girls prefer role-playing games in the first place and simulation games in the last. males prefer role-playing games in the first place and simulation games in the last. A significant difference was found between autonomy dissatisfaction scores and competence satisfaction scores of those who preferred to play action games and those who did not prefer to play action games. A significant difference was found between autonomy satisfaction scores of those who preferred to play sports and those who did not. However, it was concluded that there was no significant difference between the preferences of playing vi adventure, strategy, simulation game genres and basic psychological need satisfaction and need dissatisfaction. In addition, a significant difference was found between the game genre preference and competence satisfaction scores according to the number of players. It was determined that the competence satisfaction scores of the players who played multiplayer games were higher than those who did not. It was determined that the competence satisfaction scores of the players who played multiplayer games were higher than those who did not. It was found that the scores of the autonomy need satisfaction and relatedness need satisfaction scores of the participants who had friends who played computer games differed significantly. Key Words: Basic psychological needs, self determination theory, autonomy, competence, relatadness vii ÖNSÖZ Bilgisayar oyunlarının çeşitliliği gün geçtikçe artmaktadır, internet kullanımının artması ve oyunlara erişimin telefonlar aracılığıyla kolaylaşmasıyla birlikte oyunların kullanımı da yaygınlaşmaktadır. Bununla birlikte alan yazındaki çalışmalar incelendiğinde, bilgisayar oyunlarının hem olumlu hem de olumsuz etkilere sahip olduğu söylenebilir. Ergenlik dönemindeki bireyler için bilgisayar oyunlarının potansiyel olarak fayda sağlayabileceği gibi zarar verebileceği görülmektedir. Oyunların, ergenlerin hangi psikolojik ihtiyaçlarını karşıladığını ve hangi oyun türlerinin hangi psikolojik ihtiyacı karşıladığını bilmek, kişilerin hangi sebeplerle oyun oynadıklarına, oyunların hangi özellikleri ile bireylerin temel psikolojik ihtiyaçlarına hitap ettiğine yönelik çıkarımlarda bulunma imkanı sağlayabilir. Araştırmam boyunca deneyimiyle bana destek olan, yardımlarını esirgemeyen, yürütmüş olduğum bu çalışmanın gerçekleşmesinde yol gösterici olan danışmanım Prof. Dr. Selahiddin ÖĞÜLMÜŞ’e tüm içtenliğimle teşekkür ediyorum. Tüm hayatım boyunca destekçim olan, her zaman yanımda olan ve bana güç veren babam Yusuf Erkan ÖZGÜN’e, annem Deniz ÖZGÜN’e ve ablam Ece ÖZGÜN’e teşekkür ve minnetlerimi sunarım. Tez yazım sürecimde, en başından sonuna kadar yanımda olan, beni motive eden, fikirleriyle destekleyen, yardımlarını esirgemeyen Yasemin SÜMER’e sonsuz teşekkürler. Ayrıca bu keyifli tez yazım sürecimde bana yardımcı olan Ayşenur KASAP, Cemre YAVUZ ve Meryem KABATAŞ’a teşekkür ederim. viii İÇİNDEKİLER Sayfa ETİK İLKELERE UYGUNLUK BİLDİRİMİ ......................................................................... iii ÖZET ......................................................................................................................................... iv ABSTRACT .............................................................................................................................. vi ÖNSÖZ .................................................................................................................................... viii İÇİNDEKİLER .......................................................................................................................... ix TABLOLAR DİZİNİ .............................................................................................................. xiii BÖLÜM 1 .................................................................................................................................. 1 GİRİŞ ......................................................................................................................................... 1 Problem ..................................................................................................................................
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