DİJİTAL OYUNLARIN OYUNCULAR ÜZERİNDEKİ VE MARKA GÜVENİ ÜZERİNDE ETKİLERİ

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Year-Number: 2021-52
Language : null
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Number of pages: 2868-2878
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Abstract

Dijital oyunlar aracılığıyla iknaya ilişkin çalışmalar oyun merkezli bir yaklaşımla başlamıştır. İkna ediciliğin dijital ortamda nasıl yapılandırılabileceğini ortaya koymak amacıyla bu çalışma yapılmıştır. Oyuncuların tükettikleri oyunlarla birlikte kurdukları ilişki ve performansları ikna sürecinde önemli bir role sahiptir. Bu iki faktörün rolü ikna sürecinde oyuncular üzerinde farklı etki bırakmaktadır. Oyuncuların tercihleri ve ihtiyaçları arasında bir denge bulunmaya çalışılmış ve dijital oyun reklamlarının ikna üzerindeki etkileri araştırılmıştır. İkna edici oyun uygulamaları teorik bir çerçevede incelenerek daha önceki teorik yaklaşımlar yapılandırılmaya çalışılmış ve bir kaynak oluşturulması hedeflenmiştir.

Keywords

Abstract

Studies on persuasion through digital games started with a game-centered approach. This study was conducted in order to reveal how persuasion can be structured in the digital environment. The relationships and performances that the players establish together with the games they consume have an important role in the persuasion process. The role of these two factors has different effects on the actors in the persuasion process. A balance was tried to be found between the preferences and needs of the players and the effects of digital game advertisements on persuasion were investigated. By examining persuasive game applications in a theoretical framework, previous theoretical approaches were tried to be structured and it was aimed to create a resource.

Keywords


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