Master Degree / Yüksek Lisans Tezleri

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  • Master Thesis
    An Analysis of Gamers' Satisfaction Levels: the Dualities of Digital and Non-Digital Games
    (Izmir Institute of Technology, 2015) Danış, Semih; Talu, Nilüfer; Talu, Nilüfer; 02.04. Department of Industrial Design; 02. Faculty of Architecture; 01. Izmir Institute of Technology
    Along the history of human being, play activities and playing games have always been necessary practices as integral parts of daily life. In theoretical writings, the functions and meanings of play/game have been examined with the basic terms as pleasure, social interaction, self-proving, self-expression, education, simulation, etc. The rapid development of technology changed the daily life practices of ordinary people including play activities. The more computers became the most interacted objects in daily life, the more digital games are preferred according to non-digital games. The individuals survive in their daily lives/works/routines using technological products so they have the tendency to play computer games in their spare times. So their behaviors and identities are determined by this digital culture. The study criticizes that digital games/tools are designed as consumption products rather than focusing on basic satisfaction criteria concerning to play activities. For this reason, the study aims to understand the players’ basic needs in relevance of their daily life practices along with the dualities of digital and non-digital gaming. Semi-structured interviews are realized with a group of working young adults who are named as play lovers. The texts of interviews are interpreted as content analysis in this context.