ÇEVRİMİÇİ OYUNLARDA GRUP DİNAMİKLERİ: SOSYAL KİMLİK, NORMLARA UYMA VE SOSYAL DAVRANIŞLAR AÇISINDAN BİR GÖZDEN GEÇİRME
Cilt 9 Sayı 20 kapak
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Anahtar Kelimeler

Çevrimiçi çok oyunculu oyun
sosyal kimlik
norm
grup davranışı

Nasıl Atıf Yapılır

ÇEVRİMİÇİ OYUNLARDA GRUP DİNAMİKLERİ: SOSYAL KİMLİK, NORMLARA UYMA VE SOSYAL DAVRANIŞLAR AÇISINDAN BİR GÖZDEN GEÇİRME. (2021). Nesne Psikoloji Dergisi, 9(20), 452-464. https://doi.org/10.7816/nesne-09-20-14

Öz

Çevrimiçi çok oyunculu oyunlar, oyunculara yeni insanlarla tanışıp onlarla iletişim kurma veya bir takımın parçası olma gibi sosyal imkânlar sunmaktadır. Grup dinamikleri açısından bakıldığında, oyuncuların bu ortamda gerçek hayattakine benzer dinamikler geliştirdiği görülmektedir. Oyundaki takım üyeliğine bağlı olarak sosyal kimlik edinme ve takımda normlar oluşturup bunlara uyma eğilimi gösterme oyunlarda öne çıkan grup dinamikleridir. Alanyazın incelendiğinde, oyuncuların oyun ortamında genellikle bir iç grup kayırmacılığı sergilediği; başka grup üyelerine yönelik önyargı içerikli normlar benimsedikleri ve gerçek hayattaki bazı kalıpyargıları oyun ortamına da taşıdıkları görülmektedir. Buna bağlı olarak oyuncular oyun ortamında gruplar arası olumsuz davranışlar sergileyebilmektedir. Öte yandan, bazı durumlarda oyunlarda gruplar arası önyargıların azaltılabileceğine ve grup dinamikleri açısından olumlu çıktılar elde edilebileceğine ilişkin bulgular da yer almaktadır. Bu yazıda, öncelikle oyunlarda sosyal kimlik edinme, norm geliştirme ve gruplar arası olumsuz davranışlara ilişkin bazı alanyazın bulgularına yer verilmiş ve oyunların olumsuz norm ve davranışları teşvik eden özelliklerine değinilmiştir. Daha sonra alanyazındaki bulgular ışığında, oyunlardaki olumsuz grup dinamiklerini iyileştirmeye yönelik önerilerde bulunulmuştur. Bu açıdan yazının okuyuculara çevrimiçi çok oyunculu oyunlardaki grup dinamikleri konusunda fikir verebileceği; araştırmacılara ve oyun üreticilerine ise nasıl daha olumlu oyun ortamları yaratılabileceği ve bununla birlikte, insanlara olumlu davranışlar kazandırabilmek amacıyla oyunların nasıl kullanılabileceği açısından ışık tutabileceği düşünülmektedir.

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