2008
DOI: 10.1016/j.chb.2008.03.011
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A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games

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Cited by 64 publications
(40 citation statements)
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“…Some researchers have claimed that online games can contribute to adolescent development of intrinsic motivation by creating interactive learning environments and by fostering competition, control, collaboration, challenge, and achievement (Dickey, 2007). Others have criticized online gaming for leading to laziness and aggressive behaviors (Karakus et al, 2008). Playing videogames, defined as hedonic informational technology, which use informational technologies for fun rather than asking for help with homework can facilitate adolescent’s disengagement from school.…”
Section: Introductionmentioning
confidence: 99%
“…Some researchers have claimed that online games can contribute to adolescent development of intrinsic motivation by creating interactive learning environments and by fostering competition, control, collaboration, challenge, and achievement (Dickey, 2007). Others have criticized online gaming for leading to laziness and aggressive behaviors (Karakus et al, 2008). Playing videogames, defined as hedonic informational technology, which use informational technologies for fun rather than asking for help with homework can facilitate adolescent’s disengagement from school.…”
Section: Introductionmentioning
confidence: 99%
“…Technology, particularly computer games, is widely used among young people (Jones, Madden & Clarke, ; Karakus, Inal & Cagiltay, ; Rideout, Foehr & Roberts, ). With the new generation's exposure to new mediums, researchers argue that their learning needs are changing (Oblinger, ; Oblinger & Oblinger, ; Prensky, ; Tapscott, ).…”
Section: Introductionmentioning
confidence: 99%
“…In the US, gamers play 13 hours a week on average, and the time spent is continuously increasing (Makuch, ). A study conducted in Turkey found that 68% of high school students play more than 1 hour per week, and 19% play more than 6 hours of computer games a week (Karakus et al , ). It can therefore be said that technology usage and game playing are an important part of young people's lives.…”
Section: Introductionmentioning
confidence: 99%
“…Karakus, Inal, and Cagiltay (2008) studied a sample of 1224 vocational high school students in Turkey with respect to preferences, playing habits, expectations and thoughts concerning computer games. In agreement with Chou et al (2007) they found that males prefer playing sports games and car race games, including competition, action and entertaining 3D attributes, while females prefer adventure games, puzzles or card games, reflecting instructive attributes.…”
Section: End-user Behaviours and Opinionsmentioning
confidence: 99%