VİDEO OYUN MÜZİKLERİNİN ÜNİVERSİTE ÖĞRENCİLERİNİN DAVRANIŞLARINA ETKİSİNİN İNCELENMESİ
Geçtiğimiz otuz yılda video oyunlar toplum üzerinde olumlu ve olumsuz
An Investigation of the Influence of Video Game Music on University Students' Behavior
Over the last thirty years, video games have had a major impact, bothpositively and negatively, on society. The music in video games has a keyrole for integration of the fictional world and the real world. The level ofvisual and auditory impact of video games offers an important opportunity tomeasure behavioral changes on players who are exposed to a game for hours.With this study, we examine the connection of video game music withaggressive behavior. Within the scope of this study, an online survey formcomposed of four divisions (Musical Preference Scale, The Basic NeedSatisfaction in General Scale, Buss-Perry Aggression Questionnaire, andBrief Mood Introspection Scale) was used and some popular video gamemusic, prepared by the London Philharmonic Orchestra in 2011, were used inthe experimental stage. It has been analyzed using ANOVA and T-test that ifthere is any significant difference of point averages of the questionnaireaccording to variables as age, gender, video game using styles and musicmood. The results of the study indicate that, contrary to previous studies,background music incorporated into video games do not play an importantrole in increase of aggression tendency.
___
- Adachi, Paul J. C. ve Willoughby, Teena (2013). “Demolishing the Competition: The
Longitudinal Link Between Competitive Video Games, Competitive Gambling, and
Aggression”. Journal of Youth Adolescence. C.42, S.7: 1090-104.
- (2015). “From the Couch to the Sports Field: The Longitudinal Associations
Between Sports Video Game Play, Self-Esteem, and Involvement in Sports”. Psychology of
Popular Media Culture. C. 4, S. 4: 329–341.
- Balkaya, Feza ve Şahin, Nesrin H (2003). “Çok Boyutlu Öfke Ölçeği”, Türk Psikiyatri Dergisi.
C. 14, S. 3: 192-202.
- Barlett, Christopher P. ve Rodeheffer, Christopher (2009). “Effects of Realism on Extended
Violent and Nonviolent Video Game Play on Aggressive Thoughts, Feelings, and
Physiological Arousal”. Aggressive Behavior, C. 35, S. 3: 213–224.
- Buchman, Debra D. ve Funk, Jeanne B. (1996). “Video and Computer Games in the ’90s:
Children’s Time Commitment and game Preference”. Children Today. C. 24: 12–16.
- Buss, Arnold H. ve Perry, Mark (1992). “The Aggression Questionnaire”. Journal of Personality
and Social Psychology. C. 63: 452-459.
- Campbell, Don (1991). Imagery and the Physiology of Music. (Ed. Campbell). Music – Physician
for Times to Come. Wheaton, IL: Theosophical Publishing House.
- Cihangir-Çankaya, Zeynep ve Bacanlı, Hasan (2003). “İhtiyaç doyum ölçeği uyarlama çalışması”.
VII. Ulusal Psikolojik Danışma ve Rehberlik Kongresi Bildiri Özetleri. Malatya, İnönü
Üniversitesi. 9–11 Temmuz.
- Deci Edward L vd. (2001). “Need Satisfaction, Motivation, and Well-Being in the Work
Organizations of a Former Eastern Bloc Country: A Cross-Cultural Study of Self-
Determination”. Personality and Social Psychology Bulletin. C. 27, S. 8: 930–942.
- Donohue Sarah E., Woldorff Marty G., Mitroff Stephen R. (2010). “Video Game Players Show
More Precise Multisensory Temporal Processing Abilities”. Attention, Perception, &
Psychophysics. C.72, S.4: 1120–1129.
- Gardner, Meryl P., Vandersteel, Marion (1984). The Consumer's Mood: An Important Situational
Variable. in T. Kinnear (Ed.), Advances in Consumer Research (Vol. 11, pp. 525-529).
Provo, UT: Association for Consumer Research.
- Gutwinski, Stefan, Adrienne J. Heinz, Andreas Heinz (2018). “Alcohol-Related Aggression and
Violence”. The Wiley Blackwell Handbook of Forensic Neuroscience, 455–480.
- Gurgen Tekin E. (2015). “Müziğin Temel Bileşenleri Ve Müzik Dinlemenin Kavramsal Boyutu”.
Ulakbilge Dergisi, C.3, S.5: 1-14.
- Huang H.-C. vd. (2017). “Influence of Temperament and Character on Online Gamer Loyalty:
Perspectives from Personality and Flow Theories”. Computers in Human Behavior. S.70:
398–406.
- Huesmann, L. Rowell (1986). “Psychological Processes Promoting the Relation Between
Exposure to Media Violence and Aggressive Behavior by the Viewer”. Journal of Social
Issues. C. 42, S. 3: 125–139.
- IJsselsteijn Wijnand vd. (2008). The Game Experience Questionnaire: Development of a Self-
Report Measure to Assess Player Experiences of Digital Games. Technische Universiteit
Eindhoven: Eindhoven, The Netherlands.
- Janata, Petr vd. (2007). “Characterisation of music-evoked autobiographical memories”.
Memory. C. 15: 845–860.
- Johnson James D., Jackson Lee Anderson, Gatto Leslie (1995). “Violent Attitudes and Deferred
Academic Aspirations: Deleterious Effects of Exposure to Rap Music”. Basic and Applied
Social Psychology, C.16, S. 1-2: 27–41.
- Johnson, G Jeffrey (2002). “Television Viewing and Aggressive Behavior During Adolescence
and Adulthood”. Science, C. 295, S. 5564: 2468–2471.
- Karamızrak Neslihan (2014). “Ses ve Müziğin Organları İyileştirici Etkisi”. Kosuyolu Kalp
Dergisi. C. 17, S.1: 54–57. doi:10.4274/khj.4775
- Kashdan Todd B. vd. (2006). “Social Anxiety and Posttraumatic Stress in Combat Veterans:
Relations to Well-Being and Character Strengths”. Behavior Research and Therapy, S. 44:
561-583.
- Kavcıoğlu, Fatih Cemil (2011). The Role of Meta-Mood Experience on the Mood-Congruency
Effect in Recognizing Emotions from Facial Expressions. Master's thesis. Ankara: Middle
East Technical University School of Social Sciences.
- Lazarus, Richard S. (1993). “Coping theory and research: past, present, and future”.
Psychosomatic Medicine. C. 55, S.3: 234–247.
- Malliet, Steven (2006). An Exploration of Adolescents’ Perceptions of Video Game Realism
Learning. Media and Technology. C. 31, S.4: 377–394.
- Mayer John D., Gaschke Yvonne N. (1988). “The Experience and Meta-Experience of Mood”.
Journal of Personality and Social Psychology. C. 55, S. 1: 102–111.
- Mayer, John D. Allen, Joshua P. Beauregard, Keith (1995). “Mood İnductions for Four Specific
Moods: A procedure Employing Guided Imagery Vignettes With Music”. Journal of Mental
Imagery. C. 19, S. 1-2: 151-159.
- Miller Mandi M. Strongman Kenneth T. (2002). “The Emotional Effects of Music on Religious
Experience: A Study of the Pentecostal-Charismatic Style of Music and Worship”.
Psychology of Music. C. 30, S. 1: 8–27.
- Nacke Lennart E. , Grimshaw Mark N., Lindley Craig A. (2010). “More than a Feeling:
Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter
Game”. Interacting with Computers. C. 22, S. 5: 336–343.
- Newzoo (2017). 2017 Global Games Market Report: The industry standard for understanding
and sizing the global games market. Amsterdam. Netherlands.
- North, Adrian and Hargreaves, David (2008). The social and applied psychology of music.
Oxford: Oxford University Press.
- Prot, Sara vd. (2013). “Long-Term Relations Among Prosocial-Media Use, Empathy, and
Prosocial Behavior”. Psychological Science. C. 25, S. 2: 358–368.
- Sezer, Fahri (2011). “Öfke ve Psikolojik Belirtiler Üzerine Müziğin Etkisi”. Uluslararası İnsan
Bilimleri Dergisi. C. 8, S. 1, 1472-1493.
- Sherry, John L. (2007). “Violent Video Games and Aggression: Why Can't We Find Effects?” In
R. W. Preiss, B. M. Gayle, N. Burrell, M. Allen, & J. Bryant (Eds.), Mass Media Effects
Research: Advances Through Meta-Analysis Mahwah, NJ, US: Lawrence Erlbaum
Associates Publishers. (pp. 245-262).
- Şahin, Nesrin H. ve Durak, Ayşegül (1994). “Kısa Semptom Envanteri: Türk Gençleri İçin
Uyarlanması”. Türk Psikoloji Dergisi. C. 9, S. 31: 44-56.
- Taylor, George (1980). “Sex Pheromones and Aggressive Behavior in Male Rats”. Animal
Learning & Behavior. C. 8, S. 3: 485–490.
- Tezel, Nurdan (2011). “Akor Yapısındaki Tonal ve Atonal Ayrımlamada Nörokognitif
Yaklaşım”. Yayımlanmamış Doktora Tezi. İzmir: Dokuz Eylül Üniversitesi.
- Unsworth, Gabrielle ve Ward, Tony (2001). “Video Games and Aggressive Behaviour”.
Australian Psychologist, C. 36, S. 3: 184–192.
- Vuoskoski, Jonna. K. vd. (2012). “Who Enjoys Listening to Sad Music and Why?” Music
Perception. S. 29: 311–317.
- Woolfolk, Anita (2010). Instructor's copy of Educational Psychology (11th ed.). Upper Saddle.
River, New Jersey: Pearson Education.
- Yıldırım, Irem Gökçe (2016). “Time Pressure as Video Game Design Element and Basic Need
Satisfaction”. Proceedings of the 2016 CHI Conference Extended Abstracts on Human
Factors in Computing Systems - CHI EA’16.
- Zangwill, Nick (2004). “Against Emotion: Hanslick Was Right About Music”. The British
Journal of Aesthetics. C. 44, S. 1: 29–43.
- Zhen Shuangju vd. (2011). “Exposure to Violent Computer Games and Chinese Adolescents’
Physical Aggression: The Role of Beliefs About Aggression, Hostile Expectations, and
Empathy”. Computers in Human Behavior. C. 27, S. 5: 1675–1687.