Game Preferences of 3 Generations From The Eye of Students’

Technology has provoked the concept of game to be viewed from different perspectives by generations. The most careful observers of these are the most adapted ones, which are students. This research study aims to find the similarities and differences of video game playing preferences of 3 Generations from the students’ eye. The study sample consists of 50 students from whom data was collected. Univariate one-way Anova is used to compare group means of Game Genre groups (“Building”, “Cars”, “Cards”, “Cartoon”, “Educational”, “Simulation”, “Spor”, “Strategy” and “War”), which are formed by metaphorical analysis of students’ narratives. Independent sample t-test is used to find if there is a significant difference between girls and boys game genre playing preferences. This paper is orientated towards anyone interested in video games; especially game designers, teachers, instructors, students and educational organizations, such as primary.

Game Preferences of 3 Generations From The Eye of Students’

Technology has provoked the concept of game to be viewed from different perspectives by generations. The most careful observers of these are the most adapted ones, which are students. This research study aims to find the similarities and differences of video game playing preferences of 3 Generations from the students’ eye. The study sample consists of 50 students from whom data was collected. Univariate one-way Anova is used to compare group means of Game Genre groups (“Building”, “Cars”, “Cards”, “Cartoon”, “Educational”, “Simulation”, “Spor”, “Strategy” and “War”), which are formed by metaphorical analysis of students’ narratives. Independent sample t-test is used to find if there is a significant difference between girls and boys game genre playing preferences. This paper is orientated towards anyone interested in video games; especially game designers, teachers, instructors, students and educational organizations, such as primary.

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