GAME PREFERENCES OF 3 GENERATIONS FROM THE EYE OF STUDENTS
- aKıbrıs İlim Üniversitesi, Yrd. Doc. Dr
- ✉Corresponding author
Papers open inside SciRah from the original publisher or repository; SciRah never hosts them.
Abstract
Technology has provoked the concept of game to\nbe viewed from different perspectives by generations. The most careful\nobservers of these are the most adapted ones, which are students. This research\nstudy aims to find the similarities and differences of video game playing\npreferences of 3 Generations from the students’ eye. The study sample consists\nof 50 students from whom data was collected. Univariate one-way Anova is used\nto compare group means of Game Genre groups (“Building”, “Cars”, “Cards”,\n“Cartoon”, “Educational”, “Simulation”, “Spor”, “Strategy” and “War”), which\nare formed by metaphorical analysis of students’ narratives. Independent sample\nt-test is used to find if there is a significant difference between girls and\nboys game genre playing preferences. This paper is orientated towards anyone\ninterested in video games; especially game designers, teachers, instructors,\nstudents and educational organizations, such as primary.
TL;DRAnyone interested in video games; especially game designers, teachers, instructors, students and educational organizations, such as primary, is orientated towards this research study. (Semantic Scholar)

