Comparison of value perception of children in playing videogames and traditional games: Turkish and British samples

Yılmaz, E., Yel, S. and Griffiths, M.D. ORCID: 0000-0001-8880-6524, 2022. Comparison of value perception of children in playing videogames and traditional games: Turkish and British samples. Education and Science, 47 (210), pp. 41-66. ISSN 1300-1337

[img]
Preview
Text
1542754_Griffiths.pdf - Published version

Download (1MB) | Preview

Abstract

The present study examined the value perceptions of Turkish and British children according to various variables and determined to what extent traditional and videogame genres preferred by children predict their value perceptions, dominant case design, one of the mixed research designs, was used. While the quantitative approach was mainly used in the research, the qualitative approach was used as a supporter. The data collection process of the study lasted for two academic years. In the first year, the study was conducted with 243 primary school students studying in Nottingham (England). In the following year it was conducted with 267 primary school students studying in Ankara (Turkey). A total of 510 primary school students with ages ranging from 9-11 years were recruited for the study. Data were collected using the “Personal Information Form” and “Moral Dilemma Stories Inventory for Children”. Both were developed in English and then adapted into Turkish. It was found that, in both sample, girls’ value perception scores were significantly higher than boys’ scores. Videogames primarily produced for entertainment were the most preferred games by Turkish and British children while educational and serious videogames were the least preferred. Traditional games in sports (soccer, cricket, etc.) were preferred more by British children, while traditional action games (dodgeball, playing tag etc.) were preferred more by Turkish children. It was found that action-adventure and role-playing videogames predicted children’s value perception negatively, and simulation and puzzle videogame genres predicted children’s value perceptions positively. Furthermore, movement-based traditional games (sports, action) predicted children’s value perceptions positively, while traditional competitive (racing) games predicted children’s value perceptions negatively.

Item Type: Journal article
Publication Title: Education and Science
Creators: Yılmaz, E., Yel, S. and Griffiths, M.D.
Publisher: Turkish Education Association
Date: 29 April 2022
Volume: 47
Number: 210
ISSN: 1300-1337
Identifiers:
NumberType
10.15390/eb.2022.10574DOI
1542754Other
Rights: All articles published in Education and Science are licensed with a Creative Commons Attribution 4.0 International (CC BY 4.0) license. This license entitles all parties to copy, share and redistribute all the articles, data sets, figures and supplementary files published in this journal in data mining, search engines, web sites, blogs and other digital platforms under the condition of providing references.
Divisions: Schools > School of Social Sciences
Record created by: Jonathan Gallacher
Date Added: 04 May 2022 10:29
Last Modified: 04 May 2022 10:29
URI: https://irep.ntu.ac.uk/id/eprint/46244

Actions (login required)

Edit View Edit View

Views

Views per month over past year

Downloads

Downloads per month over past year