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The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective

Author

Listed:
  • Alper Aslan
  • Murat Coban
  • Turkan Karakus Yilmaz
  • Yuksel Goktas

Abstract

Background. The satisfaction of a player’s gaming experience has a great impact on their game preferences . The goal of this study was to investigate the opinions and experiences of Turkish players of computer games in order to examine the effects of native symbols on their game preferences . Method. The data collection tools were games developed in Turkey, websites for these games, user comments made on the video records of the games, online forums, and an open-ended questionnaire. Results. The results indicate that although native symbols from the players’ home society play a role in shaping the users’ playability perception, it cannot be argued that they change the game preference s. These results may be applied to computer games ’ designs, development strategies, and advertising methods to attract all players.

Suggested Citation

  • Alper Aslan & Murat Coban & Turkan Karakus Yilmaz & Yuksel Goktas, 2017. "The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective," Simulation & Gaming, , vol. 48(4), pages 480-497, August.
  • Handle: RePEc:sae:simgam:v:48:y:2017:i:4:p:480-497
    DOI: 10.1177/1046878117704684
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    References listed on IDEAS

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    1. Diane Carr, 2005. "Contexts, gaming pleasures, and gendered preferences," Simulation & Gaming, , vol. 36(4), pages 464-482, December.
    2. Aoyama, Yuko & Izushi, Hiro, 2003. "Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry," Research Policy, Elsevier, vol. 32(3), pages 423-444, March.
    3. Aaker, Jennifer & Benet-Martinez, Veronica & Garolera, Jordi, 2001. "Consumption Symbols as Carriers of Culture: A Study of Japanese and Spanish Brand Personality Constructs," Research Papers 1668r, Stanford University, Graduate School of Business.
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    Cited by:

    1. Timothy C. Clapper, 2017. "Using Simulation and Gaming to Address Theory, Practice and Research in the Pursuit of Knowledge," Simulation & Gaming, , vol. 48(4), pages 431-434, August.

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