A Comparative Study on VR Games in terms of Digital Media Users

Authors

  • Hande TERCAN-BINGOL YEDITEPE UNIVERSITY
  • Emel KARAYEL-BILBIL MARMARA UNIVERSITY

DOI:

https://doi.org/10.55549/epess.1381963

Keywords:

Digital media users, Digital natives, Dijital hybrids, VR games, Gratifications

Abstract

Digital media users, who have integrated digital technologies into their daily lives, represent a broad spectrum of age groups and backgrounds. Digital natives, commonly referred to as individuals who were born and raised in the digital era, have grown up surrounded by digital technologies and are characterized by their deep integration and familiarity with them; while digital hybrids represent a transitional group, consisting of individuals who have adapted to the digital world later in life, either through necessity or choice. Understanding the dynamics between digital natives, and digital hybrids, as digital media users, in the realm of VR games is crucial for game developers, researchers and the gaming industry. This study aims to serve as a foundation for further exploration and analysis of the evolving relationship between these media user groups and virtual reality (VR) games, shedding light on the implications for gamer gratifications and media use in the digital era.

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Published

2023-10-30

How to Cite

TERCAN-BINGOL, H., & KARAYEL-BILBIL, E. (2023). A Comparative Study on VR Games in terms of Digital Media Users. The Eurasia Proceedings of Educational and Social Sciences, 31, 92–98. https://doi.org/10.55549/epess.1381963

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Articles