Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living ...Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.展开更多
文摘Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.