- Mevzu – Sosyal Bilimler Dergisi
- Sayı: Ö3 - Eğitim Bilimlerinde Yeni Yaklaşımlar
- Learning Through Digital Games on the Steam Platform: A Quanti-tative Analysis from a Media and Comm...
Learning Through Digital Games on the Steam Platform: A Quanti-tative Analysis from a Media and Communication Perspective
Authors : Tamer Bayrak
Pages : 137-156
Doi:10.56720/mevzu.1772102
View : 41 | Download : 83
Publication Date : 2025-12-31
Article Type : Research Paper
Abstract :This study aims to examine the role of digital games in educational pro-cesses from a media and communication perspective, with a specific focus on the Steam platform. The main premise of the research is that games func-tion not only as tools of entertainment but also as instruments that support learning and transform interpersonal interaction within new media environ-ments. Based on a sample of 150 games, the study investigates user evalua-tions, genres, tags, and interaction types of education-oriented games. Within the framework of a quantitative research design, descriptive statistics, inde-pendent samples t-test, one-way ANOVA, chi-square independence test, and multiple linear regression analyses were conducted. The findings reveal no significant difference in user evaluations between games labeled as educatio-nal and those without such labels. However, partial differences were obser-ved among genres, with puzzle games receiving more positive feedback compared to simulation and strategy games. Regression analysis indicated that variables such as education label, game genre, interaction type, release year, and price had a limited effect in explaining the percentage of positive user reviews. These results suggest that the educational contribution of ga-mes cannot be evaluated through a single-dimensional measure, but rather requires a multi-faceted approach. The study highlights that digital games should be considered not only within formal educational settings but also in the context of informal learning, media literacy, and participatory culture. While supporting the growing academic interest in Turkey, the research also provides a fresh perspective on game-based learning approaches by integra-ting the international theoretical framework. In conclusion, digital games, when analyzed in connection with the discipline of media and communica-tion, carry significant potential for educational research.Keywords : Digital Games, Game-Based Learning, Gamification, Steam Platform, Media and Communication, New Media
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