Çok kullanıcılı oyunlarda kullanılan mekanların eğlence, sarmalanma ve bulunma unsurları üzerindeki etkisi
Effects of space used in multi-player games on enjoyment, immersion, and presence
Yazar: AYBÜKE ŞEN
Danışman: PROF. DR. LEMAN FİGEN GÜL
İstanbul Teknik Üniversitesi / Fen Bilimleri Enstitüsü / Bilişim Ana Bilim Dalı / Mimari Tasarımda Bilişim Bilim Dalı
Derece: Yüksek Lisans, 2018
Konu: Bilim ve Teknoloji = Science and Technology ; Mimarlık = Architecture
Dizin: Artırılmış gerçeklik = Augmented reality ; Mekan = Space ; Oyun alanları = Playground ; Sanal gerçeklik = Virtual reality ; Yer = Place

Özet:
Oyun ve oynamak kavramları, geçmişten günümüze insanlar için önemli bir eğitim, sosyalleşme ve eğlence aracıdır. Oyun endüstrisi günümüzdeki en büyük eğlence endüstrilerinden biri haline geldiğinden, oyun tasarımı da önemli konulardan biridir. Oyun tasarımı aşamasında, içeriği daha ilgili çekici hale getirmek için disiplinler arası bir çalışma ortamı oluşturulmaktadır ve mimarlar da bu aşamadaoyun yeri tasarımı ile destek vermektedir. Oyun tasarımında en önemli konulardan biri oyunun oynanabilirliğidir. Bu özellik, oyunun iyi ya da kötü olduğunu belirlemektedir. Oynanabilirliği inceleyebilmek için, eğlence, sarmalanma ve bulunma deneyimlerinden yararlanılmaktadır. Bu deneyimlerin birbirleriyle ilişkileri çalışma kapsamında detaylı olarak incelenmiştir.
Günümüzdeki oyunlar, teknolojinin etkisiyle, hem oynama anlayışını hem de oyun çevresini değiştirip geliştirmektedir. Oyun, sadece çocuklar için değil aynı zamanda yetişkinler için de bir ihtiyaçtır. Günümüzde yetişkin birçok insan, yoğun hayat temposu yaşadıklarından oyun oynamaya özel bir vakit ayıramamaktadır. Ancak değişen teknolojinin yardımıyla oyun oynamak günlük yaşama dahil olabilmektedir. Hibrit gerçeklik oyunları, eğlenceli ve sıradan yaşam alanlarını birbirine bağlamaktadır. Bu oyun türünde, oyun yerinin sınırları yoktur. İnternetin sağladığı olanaklar dahilinde oyuncu günlük hayatında dilediği zaman dilediği yerde oynayabilmektedir. Buna karşın, teknolojini gelişiminin en iyi göstergelerinden biri olan ve son zamanlarda daha çok yaygınlaşan diğer bir oyun türü olan sanal gerçeklik oyunları da oyuncuları sıradan yaşam alanından tamamen kopararak yeni bir dünyaya götürmektedir. Bu türde, sınırlı bir fiziksel alanda bilgisayar teknolojisi yardımı ile sınırsız bir sanal dünyada oyun oynanmaktadır. Bu oyun türlerine bağlı olarak farklı oyun yeri tanımları oluşmaktadır. Bu iki oyunun kullandığı fiziksel oyun yerleri özellik ve ihtiyaç bakımından birbirinden tamamen farklıdır. 
Bu çalışma kapsamında, oyun yeri faktörünün, oynanabilirliğin üç önemli başlığı olan sarmalanma, bulunma ve eğlence unsurları üzerindeki etkileri incelenmiştir. Bu inceleme için sanal gerçeklik ve hibrit gerçeklik oyunları üzerinden oyun deneyimi odaklı bir deney uygulanmıştır. Deney kapsamında 24 katılımcı, dörder kişilik gruplar halinde iki oyun türünü de eşit sürelerde oynamıştır. Sanal gerçeklik oyunu Beşiktaş'ta bir oyunevinde gerçekleştirilirken, hibrit gerçeklik oyunu da Beşiktaş meydanının çevresinde oynanmıştır. Bu deneyin değerlendirmesi ise Oyun Deneyimi Anketi ile yapılmıştır. Deneyde beşli Likert ölçeği kullanılmıştır. Sonuçlar faktör analizi ile yorumlanarak oynanabilirlik unsurlarını inceleyen tablolar oluşturulmuştur. Çıkan sonuçlar dahilinde oyun yerlerinin oyun deneyimine etkisi incelenmiştir.
Çalışmanın sonuç ürünü olarak, tasarım sürecinde oyun yerlerinin öneminin anlaşılmasını sağlayan bir çerçeve oluşturmak hedeflenmiştir. Oyun tasarımcılarının oyun içeriğini oluştururken yapacakları oyun yeri tercihinin, kullanıcı deneyimlerini nasıl etkileyebileceğini göstermek amaçlanmıştır.

Abstract:
Games and play are one of the important notion for people from past to present. . Playing help people to look from different point of view against problems. They have a possitive effect on abilities about navigation and spatial awareness. Nowadays the gaming industry has become one of the biggest entertainment industries. So the game designs emerge as an important issue. In the game design phase, an interdisciplinary work environment is being created to make the content more attractive. And the architects step in as supporting the design of the game space. One of the most important issues in game design is the gameplay. This feature indicates that the game is good or bad. Players experience the games in a subjective way; the researches present that many players reported the type of experience as fun, immersion, presence and so on across all manner of games. In order to be able to examine gameplay, these experiences should be observed. The interrelationships of these experiences have been studied in detail in this study. People generally use the words of immersion and presence in the same meaning for the digital games.  To disambiguate the difference of them, Slater and Wilbur (1997) defined the immersion, which is the physical environment of immersion devices; the presence, which inferred the mental environment, motivation, and psychological engagement. According to Weibel and Wissmath (2011), enjoyment is an outcome from the immersion and presence experience.
The definition and characteristics of games and play are important in terms of understanding the concept of games and questioning its relationship between place and space. Games are organisations, which performing play activities of single player or multi players. Play is an activity, which also needs limited time and space, besides the base of all kind of human activity in fact of the crucial ones. Games are as necessary for adults as the children, they also prefer playing games at their spare time. One of the reason why the games arouse people's interest so much in these days is that the altered game areas. Definition of game areas differentiate with the changing technology. Mobile devices have become an requisite part of our lives. And in relation to this, mobile technologies have begun to take place in all part of our everyday life. As a result of this, our everyday activities and usual spaces began to transform relatedly, especially it has shifted the perception of our environment. 
Hybrid reality games correlate the ordinary life with the fun elements. In this type of game, the limits of the game area are absent. It entegrates the public space and game space. It is built on everday life context. Within the possibilities provided by the Internet, the player could play anywhere in his / her desired and anytime in his / her daily life. This type of game is applicable for the mobile phones. So it interpenetrates with the everyday world, different from the digital games, and the boundaries of magic circle (Huizinga, 1955) are redrawn. According to de Souza e Silva and Sutko (2008), play is essentially part of (all) life, that is, that playful activities belong to our everyday spaces of ordinary life. Thus, the players could experience the playing space while they are continuing their daily routines.
On the other hand, virtual reality games, another type of game that is one of the best indicators of technology development and has become more popular in recent times, takes players away from the ordinary living space and put them into a new world. In this type, a limited physical area is played in an unlimited virtual world with the help of computer technology. Virtual reality game  is being played indoors. The players should be gathered in playing field at the preset time. They should allocate some time to play this type of game. And also, some equipments (as headmounted display, controller and computers) are required to play and the players are represented by avatars. By the help of equipments, players get involved in virtual game world.
By utilising the different games that require different specialities from each other, understanding the notion of physical environment began to change. The physical gamespaces used by these two games are completely different from each other in terms of features and needs. To explore what affect these gamespaces has on immersion, presence and enjoyment, it is needed to be studied by an experiment. Two game experiments were conducted with 24 participants. Their gender distribution was nearly equal and their ages are between 20-35. To analyze the effect of playspaces, two different type of games, virtual reality games and hybrid reality games were chosen for game experiment. While the virtual reality game was played in a game house in Besiktas, the hybrid reality game was played around Besiktas. To analyse and measure the immersion, presence and enjoyment, an quantitative survey is prepared for player's potential comments and feelings about two games.  As an scaling method, 1 to 5 likert scale is used and this is sorted out with factor analysis. The tables were drawn to examine the elements of gameplay according to these outcomes.
According to the results of the gaming experiments, the participants got more immersion and presence experience, and therefore more enjoyment experience in the virtual reality game than in the hybrid reality game. The most important reason for these results is the gamespaces. First of all, hybrid reality games can be played in everyday life, an intensive immersion experience can be dangerous for players. On the other hand, the experience of immersion in the virtual reality game is maximum. During the game, with the help of virtual reality equipment, players step into the virtual world by drawing a curtain between them and the real physical world. Secondly, to embrace the presence experience, it is divied two parts to analyze: spatial presence and social presence. In spatial presence, the feeling of 'being there' is a key stone.And in virtual reality games it comes to the forefront because of its deep immersion effect. In hybrid reality games, there is a virtual world that is limited only on the players' screen. Due to the players feel the physical environment intensely, their spatial presence experiences are weak. In the case of social presence, the anticipated situation is more intensive experience in the hybrid reality game, but in this title virtual reality games have become prominant. Hybrid reality games are a type of game that encourages socialization and interacts with other social entities in accordance with its structure. However, the expected result was not observed due to the relationship between the participants during the experiment. Due to the declining popularity of the game, the participants have not been able to socialize with anyone but their own groups. Moreover, because of the gamespace which is the public space, they have also gotten reactions from the people around them. In the virtual reality game, participants were more intensely interacted because of the cooperation of the selected action games. Finally, the effect of the gamespaces to the enjoyment was indirectly observed. On the basis of other experiences, participants got more fun in the virtual reality game. Although the hybrid reality game is more accessible and more appropriate for everyday chore, the participants prefer virtual reality game because they have more enjoyment experience.
The interactions between the player and the game  transform gameplay in a positive way. Gameplay also stimulates the emotions through the experience, as a result of this, the emotions affect the interactions. Based on the experience of the players, game design which has more gameplay features is considered, and this design feeds the interaction between the player and the game. 
As a result product of the work, it was aimed to create a framework for game designers about choosing proper game environments according to user experiences. This also enables understanding of the theme of the game spaces during the design process. It is intended to show how game space preferences that game designers make while creating game content can affect user experiences.