Technology usage has been increasing substantially across the globe. It is used not only for changing the way of development but also has important meaning for improving the standard of living. The rate of personal computer ownership has shown a large increase in comparison with previous researches conducted about the same statistics. Nowadays, in addition to resolving health problems, obtaining information and communicating with others, a great majority of people use technology and especially computers for playing video games. In terms of healthy development of a child's life, ‘game’ which is one of the basic requirements of the childhood is vital. With the development of modern communication technologies, it seems computer games which are the most effective tools of the electronic world have become the most significant concept of a child's social environment. Studies conducted during the recent years support the idea that computer games develop math and science skills and increase spatial information of children. At the same time, computer games are also impressive in providing children with the skills they will need in a digital world. Minecraft is one of the computer games with worldwide popularity, and its educational value associated with the exterior design via natural elements which the game provides with infinite landscapes is widely accepted. This paper aims to investigate the results of playing a computer game to support landscape awareness during the childhood in the case of Minecraft computer game and in which way this environmental awareness acquired by a child player is reflected on the game. In the study, visual analysis of outer spaces were created and player dialogues were evaluated in consideration of 45 Minecraft videos ranging in duration between 20 and 70 minutes which were recorded amongst children of male-majority. “In what way the children's environmental awareness is processed” and “in what direction it makes progress from the beginning of the game until 20th episode” were the subjects of investigation. At this stage, landscape elements which children used and their comments about landscape were taken into consideration. As a result of the video review, it was concluded that, after satisfying their basic needs such as food and shelter, majority of players put a significant part of their efforts in landscape design of their houses. At the end of this study, an assessment analysis of evaluating the perceived landscape values and the conceptual bases underlying this approach with Minecraft game has been revealed. Also, suggestions for how the necessary conditions in children's electronic games about outer space design can be provided in order to support the healthy development of landscape architecture were offered. The importance of this study comes in the form of emphasizing the role of computer games in children's healthy development according to the determination of the level of scores in this game played by children.
Autor / Author: | Sahin, Emine Çoban; Ozgur, Duygu |
Institution / Institution: | Istanbul Technical University, Turkey; Istanbul Technical University, Turkey |
Seitenzahl / Pages: | 11 |
Sprache / Language: | Englisch |
Veröffentlichung / Publication: | JoDLA − Journal of Digital Landscape Architecture, 1-2016 |
Tagung / Conference: | Digital Landscape Architecture 2016 – Representing, Evaluating and Designing Landscapes: Digital Approaches |
Veranstaltungsort, -datum / Venue, Date: | Istanbul, Turkey 01-06-16 - 03-06-16 |
Schlüsselwörter (de): | |
Keywords (en): | Childhood, computer game, Minecraft, landscape, landscape perception |
Paper review type: | Full Paper Review |
DOI: | doi:10.14627/537612036 |
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