Journals / The Eurasia Proceedings of Educational and Social Sciences / 2026 / Volume: 31

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

Hande Tercan-bıngol(YEDITEPE UNIVERSITY)
Emel Karayel-bılbıl(MARMARA UNIVERSITY)
Pages
—
Publication Date
2023-10-30
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

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.

📌 3 Key Takeaways

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Objective & Hypothesis:Digital media users, who have integrated digital technologies into their daily lives, represent a broad spectrum of age groups and backgrounds.
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Key Findings & Data: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.
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Conclusion & Impact: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.
🔬Design:Conference Paper
📍Scope:Comprehensive Sample
⚙️Variables:Digital media users · Digital natives · Dijital hybrids

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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Cite This Article

Tercan-bıngol, H., Karayel-bılbıl, E. (2023). A Comparative Study on VR Games in terms of Digital Media Users. The Eurasia Proceedings of Educational and Social Sciences, Volume: 31. https://doi.org/10.55549/epess.1381963

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References (3)

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  3. Biocca, F. A. (1988). Opposing conceptions of the audience: The active and passive hemispheres of mass communication theory. In J. A. Anderson (Ed.), Communication yearbook 11 (pp. 51–80). Sage Publications.