Beyin Bilgisayar Arayüzleri ve Oyun Deneyimi

Yazarlar

DOI:

https://doi.org/10.5281/zenodo.18818716

Anahtar Kelimeler:

Beyin Bilgisayar Arayüzü, Oyun Deneyimi, Kullanıcı Deneyimi, Etkileşim Tasarımı, Adaptif Oyunlar

Özet

Dijital oyunlar, kullanıcı deneyimi, etkileşim tasarımı ve bilişsel süreçlerle doğrudan ilişkili çok katmanlı deneyim alanları olarak değerlendirilmektedir. Oyun deneyimi, yalnızca görsel ve işitsel unsurlar ya da mekanik yeterlilikler üzerinden değil, oyuncunun dikkat, duygu durumu, bilişsel yük ve öznel algılarıyla şekillenen dinamik bir yapı olarak ele alınmaktadır. Bu bağlamda insan bilgisayar etkileşimi alanında yaşanan gelişmeler, oyunlarda kullanılan arayüzlerin de dönüşmesine yol açmakta ve geleneksel kontrol mekanizmalarının ötesinde yeni etkileşim biçimlerinin araştırılmasını gerekli kılmaktadır. Beyin bilgisayar arayüzleri, bireyin sinirsel etkinliğini doğrudan dijital sistemlere aktararak fiziksel girdilere ihtiyaç duymadan etkileşim kurulmasını mümkün kılan yenilikçi bir yaklaşım olarak oyun deneyimi bağlamında giderek daha fazla ilgi görmektedir.

Bu çalışma, beyin bilgisayar arayüzleri ile oyun deneyimi arasındaki ilişkiyi döküman analizi yöntemiyle mevcut literatür üzerinden incelemeyi ve alandaki temel eğilimleri kavramsal bir çerçevede sentezlemeyi amaçlamaktadır. Literatür, oyunlarda kullanılan aktif, reaktif ve pasif beyin bilgisayar arayüzü paradigmalarının, oyuncunun bilişsel ve duygusal durumlarına dayalı yeni etkileşim ve geribildirim biçimleri sunduğunu ortaya koymaktadır. Bununla birlikte çalışmaların büyük bir bölümünün teknik uygulanabilirliğe odaklandığı, oyun deneyiminin öznel, algısal ve tasarımsal boyutlarının ise sınırlı düzeyde ele alındığı görülmektedir. Bu çalışma, beyin bilgisayar arayüzlerinin oyun deneyimini dönüştürme potansiyelini, adaptif ve kullanıcıya duyarlı tasarım yaklaşımları çerçevesinde tartışmakta ve gelecekteki araştırmalar için bütüncül, disiplinlerarası ve deneyim odaklı yaklaşımların gerekliliğine işaret etmektedir.

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Yayınlanmış

28.02.2026

Nasıl Atıf Yapılır

Kılavuz, F. (2026). Beyin Bilgisayar Arayüzleri ve Oyun Deneyimi. International Journal of Social and Humanities Sciences Research (JSHSR), 13(128), 364–381. https://doi.org/10.5281/zenodo.18818716

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