Hızla değişip dönüşen dünyamızda oyun ve oyun oynama eylemi de durağan kalmamış, birçok oyun nesiller boyu aktarılarak varlığını sürdürse de önemli bir bölümü değişime uğramış, oyun oynama şekli, ortamı ve içeriği farklılaşmıştır. Son yirmi yılda giderek popüler hale gelen dijital oyunlar, teknolojideki gelişmeler ve artan mobilite sayesinde geniş kitlelerin odağı haline gelmiş, dijital oyunlara ulaşılabilirlik görece kolaylaşmıştır. Dijital oyun endüstrisi, geleneksel oyunları dahi dijital ortama taşırken, teknoloji olanaklarıyla yarattığı yeni oyun biçimlerini de oyuncuların kullanımına sunmaktadır. Birçok şirket aynı anda milyonlarca kişinin oyuna katılımına olanak sağlamakta, bu durumun bir sonucu olarak dijital oyunlarda ciddi bir ekonomik değer yaratılmaktadır. Dijital dünyanın koymuş olduğu kurallara uymanın gerekliliğini yerine getiren dijital oyuncular ise gerçek-sanal karmaşası yaşamakta, kavramsal olarak dijital değişime uyumlu bir pozisyonda konumlanmaktadır. Bu araştırma, nitel bir araştırma deseni olarak fenomenolojik bir yaklaşım sunmaktadır. Dijital oyunların baş aktörleri olan dijital oyuncularla yarı yapılandırılmış derinlemesine görüşme yöntemi kullanılarak oyuncuların görüşleri doğrultusunda başarı, güç ve statüye bakışlarının oyun içi ekonomi bağlamında incelenmesi amaçlanmıştır.
In our rapidly changing world, the game and gameplay action have not stopped, but many games have continued to exist over generations, but a significant part has changed, the gameplay style, environment and content have varied. Digital games, which have become more and more popular over the past twenty years, have become the center of the broad crowd thanks to technological developments and increased mobility, and the accessibility to digital games has become relatively easier. The digital gaming industry is bringing even traditional games to the digital environment, while the new forms of games it creates with its technological capabilities are also available to players. Many companies enable millions of people to participate in the game at the same time, as a result of this situation, a serious economic value is created in digital games. The digital players who meet the need to comply with the rules that the digital world has set, are experiencing real-fictual complexity, and are positioned in a position that is conceptually compatible with the digital change. This research offers a phenomenological approach as a qualitative research plan. The aim is to use the semi-configured deep-interview method with digital players, the main actors of digital games, to study success, power and status views in the context of the game economy in accordance with the views of players.
As our world has rapidly changed and evolved, so have games and the way individuals play them. A great many games have survived through generations, whereas a significant number of them have transformed; the way of playing games, game environments, and game contents have varied considerably. Not only have digital games, increasingly popular in the last two decades, become the focus of attention of great masses thanks to technological advances as well as enhanced mobility, but also the ease of accessibility to them has relatively increased. While digital game industry adapts even traditional games to the digital environment, they offer players new electronic game forms that are created through novel technologies as well. A large number of video game companies enable millions of gamers to play multiplayer games online, which creates a significant amount of economic value in digital games. On the other hand, fulfilling the necessity of abiding by the rules set by the digital world, digital players suffer from confusion between reality and virtual reality, and are conceptually situated in a position compatible with digital change. The qualitative study, which employed a phenomenological approach, aimed to examine digital players' views as regards success, power, and status in the context of in-game economy, using in-depth, semi-structured interviews with digital gamers, the main actors of electronic games.
Dergi Türü : Uluslararası
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