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  Citation Number 20
 Views 73
 Downloands 11
OYUN VE OYUNCAK: TEKNOLOJİK VE TOPLUMSAL DÖNÜŞÜM SÜRECİNDE OYUN VE OYUNCAĞIN ANLAMSAL VE İŞLEVSEL DEĞİŞİMİ
2020
Journal:  
Süleyman Demirel Üniversitesi Vizyoner Dergisi
Author:  
Abstract:

Oyun bir eğlence ve serbest zaman faaliyeti olmanın ötesinde, toplumsallaşmanın en önemli aracıdır. Çocuk, oyun ve oyuncakla, toplum içinde yaşayacaklarının provalarını yaparak toplumsallaşır. Toplum ise toplumsallaşmış üyeleri üzerinden geleceğini garantiler zamanda süreklilik kazanır. Oyun ve oyuncak insanlığın en köklü iletişim ve etkileşim aracı olarak anlam kazanmıştır. Ancak endüstrileşmeye bağlı olarak oyunun en önemli unsuru olan oyuncak metalaştı. Oyun ve oyuncak, geleneksel medya üzerinden ideolojilerin önemli yaşam alanlarından ve güç merkezlerinden birisi haline geldi. Bireyler, tüm zamanlar boyunca oyunun aktif birer öznesiyken, başta televizyon ve sinema olmak üzere geleneksel iletişim teknolojilerinin sunduğu oyunlar karşısında pasif birer nesne haline geldiler. Bu arada toplumsallaşmanın ve oyunun en önemli mekânı olan sokak yok oldu. Zira bireyler siyah camın bağımlısı oldular. Oyun, dijital teknolojinin gelişimine bağlı olarak çoğu zaman toplumsallaşmayı, toplumsal uyumu tehdit eden özelliklerin de taşıyıcılardan birisi oldu. Bu inceleme, oyunun ve oyuncağın tarihsel bağlamda anlam ve işlevini konu edinmektedir. Bilim ve teknolojide gerçekleşen değişim ve dönüşümlerin oyun ve oyuncak üzerindeki etkileri tespit edilmeye çalışılmıştır. Bu itibarla dijital teknoloji ile internet teknolojisinin oyun ve oyuncağa getirdiği anlam ve işlev değişimi konu edinilmiştir. 

Keywords:

Game and Player: the technological and social transformation of the game and the game
2020
Author:  
Abstract:

Beyond being a entertainment and free time activity, the game is an important tool of socialization. The child is socialized by making the trials they will live within the society with the games and toys. The society is guaranteed that it will come through the socialized members; it will gain continuity in time. The game and toys have gained meaning as the instrument of communication and interaction of mankind. But depending on the industrialization, the toy was metal, which was an important element of the game. Games and toys have become one of the important areas of life and power centers of ideologies through traditional media. While individuals have always been an active element of the game, they have become a passive object in the face of the games offered by traditional communication technologies, including television and cinema. At the same time, the street of socialization and the important place of play has been destroyed. People become addicts to black glass. Depending on the development of digital technology, the game has become one of the carriers of features that often threaten socialization and social harmony. This review discusses the meaning and function of the game and the toy in the historical context. We have been trying to identify the effects of changes and transformations in science and technology on games and toys. This is the subject of digital technology and the meaning and functional change that the internet technology brings to the game and toys.

Keywords:

Games and Toys: Semantic and Functional Change Of Games and Toys In The Process Of Technological and Social Transformation
2020
Author:  
Abstract:

Beyond being an entertainment and leisure activity, game is the most important tool of socialization. The child socializes with games and toys, rehearsing what they will experience in society. Society guarantees its future through its socialized members and gains continuity in time. Games and toys have become meaningful as the most established communication and interaction tool of humanity. However, due to industrialization, the toy, which is the most important element of the game, has become a commercial item. Individuals had always used to be the active subjects of the game, but then they become passive objects in the games offered by traditional communication technologies, especially by television and cinema. Meanwhile, the street, which was the most important place of socialization and games, has disappeared because individuals have become addicted to screens. The study deals with the meaning and function of games and toys in the historical context. The effects of changes and transformations in science and technology on games and toys have been tried to be determined. In this respect, the change of meaning and function in games and toys which has been brought about by digital technology and internet technology is analysed.

Keywords:

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Süleyman Demirel Üniversitesi Vizyoner Dergisi

Field :   Sosyal, Beşeri ve İdari Bilimler

Journal Type :   Uluslararası

Metrics
Article : 707
Cite : 3.879
2023 Impact : 0.389
Süleyman Demirel Üniversitesi Vizyoner Dergisi