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  Citation Number 3
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 Downloands 1
Konum Tabanlı Mobil Oyunlarda Oyun Emeğinin Metalaşması ve Hibrit Mekânın Toplumsal Üretimi
2019
Journal:  
Moment Dergi
Author:  
Abstract:

Bu çalışma, dijital enformasyon ile fiziksel mekânı bir araya getiren konum tabanlı mobil oyunlarda (KTMO) oyun emeğinin ticari amaçlı sömürüsünü ortaya koymayı amaçlamaktadır. Araştırmada etnografik yöntem kullanılmış, Ingress (Prime) ve Pokémon GO! oyun gruplarına katılım sağlanarak katılımcı gözlem tekniğiyle veri toplanmıştır. KTMO’da oyun şirketleri ve reklam verenlerin oyun emeğini kullanım biçimlerini gösteren araştırma bulguları iki tema altında toplanmıştır. Birincisi, oyuncuları içerik üreticisi ve konum tabanlı reklamcılığın hedef kitlesi olarak kâr odağında konumlandırılarak, oyun emeğinin doğrudan metalaştırılmasıdır. İkincisi, oyun emeğiyle üretilen sosyal sermaye aracılığıyla gündelik yaşamı biçimlendirerek ve kent mekânını yeniden üreterek dolaylı yoldan ekonomik değer üretilmesidir.

Keywords:

Konum Tabanlı Mobil Oyunlarda Oyun Emeğinin Metalaşması ve Hibrit Mekânın Toplumsal Üretimi
2019
Journal:  
Moment Dergi
Author:  
Abstract:

This study aims to reveal the commercial exploitation of gaming work in location-based mobile games (KTMO) that combine digital information with physical space. The research used ethnographic methods, Ingress (Prime) and Pokémon GO! Participation in the game group has been collected by participating observation technique. In KTMO, research findings showing the ways in which gaming companies and advertisers use gaming work have been gathered under two topics. The first is the direct metalization of the game work, placing players in the profit focus as the target audience of content producers and location-based advertising. The second is the indirect production of economic value through the social capital produced by playwork, by shaping the daily life and by re-producing the city space.

Commodification Of Playbour In Location Based Mobile Games and Social Production Of Hybrid Spaces
2019
Journal:  
Moment Dergi
Author:  
Abstract:

This study aims to demonstrate the commercial exploitation of playbour in location based mobile games (LBMGs) that merge digital information and physical spaces. Ethnographic method has been used in the research and the data were collected through participant observation technique by participating in Ingress (Prime) and Pokémon GO! game communities. The research findings, which show the playbour uses of game companies and advertisers, are grouped under two topics. The first is the direct commoditization of playbour by placing the players in the focus of profit as the modder and the target of location-based advertising. The second is to produce economic value indirectly by shaping everyday life and by reproducing of urban space, through social capital produced by playbour.

Keywords:

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Moment Dergi

Field :   Sosyal, Beşeri ve İdari Bilimler

Journal Type :   Ulusal

Metrics
Article : 309
Cite : 961
2023 Impact : 0.114
Moment Dergi