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Göçmenlerin Ulusötesi İlişkileri ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme

Year 2023, Volume: 43 Issue: 2, 481 - 512, 30.12.2023
https://doi.org/10.26650/SJ.2023.43.2.0060

Abstract

Göç süreci fiziksel olduğu kadar sosyal açıdan da birtakım önemli değişiklikleri beraberinde getirmektedir. Doğup büyüdüğü yerden ayrılarak başka bir ülkeye yerleşen uluslararası göçmen, bir yandan göç ettiği ülkedeki sosyal yaşama uyum sağlamaya çalışırken bir yandan da anavatanıyla olan ilişkilerini sürdürme eğilimindedir. Son yıllarda internet ya da sosyal medya gibi yeni teknolojik araçların, göçmenlerin hem anavatanlarıyla ulusötesi bağlantılarını sürdürmeleri hem de göç ettikleri ülkelerdeki sosyal yaşama uyum sağlamaları konusunda önemli rol oynayabileceği bilinmektedir. Bu yeni teknolojik araçlardan birisi de dijital oyunlardır. Dijital oyunlar her geçen gün daha fazla insanın hayatına dahil olmasına karşın, göçmenlerin dijital oyun deneyimlerini anlamaya yönelik çok az çalışma yapılmıştır. Bu çalışmada göçmenlerin dijital oyun deneyimlerine yoğunlaşılmakta, dijital oyunların göçmenlerin ulusötesi ilişkilerine ve göç edilen ülkedeki sosyal yaşantıya uyumu konusunda sağladığı imkânlar incelenmektedir. Niteliksel yöntemle yürütülen çalışmada; Türkiye Cumhuriyeti vatandaşı olan, yurt dışında en az bir yıl yaşamış ya da hala yaşamakta olan, dijital oyunlarla yakından ilgilenen on katılımcıyla görüşülmüştür. Elde edilen bulgular, dijital oyunların ulusötesi sosyal alanlar yaratarak ulusal sınırların dışındaki mevcut ilişkileri sürdürme ya da yeni sosyal ilişkiler kurma konusunda önemli katkılarının olabileceğini, ayrıca göçmenlerin sosyal uyumunu kolaylaştırabileceğini göstermektedir.

References

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  • Basch, L., Schiller, N. G., & Blanc, C. S. (2005). Nations unbound: Transnational projects, postcolonial predicaments, and deterritorialized nation-states. Routledge. google scholar
  • Bayeck, R. Y. (2020). The meaning of video gameplay: A case study of three Black African immigrant students in the United States. Journal of Underrepresented andMinority Progress, 4(1), 101-118. google scholar
  • Binark, M. & Bayraktutan Sütçü, G. (2008). Silkroad Online’da sanal cemaat inşası ve Türk klan kimliği. XIII. Türkiye’de İnternet Konferansı Bildirileri içinde (s. 105-114). Orta Doğu Teknik Üniversitesi. google scholar
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  • Blizzard Entertainment. (2016). Overwatch [Dijital Oyun]. google scholar
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  • Bungie. (2014). Destiny [Dijital Oyun]. google scholar
  • Consalvo, M. (2006). Console video games and global corporations: Creating a hybrid culture. New Media & Society, 8(1), 117-137. google scholar
  • Corliss, J. (2011). Introduction: The social science study of video games. Games and Culture, 6(1), 3-16. google scholar
  • Crawford, G., Gosling, V. K., & Light, B. (2011). Introduction: The social and cultural significance of online gaming. In G. Crawford, V. K. Gosling, & B. Light (Eds.), Online gaming in context: The social and cultural significance of online games (pp. 3-22). Routledge. google scholar
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  • Komito, L. (2011). Social media and migration: Virtual community 2.0. Journal of the American Society For Information Science and Technology, 62(6), 1075-1086. google scholar
  • Levitt, P., & Schiller, N. G. (2004). Conceptualizing simultaneity: A transnational social field perspective on society. The International Migration Review, 38(3), 1002-1039. google scholar
  • Lubbers, M. J., Verdery, A. M., & Molina, J. L. (2018). Social networks and transnational social fields: A review of quantitative and mixed-methods approaches. International Migration Review, 54(1), 1-28. https://doi.org/10.1177/0197918318812343 google scholar
  • Machionis, J. J. (2015). Sosyoloji (T. P. Tacoğlu, çev.). Nobel. google scholar
  • Martikainen, T. (2010). Din, göçmenler ve entegrasyon (N. Özmen, çev.). Marmara Üniversitesi İlahiyat Fakültesi Dergisi, 38, 263-276. google scholar
  • Melnic, D., & Melnic, V. (2017). Playing with(out) borders: Video games as the digital expression of transnational literature. Metacritic Journal for Comparative and Theory 3(1), 75-92. https:// doi.org/ 10.24193/mjcst.2017.3.05 google scholar
  • Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation. Wiley. google scholar
  • Muyan, G. K. (2019). Hollanda göçmen entegrasyonu politikalari: Liberalizmden neoliberalizme. Sosyal Güvenlik Dergisi, 9(1), 177-192. google scholar
  • Nardi, B., & Harris, J. (2006). Strangers and friends: Collaborative play in World of Warcraft. CSCW ‘06: Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work (pp. 149-158). Association for Computing Machinery. google scholar
  • Neuman, W. L. (2006). Toplumsal araştırma yöntemleri: Nitel ve nicel yaklaşimlar (Cilt 1., S. Özge, çev.). Yayın Odası Yayınları. google scholar
  • Newman, J. (2008). Playing with video games. Routledge. google scholar
  • Newzoo. (2021). Global games market report 2021. https://newzoo.com/insights/trend-reports/ newzoo-global-games-market-report-2021-free-version/ google scholar
  • Odrowska, A. M., & Massar, K. (2014). Predicting guild commitment in World of Warcraft with the investment model of commitment. Computers in Human Behavior, 34, 235-240. google scholar
  • Oldenburg, R. (1997). The great good place. Da Capo Press. google scholar
  • Özgür, E. M. (2018). Küresel göçün sosyo-mekânsallığı: Ulusötesi mekânlar/yerelötesi yerler, topluluklar ve kimlikler. Coğrafi Bilimler Dergisi, 16(1), 1-35. google scholar
  • Pitkanen, P. (2012). Introduction. In P Pitkanen, A. İçduygu, & D. Sert (Eds.), Migration and transformation: Multi-level analysis of migrant transnationalism (pp. 1-12). Springer. google scholar
  • Pitkanen, P., İçduygu, A., & Sert, D. (2012). Currernt characteristics of migrant transnationalism. In P. Pitkanen, A. İçduygu, & D. Sert (Eds.), Migration and transformation (pp. 207-224). Springer. google scholar
  • Pries, L. (2003). The approach of transnational social spaces. In L. Pries (Ed.), New transnational social spaces (pp. 3-33). Routledge. google scholar
  • Quantum & Lightspeed. (2018). PUBG Mobile [Dijital Oyun]. google scholar
  • Riot Games. (2009). League ofLegends [Dijital Oyun]. google scholar
  • Sağlam, S. (2006). Türkiye’de iç göç olgusu ve kentleşme. Hacettepe Üniversitesi Türkiyat Araştırmaları Dergisi, 5, 33-44. google scholar
  • Schiller, N. G., Basch, L., & Blanc, C. S. (1995). From immigrant to transmigrant: Theorizing transnational migration. Anthropological Quarterly, 68(1), 48-63. google scholar
  • Shaw, A. (2011). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14(1), 28-44. google scholar
  • Tarhan, Ö. (2015). Sosyal bilgiler öğretmeni adaylarinin politik okuryazarliğa ilişkin görüşleri. Akademik Sosyal Araştırmalar Dergisi, 3(9), 649-669. google scholar
  • Taylor, T. L. (2006). Play between worlds: Exploring online game culture. MIT Press. google scholar
  • Tedeschi, M., Vorobeva, E., & Jauhiainen, J. S. (2022). Transnationalism: Current debates and new perspectives. GeoJournal, 87, 603-619. https://doi.org/10.1007/s10708-020-10271-8 google scholar
  • Thomas, W. I., & Znaniecki, F. (1918). The Polish peasant in Europe and America. The Gorham Press. google scholar
  • Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832-839. google scholar
  • Ubisoft. (2015). Rainbow Six: Siege [Dijital Oyun]. google scholar
  • Vertovec, S. (2009). Transnationalism. Routledge. google scholar
  • Whang, L. S.-M., & Chang, G.-Y. (2003). Lifestyles of virtual world residents living in the on-line game, “Lineage”. Proceedings. 2003 International Conference on Cyberworlds (pp. 18-25). https://doi.org/10.1109/CYBER.2003.1253430 google scholar
  • World Health Organization. (2021). Online games encourage players to stay mentally and physically healthy at home. https://www.who.int/news/item/16-11-2021-online-games-encourage-players-to-stay-mentally-and-physically-healthy-at-home google scholar
  • Williams, D., & Steinkuehler, C. A. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11(4), 885-909. google scholar
  • Wizard of the Coast. (2019). Magic: The Gathering [Dijital Oyun]. google scholar
  • Yalçıner, M. (2006). Eğitimde gözlem ve değerlendirme. Nobel Yayın Dağıtım. google scholar
  • Yoon, T.-J., & Cheon, H. (2013). Game playing as transnational cultural practice: A case study of Chinese gamers and Korean MMORPGs. International Journal of Cultural Studies, 17(5), 1-15. https://doi.org/10.1177/1367877913505172 google scholar
  • Zhong, Z.-J. (2011). The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital. Computers in Human Behavior, 27(6), 2352-2363. google scholar

Digital Games in Terms of Migrants’ Transnational Relations and Social Cohesion: A Study on Turkish Immigrants

Year 2023, Volume: 43 Issue: 2, 481 - 512, 30.12.2023
https://doi.org/10.26650/SJ.2023.43.2.0060

Abstract

For individuals, the migration process brings about significant changes, encompassing both physical and social dimensions. Immigrants, who are born and live far from their native land, tend to maintain their relations with their homeland while trying to adapt to the community to which they migrated. It is known that new technological phenomena, such as the Internet or social media, play an important role in aiding migrants both maintain their transnational relations with their homeland and adapt to their new communities. One of these new technological devices is digital gaming. While digital games are increasingly becoming a part of people’s lives, very few studies have been conducted to understand migrants’ experiences of digital games. This study focuses on understanding migrants’ experience in playing digital games and examines the potential of digital games in promoting transnational relations and aiding social adaptation in their new countries. Employing qualitative methods, this study interviews 10 participants who are citizens of the Republic of Turkey. These participants have lived abroad for at least one year or are still living abroad and are keenly interested in digital games. The findings of this study show that digital games could help migrants both maintain social relations before migration and build new relations beyond borders, while also making their social adaptation easier.

References

  • Adıgüzel, Y. (2019). Göçmenlerin kültürel entegrasyonu. A. Esen ve M. Duman (Ed.), Türkiye’de geçici koruma altindaki Suriyeliler: Tespitler ve öneriler içinde (s. 13-36). WALD. google scholar
  • Bakardjieva, M. (2003). Virtual togetherness: An everyday-life perspective. Media Culture & Society, 25(3), 291-313. google scholar
  • Bartram, D., Poros, M., & Monforte, P. (2017). Göç meselesinde temel kavramlar (2. basım, I. T. Ayabeyoğlu, çev.). Hece Yayınları. google scholar
  • Basch, L., Schiller, N. G., & Blanc, C. S. (2005). Nations unbound: Transnational projects, postcolonial predicaments, and deterritorialized nation-states. Routledge. google scholar
  • Bayeck, R. Y. (2020). The meaning of video gameplay: A case study of three Black African immigrant students in the United States. Journal of Underrepresented andMinority Progress, 4(1), 101-118. google scholar
  • Binark, M. & Bayraktutan Sütçü, G. (2008). Silkroad Online’da sanal cemaat inşası ve Türk klan kimliği. XIII. Türkiye’de İnternet Konferansı Bildirileri içinde (s. 105-114). Orta Doğu Teknik Üniversitesi. google scholar
  • Blizzard Entertainment. (2004). World of Warcraft [Dijital Oyun]. google scholar
  • Blizzard Entertainment. (2016). Overwatch [Dijital Oyun]. google scholar
  • Bloch, A. (2002). The migration and settlement of refugees in Britain. Palgrave Macmillan. google scholar
  • Bungie. (2014). Destiny [Dijital Oyun]. google scholar
  • Consalvo, M. (2006). Console video games and global corporations: Creating a hybrid culture. New Media & Society, 8(1), 117-137. google scholar
  • Corliss, J. (2011). Introduction: The social science study of video games. Games and Culture, 6(1), 3-16. google scholar
  • Crawford, G., Gosling, V. K., & Light, B. (2011). Introduction: The social and cultural significance of online gaming. In G. Crawford, V. K. Gosling, & B. Light (Eds.), Online gaming in context: The social and cultural significance of online games (pp. 3-22). Routledge. google scholar
  • Creswell, J. W. (2020). Nitel araştırma yöntemleri (M. Bütün ve S. B. Demir, çev.). Siyasal Kitabevi. google scholar
  • Dahinden, J., Riano, Y., Tadorian, M., Nollert, M., & Richter, M. (2012). Bridgingplaces across borders: Constitution, maintenance and meaning of transnaional social spaces. Üniversite de Neuchâtel. https://www.unine.ch/maps-chaire/bridging_places_1 google scholar
  • Dekker, R., & Engbersen, G. (2014). How social media transform migrant networks and facilitate migration. Global Networks, 14(4), 401-418. google scholar
  • Demirel, E. (2022). Sosyolojik bir araştırma nesnesi olarak dijital oyunlar. Sosyoloji Araştırmaları Dergisi, 25(2), 278-298. https://doi.org/10.18490/sosars.1111375 google scholar
  • Dralega, C. A., & Corneliussen, H. G. (2017). Intersectional perspectives on video gaming among immigrant youth in Norway. Western Norway Research Instıtute. google scholar
  • Dralega, C. A., & Corneliussen, H. G. (2018). Manifestations and contestations of hegemony in video gaming by immigrant youth in Norway. In A. A. Williams, R. Tsuria, L. Robinson, & A. Khilnani (Eds.), Media and power in international contexts: Perspectives on agency and identity (pp. 153-169). Emerald Publising Limited. google scholar
  • Endnight Games. (2014). The Forest [Dijital Oyun]. google scholar
  • Entertainment Software Association. (2021). 2021 essential facts about the video game industry. https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/ google scholar
  • Faist, T. (2002). The volume and dynamics of international migration and transnational social spaces. Oxford University Press. google scholar
  • Faist, T. (2006). The transnational social spaces of migration. SSOAR. https://www.ssoar.info/ssoar/ handle/document/35069 google scholar
  • Kalekin-Fishman, D., Pitkanen, P., & Verma, G. (Eds.). (2002). Education and immigration: Settlement policies and current challenges. Routledge. google scholar
  • Kline, S. (1997). Pleasures of the screen: Why young people play video games. Proceedings of the International Toy Research Conference. ITRA. google scholar
  • Kobeissy, H. (2022). MMORPGs, transnationalism and alternative migration: An online micro-ethnography (Master’s thesis, Lebenase American University, Beirut). https://laur.lau.edu.lb:8443/ xmlui/bitstream/handle/10725/14157/Hussein_Kobeissy_ThesisGW_Redacted.pdf?sequence=1 google scholar
  • Komito, L. (2011). Social media and migration: Virtual community 2.0. Journal of the American Society For Information Science and Technology, 62(6), 1075-1086. google scholar
  • Levitt, P., & Schiller, N. G. (2004). Conceptualizing simultaneity: A transnational social field perspective on society. The International Migration Review, 38(3), 1002-1039. google scholar
  • Lubbers, M. J., Verdery, A. M., & Molina, J. L. (2018). Social networks and transnational social fields: A review of quantitative and mixed-methods approaches. International Migration Review, 54(1), 1-28. https://doi.org/10.1177/0197918318812343 google scholar
  • Machionis, J. J. (2015). Sosyoloji (T. P. Tacoğlu, çev.). Nobel. google scholar
  • Martikainen, T. (2010). Din, göçmenler ve entegrasyon (N. Özmen, çev.). Marmara Üniversitesi İlahiyat Fakültesi Dergisi, 38, 263-276. google scholar
  • Melnic, D., & Melnic, V. (2017). Playing with(out) borders: Video games as the digital expression of transnational literature. Metacritic Journal for Comparative and Theory 3(1), 75-92. https:// doi.org/ 10.24193/mjcst.2017.3.05 google scholar
  • Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation. Wiley. google scholar
  • Muyan, G. K. (2019). Hollanda göçmen entegrasyonu politikalari: Liberalizmden neoliberalizme. Sosyal Güvenlik Dergisi, 9(1), 177-192. google scholar
  • Nardi, B., & Harris, J. (2006). Strangers and friends: Collaborative play in World of Warcraft. CSCW ‘06: Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work (pp. 149-158). Association for Computing Machinery. google scholar
  • Neuman, W. L. (2006). Toplumsal araştırma yöntemleri: Nitel ve nicel yaklaşimlar (Cilt 1., S. Özge, çev.). Yayın Odası Yayınları. google scholar
  • Newman, J. (2008). Playing with video games. Routledge. google scholar
  • Newzoo. (2021). Global games market report 2021. https://newzoo.com/insights/trend-reports/ newzoo-global-games-market-report-2021-free-version/ google scholar
  • Odrowska, A. M., & Massar, K. (2014). Predicting guild commitment in World of Warcraft with the investment model of commitment. Computers in Human Behavior, 34, 235-240. google scholar
  • Oldenburg, R. (1997). The great good place. Da Capo Press. google scholar
  • Özgür, E. M. (2018). Küresel göçün sosyo-mekânsallığı: Ulusötesi mekânlar/yerelötesi yerler, topluluklar ve kimlikler. Coğrafi Bilimler Dergisi, 16(1), 1-35. google scholar
  • Pitkanen, P. (2012). Introduction. In P Pitkanen, A. İçduygu, & D. Sert (Eds.), Migration and transformation: Multi-level analysis of migrant transnationalism (pp. 1-12). Springer. google scholar
  • Pitkanen, P., İçduygu, A., & Sert, D. (2012). Currernt characteristics of migrant transnationalism. In P. Pitkanen, A. İçduygu, & D. Sert (Eds.), Migration and transformation (pp. 207-224). Springer. google scholar
  • Pries, L. (2003). The approach of transnational social spaces. In L. Pries (Ed.), New transnational social spaces (pp. 3-33). Routledge. google scholar
  • Quantum & Lightspeed. (2018). PUBG Mobile [Dijital Oyun]. google scholar
  • Riot Games. (2009). League ofLegends [Dijital Oyun]. google scholar
  • Sağlam, S. (2006). Türkiye’de iç göç olgusu ve kentleşme. Hacettepe Üniversitesi Türkiyat Araştırmaları Dergisi, 5, 33-44. google scholar
  • Schiller, N. G., Basch, L., & Blanc, C. S. (1995). From immigrant to transmigrant: Theorizing transnational migration. Anthropological Quarterly, 68(1), 48-63. google scholar
  • Shaw, A. (2011). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14(1), 28-44. google scholar
  • Tarhan, Ö. (2015). Sosyal bilgiler öğretmeni adaylarinin politik okuryazarliğa ilişkin görüşleri. Akademik Sosyal Araştırmalar Dergisi, 3(9), 649-669. google scholar
  • Taylor, T. L. (2006). Play between worlds: Exploring online game culture. MIT Press. google scholar
  • Tedeschi, M., Vorobeva, E., & Jauhiainen, J. S. (2022). Transnationalism: Current debates and new perspectives. GeoJournal, 87, 603-619. https://doi.org/10.1007/s10708-020-10271-8 google scholar
  • Thomas, W. I., & Znaniecki, F. (1918). The Polish peasant in Europe and America. The Gorham Press. google scholar
  • Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832-839. google scholar
  • Ubisoft. (2015). Rainbow Six: Siege [Dijital Oyun]. google scholar
  • Vertovec, S. (2009). Transnationalism. Routledge. google scholar
  • Whang, L. S.-M., & Chang, G.-Y. (2003). Lifestyles of virtual world residents living in the on-line game, “Lineage”. Proceedings. 2003 International Conference on Cyberworlds (pp. 18-25). https://doi.org/10.1109/CYBER.2003.1253430 google scholar
  • World Health Organization. (2021). Online games encourage players to stay mentally and physically healthy at home. https://www.who.int/news/item/16-11-2021-online-games-encourage-players-to-stay-mentally-and-physically-healthy-at-home google scholar
  • Williams, D., & Steinkuehler, C. A. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11(4), 885-909. google scholar
  • Wizard of the Coast. (2019). Magic: The Gathering [Dijital Oyun]. google scholar
  • Yalçıner, M. (2006). Eğitimde gözlem ve değerlendirme. Nobel Yayın Dağıtım. google scholar
  • Yoon, T.-J., & Cheon, H. (2013). Game playing as transnational cultural practice: A case study of Chinese gamers and Korean MMORPGs. International Journal of Cultural Studies, 17(5), 1-15. https://doi.org/10.1177/1367877913505172 google scholar
  • Zhong, Z.-J. (2011). The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital. Computers in Human Behavior, 27(6), 2352-2363. google scholar
There are 63 citations in total.

Details

Primary Language Turkish
Subjects Sociology (Other)
Journal Section RESEARCH ARTICLES
Authors

Enes Demirel 0000-0003-2446-4523

Miki Suzuki Him 0000-0002-1426-8695

Publication Date December 30, 2023
Published in Issue Year 2023 Volume: 43 Issue: 2

Cite

APA Demirel, E., & Suzuki Him, M. (2023). Göçmenlerin Ulusötesi İlişkileri ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme. İstanbul University Journal of Sociology, 43(2), 481-512. https://doi.org/10.26650/SJ.2023.43.2.0060
AMA Demirel E, Suzuki Him M. Göçmenlerin Ulusötesi İlişkileri ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme. İstanbul University Journal of Sociology. December 2023;43(2):481-512. doi:10.26650/SJ.2023.43.2.0060
Chicago Demirel, Enes, and Miki Suzuki Him. “Göçmenlerin Ulusötesi İlişkileri Ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme”. İstanbul University Journal of Sociology 43, no. 2 (December 2023): 481-512. https://doi.org/10.26650/SJ.2023.43.2.0060.
EndNote Demirel E, Suzuki Him M (December 1, 2023) Göçmenlerin Ulusötesi İlişkileri ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme. İstanbul University Journal of Sociology 43 2 481–512.
IEEE E. Demirel and M. Suzuki Him, “Göçmenlerin Ulusötesi İlişkileri ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme”, İstanbul University Journal of Sociology, vol. 43, no. 2, pp. 481–512, 2023, doi: 10.26650/SJ.2023.43.2.0060.
ISNAD Demirel, Enes - Suzuki Him, Miki. “Göçmenlerin Ulusötesi İlişkileri Ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme”. İstanbul University Journal of Sociology 43/2 (December 2023), 481-512. https://doi.org/10.26650/SJ.2023.43.2.0060.
JAMA Demirel E, Suzuki Him M. Göçmenlerin Ulusötesi İlişkileri ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme. İstanbul University Journal of Sociology. 2023;43:481–512.
MLA Demirel, Enes and Miki Suzuki Him. “Göçmenlerin Ulusötesi İlişkileri Ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme”. İstanbul University Journal of Sociology, vol. 43, no. 2, 2023, pp. 481-12, doi:10.26650/SJ.2023.43.2.0060.
Vancouver Demirel E, Suzuki Him M. Göçmenlerin Ulusötesi İlişkileri ve Sosyal Uyumu Açısından Dijital Oyunlar: Türkiyeli Göçmenler Üzerine Bir İnceleme. İstanbul University Journal of Sociology. 2023;43(2):481-512.