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IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ

Year 2020, Volume: 4 Issue: 3, 27 - 52, 31.12.2020

Abstract

Bu çalışmanın amacı, Grand Theft Auto V oyunundaki cinsiyetçi ve ırkçı öğeleri tespit ederek gençlerin bu öğeleri nasıl alımladığını ortaya koymaktadır. Oyunlar etkileşimli yapıları gereği gençleri en çok etkileyen medya içeriklerinin başında gelmektedir. Birçok çalışmada, video oyunlarının olumsuz etkileri üzerine araş-tırmalar ve tespitler yapılmıştır. GTA V oyunu ise olumsuz etkileri bakımından birçok kez tartışılmış ve gündeme gelmiş bir oyundur. Bu noktada milyonlarca kopyası satılan ve tartışmalara konu olan oyunun gençler tarafından nasıl algı-landığını ortaya koymak oyunların etkileri adına önemli sonuçlara ulaşmamıza yardımcı olabilir. Bu çalışma kapsamında 18-25 yaş arası medya okuryazarlığı eğitimi almamış 10 TIP öğrencisiyle derinlemesine görüşmeler yapılmıştır. Elde edilen bulgulara göre, katılımcıların büyük bir bölümü oyundaki cinsiyetçi ve ırkçı öğeler hakkında bir farkındalığa sahip değildir. Katılımcıların büyük ço-ğunluğu oyundaki cinsiyetçi ve ırkçı öğelerden ziyade oyuna gerçekçilik bakış açısıyla ele almakta ve oynamaktadır. Katılımcıların büyük bir çoğunluğu cinsi-yetçilik ve ırkçılık hakkında genel bir tanımlama ya da açıklama dahi yapama-mıştır. Bu çalışma elde edilen sonuçlar itibariyle, medya okuryazarlığının önemi-ni ve gençlerin oyun oynarken içeriklere karşı ne kadar savunmasız olduğunu ortaya koymaktadır.

References

  • Açıkgöz, F. Y., & Yalman, A. (2018). Dijital Oyunların Çocukların Kişi-lik ve Davranışları Üzerinde Etkisi: Gta 5 Oyunu Örneği. Akdeniz Üniversitesi İletişim Fakültesi Dergisi, (29. Özel Sayısı), 163-180.
  • Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual review of psychology, 53.
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive tho-ughts, feelings, and behavior in the laboratory and in life. Journal of personality and social psychology, 78(4), 772.
  • Anderson, C. A., & Ford, C. M. (1986). Affect of the game player: Short-term effects of highly and mildly aggressive video games. Personality and so-cial psychology bulletin, 12(4), 390-402.
  • Beck, V. S., Boys, S., Rose, C., & Beck, E. (2012). Violence against wo-men in video games: A prequel or sequel to rape myth acceptance? Journal of interpersonal violence, 27(15), 3016-3031.
  • Bernasconi, R. (2011). Irk kavramını kim icat etti. Felsefi Düşüncede Irk ve Irkçılık.
  • Bonilla-Silva, E. (2006). Racism without racists: Color-blind racism and the persistence of racial inequality in the United States. Rowman & Littlefield Publishers.
  • Brusk, J. (2014). Steps Towards Creating Socially Competent Game Cha-racters.
  • Bullock, A., & Trombley, S. (Eds.). (1999). The new Fontana dictionary of modern thought. London: HarperCollins Publishers.
  • Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term ef-fects of violent media on aggression in children and adults. Archives of Pediat-rics & Adolescent Medicine, 160(4), 348-352.
  • Calvert, S. L., & Tan, S. L. (1994). Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observa-tion. Journal of applied developmental psychology, 15(1), 125-139.
  • D’Acci, J. (2004). Television, representation and gender. The television studies reader, 373-388.
  • Dill, K. E., & Thill, K. P. (2007). Video game characters and the socializa-tion of gender roles: Young people’s perceptions mirror sexist media depicti-ons. Sex roles, 57(11-12), 851-864.
  • Dill, K. E., Brown, B. P., & Collins, M. A. (2008). Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harass-ment. Journal of Experimental Social Psychology, 44(5), 1402-1408.
  • Djuric, N., Zhou, J., Morris, R., Grbovic, M., Radosavljevic, V., & Bha-midipati, N. (2015, May). Hate speech detection with comment embeddings. In Proceedings of the 24th international conference on world wide web (pp. 29-30). ACM.
  • Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric quar-terly, 78(4), 309-316.
  • Ferguson, C. J., & Donnellan, M. B. (2017). Are associations between “sexist” video games and decreased empathy toward women robust? A reanaly-sis of Gabbiadini et al. 2016. Journal of youth and adolescence, 46(12), 2446-2459.
  • Fox, J., Bailenson, J. N., & Tricase, L. (2013). The embodiment of sexua-lized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior, 29(3), 930-938.
  • Hall, S. (2003). Encoding/decoding. Television: critical concepts in media and cultural studies, 4, 43-53.
  • Gabbiadini, A., Bushman, B. J., Riva, P., Andrighetto, L., & Volpato, C. (2017). Grand Theft Auto is a “sandbox” game, but there are weapons, criminals, and prostitutes in the sandbox: Response to Ferguson and Donnellan (2017).
  • Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J. (2016). Acting like a tough guy: Violent-sexist video games, identification with game characters, masculine beliefs, & empathy for female violence vic-tims. PLoS one, 11(4), e0152121.
  • Geis, F. L. (1993). Self-fulfilling prophecies: A social psychological view of gender.
  • Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. Media violence and children, 131-152.
  • Glick, P., & Fiske, S. T. (1997). Hostile and benevolent sexism: Measu-ring ambivalent sexist attitudes toward women. Psychology of women quar-terly, 21(1), 119-135.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing vi-deo games. American psychologist, 69(1), 66.
  • Kain, E. (2019, Mayıs 14). Putting Grand Theft Auto V's 110 Million Co-pies Sold Into Context. Erişim Tarihi 4 Aralık 2019, https://www.forbes.com/sites/erikkain/2019/05/14/putting-grand-theft-auto-vs- 110- million-copies-sold-into-context/.
  • Kirsh, S. J., Olczak, P. V., & Mounts, J. R. (2005). Violent video games induce an affect processing bias. Media Psychology, 7(3), 239-250.
  • Mora, N. (2005). Kitle iletişim araçlarında yeniden üretilen cinsiyetçilik ve toplumda yansıması. Journal of Human Sciences, 2(1).
  • Obama, B., & Biden, J. (2013). Remarks by the president and the vice president on gun violence. The White House, 16.
  • Pickett, J. T., Chiricos, T., Golden, K. M., & Gertz, M. (2012). Reconsıde-rıng The Relatıonshıp Between Perceıved Neighborhood Racial Composıtıon And Whites’perceptions Of Victimization Rısk: Do Racial Stereotypes Mat-ter?. Criminology, 50(1), 145-186.
  • Polasek, P. M. (2014). A critical race review of Grand Theft Auto V. Humanity & Society, 38(2), 216-218.
  • Squire, K. (2002). Cultural framing of computer/video games. Game stu-dies, 2(1), 1-13. Sonunda GTA 5 de Yasaklandı. (2014, Aralık 14). Shiftdele-te.net. Erişim Tarihi 16 Aralık 2019, https://shiftdelete.net/sonunda-gta-5-de-yasaklandi-56463
  • Taylan, H. H., Kara, H. Z., & Durğun, A. (2017). Ortaokul ve lise öğren-cilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri üzerine bir araştırma. PESA Uluslararası Sosyal Araştırmalar Dergisi, 3(1), 78-87.
  • Weber, A. (2009). Nefret söylemi el kitabı. Strazburg: Avrupa Konseyi.
  • Wood, J. T. (2009). Gendered Lives: Communication, Gender, and Cultu-re.
  • Ziyaretçi, Ziyaretçi, & Mobil. (2014, Aralık 6). GTA 5 yasaklandı; olay oldu! Erişim Tarihi 15 Aralık 2019, https://www.chip.com.tr/haber/gta-5-yasaklandi-olay- oldu_51134.html.

PERCEPTION OF GAMES BY YOUTH ON THE AXIS OF RACISM AND GENDER: THE GTA V EXAMPLE

Year 2020, Volume: 4 Issue: 3, 27 - 52, 31.12.2020

Abstract

The study aims to reveal racist and sexist items in the game of Grand Theft Auto V and explore perceptions of young people to these items. Games are among the most influential media contents due to their interactive structure. In numerous studies, the negative effects of video games have been discussed. GTA V is one of the most popular video games and its impacts on young people are discussed numerous times. The game is a good case to understand the perception of video games as sold millions of copies worldwide. In this study, in-depth interviews were conducted with 10 Medical students between the ages of 18-25 who were not trained in media literacy. According to the results, most of the participants do not have an awareness of the racist and sexist items in GTA V. It is observed that young people could not provide a full explanation of the concepts of racism and sexism in the video game. They mostly regard the game from a realistic point of view rather than criticizing its sexist and racist elements. This study gives notable results in terms of demonstrating the significance of media literacy, determining how young people who did not get media literacy education are vulnerable during playing violent video games.

References

  • Açıkgöz, F. Y., & Yalman, A. (2018). Dijital Oyunların Çocukların Kişi-lik ve Davranışları Üzerinde Etkisi: Gta 5 Oyunu Örneği. Akdeniz Üniversitesi İletişim Fakültesi Dergisi, (29. Özel Sayısı), 163-180.
  • Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual review of psychology, 53.
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive tho-ughts, feelings, and behavior in the laboratory and in life. Journal of personality and social psychology, 78(4), 772.
  • Anderson, C. A., & Ford, C. M. (1986). Affect of the game player: Short-term effects of highly and mildly aggressive video games. Personality and so-cial psychology bulletin, 12(4), 390-402.
  • Beck, V. S., Boys, S., Rose, C., & Beck, E. (2012). Violence against wo-men in video games: A prequel or sequel to rape myth acceptance? Journal of interpersonal violence, 27(15), 3016-3031.
  • Bernasconi, R. (2011). Irk kavramını kim icat etti. Felsefi Düşüncede Irk ve Irkçılık.
  • Bonilla-Silva, E. (2006). Racism without racists: Color-blind racism and the persistence of racial inequality in the United States. Rowman & Littlefield Publishers.
  • Brusk, J. (2014). Steps Towards Creating Socially Competent Game Cha-racters.
  • Bullock, A., & Trombley, S. (Eds.). (1999). The new Fontana dictionary of modern thought. London: HarperCollins Publishers.
  • Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term ef-fects of violent media on aggression in children and adults. Archives of Pediat-rics & Adolescent Medicine, 160(4), 348-352.
  • Calvert, S. L., & Tan, S. L. (1994). Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observa-tion. Journal of applied developmental psychology, 15(1), 125-139.
  • D’Acci, J. (2004). Television, representation and gender. The television studies reader, 373-388.
  • Dill, K. E., & Thill, K. P. (2007). Video game characters and the socializa-tion of gender roles: Young people’s perceptions mirror sexist media depicti-ons. Sex roles, 57(11-12), 851-864.
  • Dill, K. E., Brown, B. P., & Collins, M. A. (2008). Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harass-ment. Journal of Experimental Social Psychology, 44(5), 1402-1408.
  • Djuric, N., Zhou, J., Morris, R., Grbovic, M., Radosavljevic, V., & Bha-midipati, N. (2015, May). Hate speech detection with comment embeddings. In Proceedings of the 24th international conference on world wide web (pp. 29-30). ACM.
  • Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric quar-terly, 78(4), 309-316.
  • Ferguson, C. J., & Donnellan, M. B. (2017). Are associations between “sexist” video games and decreased empathy toward women robust? A reanaly-sis of Gabbiadini et al. 2016. Journal of youth and adolescence, 46(12), 2446-2459.
  • Fox, J., Bailenson, J. N., & Tricase, L. (2013). The embodiment of sexua-lized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior, 29(3), 930-938.
  • Hall, S. (2003). Encoding/decoding. Television: critical concepts in media and cultural studies, 4, 43-53.
  • Gabbiadini, A., Bushman, B. J., Riva, P., Andrighetto, L., & Volpato, C. (2017). Grand Theft Auto is a “sandbox” game, but there are weapons, criminals, and prostitutes in the sandbox: Response to Ferguson and Donnellan (2017).
  • Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J. (2016). Acting like a tough guy: Violent-sexist video games, identification with game characters, masculine beliefs, & empathy for female violence vic-tims. PLoS one, 11(4), e0152121.
  • Geis, F. L. (1993). Self-fulfilling prophecies: A social psychological view of gender.
  • Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. Media violence and children, 131-152.
  • Glick, P., & Fiske, S. T. (1997). Hostile and benevolent sexism: Measu-ring ambivalent sexist attitudes toward women. Psychology of women quar-terly, 21(1), 119-135.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing vi-deo games. American psychologist, 69(1), 66.
  • Kain, E. (2019, Mayıs 14). Putting Grand Theft Auto V's 110 Million Co-pies Sold Into Context. Erişim Tarihi 4 Aralık 2019, https://www.forbes.com/sites/erikkain/2019/05/14/putting-grand-theft-auto-vs- 110- million-copies-sold-into-context/.
  • Kirsh, S. J., Olczak, P. V., & Mounts, J. R. (2005). Violent video games induce an affect processing bias. Media Psychology, 7(3), 239-250.
  • Mora, N. (2005). Kitle iletişim araçlarında yeniden üretilen cinsiyetçilik ve toplumda yansıması. Journal of Human Sciences, 2(1).
  • Obama, B., & Biden, J. (2013). Remarks by the president and the vice president on gun violence. The White House, 16.
  • Pickett, J. T., Chiricos, T., Golden, K. M., & Gertz, M. (2012). Reconsıde-rıng The Relatıonshıp Between Perceıved Neighborhood Racial Composıtıon And Whites’perceptions Of Victimization Rısk: Do Racial Stereotypes Mat-ter?. Criminology, 50(1), 145-186.
  • Polasek, P. M. (2014). A critical race review of Grand Theft Auto V. Humanity & Society, 38(2), 216-218.
  • Squire, K. (2002). Cultural framing of computer/video games. Game stu-dies, 2(1), 1-13. Sonunda GTA 5 de Yasaklandı. (2014, Aralık 14). Shiftdele-te.net. Erişim Tarihi 16 Aralık 2019, https://shiftdelete.net/sonunda-gta-5-de-yasaklandi-56463
  • Taylan, H. H., Kara, H. Z., & Durğun, A. (2017). Ortaokul ve lise öğren-cilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri üzerine bir araştırma. PESA Uluslararası Sosyal Araştırmalar Dergisi, 3(1), 78-87.
  • Weber, A. (2009). Nefret söylemi el kitabı. Strazburg: Avrupa Konseyi.
  • Wood, J. T. (2009). Gendered Lives: Communication, Gender, and Cultu-re.
  • Ziyaretçi, Ziyaretçi, & Mobil. (2014, Aralık 6). GTA 5 yasaklandı; olay oldu! Erişim Tarihi 15 Aralık 2019, https://www.chip.com.tr/haber/gta-5-yasaklandi-olay- oldu_51134.html.
There are 36 citations in total.

Details

Primary Language Turkish
Journal Section Research Article
Authors

Tugay Sarıkaya

Publication Date December 31, 2020
Published in Issue Year 2020 Volume: 4 Issue: 3

Cite

APA Sarıkaya, T. (2020). IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ. International Journal of Social And Humanities Sciences, 4(3), 27-52.
AMA Sarıkaya T. IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ. IJSHS. December 2020;4(3):27-52.
Chicago Sarıkaya, Tugay. “IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ”. International Journal of Social And Humanities Sciences 4, no. 3 (December 2020): 27-52.
EndNote Sarıkaya T (December 1, 2020) IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ. International Journal of Social And Humanities Sciences 4 3 27–52.
IEEE T. Sarıkaya, “IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ”, IJSHS, vol. 4, no. 3, pp. 27–52, 2020.
ISNAD Sarıkaya, Tugay. “IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ”. International Journal of Social And Humanities Sciences 4/3 (December 2020), 27-52.
JAMA Sarıkaya T. IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ. IJSHS. 2020;4:27–52.
MLA Sarıkaya, Tugay. “IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ”. International Journal of Social And Humanities Sciences, vol. 4, no. 3, 2020, pp. 27-52.
Vancouver Sarıkaya T. IRKÇILIK VE CİNSİYETÇİLİK EKSENİNDE OYUNLARIN GENÇLER TARAFINDAN ALIMLANMASI: GTA V ÖRNEĞİ. IJSHS. 2020;4(3):27-52.