Research Article

Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam

Number: 69 March 18, 2025
EN TR

Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam

Abstract

This study examines the genres and themes of the most purchased games in Türkiye on the Steam platform from 2021 to 2024, addressing the influence of these games on users' cultural preferences and social values. For this purpose, the top 10 best-selling games in Türkiye were tracked on the Steam platform during January, February, March, April, May, and June 2024. Additionally, the top 50 best-selling games overall from 2021, 2022, and 2023 were analyzed under various categories. These data were evaluated individually and collectively to understand how games function as cultural carriers. The research incorporates content analysis, data collection, and comparative analysis methods within the framework of cultural studies. It analyzes how the themes, characters, stories, and gameplay mechanics reflected in the game content interact with social norms, values, and behaviors within the context of genres and themes. Strategy games, particularly popular among young people, enhance critical thinking and problem-solving skills. Historical-themed games foster a sense of national values, and competitive games strengthen teamwork and leadership skills. Furthermore, interaction with global cultures through games can broaden young people's worldviews and build bridges between different cultures. The analyses conducted in this context demonstrate that games are not only tools for passing time but also powerful cultural instruments capable of influencing social norms, values, and behaviors. The research findings reveal that digital games play a significant role in shaping the representation of concepts such as gender, race, nationality, and class, and in the construction of cultural identities.

Keywords

References

  1. And, M. (2003). Oyun ve bügü: Türk kültüründe oyun kavramı. Yapı Kredi.
  2. Bourdieu, P. (2010). Distinction: a social critique of the judgement of taste. Routledge.
  3. Carla. (2024). What is culture? Retrieved from Carla: https://carla.umn.edu/culture/definitions.html
  4. Consalvo, M. (2007). Cheating: gaining advantage in videogames. Mit Pr.
  5. Dalaylı, F. (2023). Evaluation of generation z and influencer interaction in the scope of religious and cultural values. Cumhuriyet Theology Journal, 27(3), 769-785.
  6. Donanımhaber. (2023, Nisan 19). Türkiye'de en çok oynanan oyunlar. Retrieved from Donanım Haber: https://www.donanimhaber.com/iste-turkiye-de-en-cok-oynanan-oyunlar-ve-dahasi--162824
  7. Foucault, M. (1995). Discipline and punish: the birth of the prison. Vintage Books.
  8. Göldağ, B. (2018). Lise öğrencilerinin dijital oyun bağımlılık düzeylerinin demografik özelliklerine göre incelenmesi. (Journal of Education Faculty, 1287-1315.

Details

Primary Language

English

Subjects

Communication Studies, New Media

Journal Section

Research Article

Publication Date

March 18, 2025

Submission Date

October 14, 2024

Acceptance Date

January 20, 2025

Published in Issue

Year 2025 Number: 69

APA
Bayrak, T. (2025). Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam. İletişim Kuram Ve Araştırma Dergisi, 69, 69-95. https://doi.org/10.47998/ikad.1567089
AMA
1.Bayrak T. Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam. İletişim Kuram ve Araştırma Dergisi. 2025;(69):69-95. doi:10.47998/ikad.1567089
Chicago
Bayrak, Tamer. 2025. “Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam”. İletişim Kuram Ve Araştırma Dergisi, nos. 69: 69-95. https://doi.org/10.47998/ikad.1567089.
EndNote
Bayrak T (March 1, 2025) Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam. İletişim Kuram ve Araştırma Dergisi 69 69–95.
IEEE
[1]T. Bayrak, “Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam”, İletişim Kuram ve Araştırma Dergisi, no. 69, pp. 69–95, Mar. 2025, doi: 10.47998/ikad.1567089.
ISNAD
Bayrak, Tamer. “Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam”. İletişim Kuram ve Araştırma Dergisi. 69 (March 1, 2025): 69-95. https://doi.org/10.47998/ikad.1567089.
JAMA
1.Bayrak T. Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam. İletişim Kuram ve Araştırma Dergisi. 2025;:69–95.
MLA
Bayrak, Tamer. “Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam”. İletişim Kuram Ve Araştırma Dergisi, no. 69, Mar. 2025, pp. 69-95, doi:10.47998/ikad.1567089.
Vancouver
1.Tamer Bayrak. Digital Games and Cultural Dynamics: An Examination of The Social and Cultural Impacts of Popular Games in Türkiye Through Steam. İletişim Kuram ve Araştırma Dergisi. 2025 Mar. 1;(69):69-95. doi:10.47998/ikad.1567089