Research Article
BibTex RIS Cite

Video Oyunlarında Şiddetin Sunumu Üzerine Bir Araştırma

Year 2021, Issue: 54, 162 - 187, 30.06.2021
https://doi.org/10.47998/ikad.931792

Abstract

Etkileşimli ve eğlence odaklı kültür endüstrisi ürünleri olan video oyunlar, içerdikleri şiddet unsurları ve saldırganlığa kaynaklık edip etmedikleri konusunda tartışılmaktadır. Söz konusu tartışma yeni medya teknolojilerinin sunduğu imkanlar dahilinde yeni nesil video oyunlarla daha da belirginleşmektedir. Bu tartışma zemininde çalışma ile son dönem çıkan veya çıkacak olan yeni nesil video oyunların tanıtım materyalleri şiddet bileşenleri ve örüntüsü bağlamında analiz edilmiştir. Dolayısıyla en çok beklenen 10 video oyun yargısal örneklem ile seçilmiş ve bu oyunların farklı formatlardaki 24 tanıtım videosu betimsel, kategorik ve bağlamsal boyutta incelenmiştir. Analizlerde yeni nesil oyunların genel olarak yetişkinler için üretildiği, bu bakışla şiddeti “satış dili” haline getirdikleri görülmektedir. Oyun tanıtımlarında genel örüntüde ve oranda görünen şiddet anlatısı, alternatif / fantastik evren atmosferinde geçmekte; şiddetin taraflarını ağırlıklı biçimde insan ve insansı varlıklar (antropomorfizm) temsil etmektedir. Öte yandan bu durum şiddetin eylemsel yönünü ortadan kaldırmamakta, şiddet akışı bedensel ve kolektif türde hayata geçmektedir. “Hayatta kalma” ve “topluluk yönetimi” gibi gerekçelerle meşruiyet kazanan şiddet dokusu, “distopya”, “kurgusal gerçeklik”, “gerilim” ve “teknolojik donanım” gibi bileşenler eşliğinde dolaylı öğrenme bağlamları üretebilmektedir.

References

  • Adachi, P. J. and Willoughby, T. (2011). The effect of violent video games on aggression: Is it more than just the violence?. Aggression and Violent Behavior, 16(1), 55-62.
  • Adler, E. and Clark, R. (2007). How it's done: An invitation to social research. Belmont, CA: Thomson Wadsworth.
  • Anderson, C. A. and Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.
  • Bailey, A. A. (2006). A year in the life of the African-American male in advertising: A content analysis. Journal of Advertising, 35(1), 83-104.
  • Bandura, A. (1997). Self-efficacy: The exercise of control. New York: Freeman.
  • Bandura, A. (2001). Social cognitive theory of mass communication. Media Psychology, 3, 265-299.
  • Bandura, A. (2004). Social cognitive theory for personal and social change by enabling media. In A. Singhal, M. J. Cody, E. M. Rogers and M. Sabido (Eds.), Entertainment-education and social change: History, research, and practice (pp. 75–96). Mahwah, NJ: Lawrence Erlbaum.
  • Berger, A. A. (2002). Video games: A popular culture phenomenon. New Brunswick, NJ: Transaction Publishers.
  • Brand, J. , Knight, S. and Majewski, J. (2003). The diverse worlds of computer games: A content analysis of spaces, populations, styles, and narratives. In M. Copier and J. Raessens (Eds.), Level up. Digital Games Research Conference. Utrecht: Universiteit Utrecht & Digital Games Research Association.
  • Bush, A. J., Smith, R. and Martin, C. (1999). The influence of consumer socialization variables on attitude toward advertising: A comparison of African-Americans and Caucasians. Journal of Advertising, 28(3), 13-24.
  • Carnagey, N. L. and Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological Science, 16(11), 882-889.
  • Carnagey, N. L., Anderson, C. A. and Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(3), 489-496.
  • Crawford, G. (2012). Online gaming. Abingdon, Oxon: Routledge.
  • Devereux, E. (2005). Understanding the media. London: Sage.
  • Dill, K. E. and Dill, J. C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3(4), 407-428.
  • Egenfeldt-Nielsen, S., Smith, J. H. and Tosca, S. P. (2013). Understanding video games: The essential introduction. New York: Routledge.
  • Eriksson, P. and Kovalainen, A. (2016). Qualitative methods in business research: A practical guide to social research. London: Sage.
  • Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-391.
  • Forman, J. and Damschroder, L. (2008). Qualitative content analysis. In L. Jacoby and L. A. Siminoff (Eds.), Empirical methods for Bioethics: A primer (pp. 39-62). Oxford, UK: Elsevier.
  • Friedman, A. (2015). The role of visual design in game design. Games and Culture, 10(3), 291-305.
  • Funk, J. B., Baldacci, H. B., Pasold, T. and Baumgardner, J. (2004). Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?. Journal of Adolescence, 27(1), 23-39.
  • Gentile, D. A. and Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing.
  • Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203-212.
  • Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield: Sheffield Academic Press.
  • Gunter, B. (2016). Does playing video games make players more violent? London: Palgrave Macmillan.
  • Hall, C. M. (2018). Quantitative and qualitative content analysis. In. R. Nunkoo (Ed.), Handbook of research methods for tourism and hospitality management (pp. 395-406). Cheltenham, UK: Edward Elgar Publishing.
  • Hawkins, K. and Hane, A. C. (2000). Adolescents’ perceptions of print cigarette advertising: A case for counter advertising. Journal of Health Communication, 5(1), 83-96
  • Hill, R., P. and Moran, N. (2011). Social marketing meets interactive media: Lessons for the advertising community. International Journal of Advertising, 30(5), 815-838.
  • Iwatani, T. (2015). Foreword. In M. J. P. Wolf (Ed.), Video games around the world (pp. ix-xiv) Massachusetts: MIT Press.
  • Johnson, D., Watling, C., Gardner, J. and Nacke, L. E. (2014). The edge of glory: The relationship between metacritic scores and player experience. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, ACM, 141-150.
  • Kağıtçıbaşı, Ç. (2012). Benlik, aile ve insan gelişimi: Kültürel psikoloji. İstanbul: Koç Üniversitesi Yayınları.
  • Krippendorff, K. (2018). Content analysis: An introduction to its methodology. Thousand Oaks, CA: Sage.
  • Kuckartz, U. (2014). Qualitative text analysis: A guide to methods, practice and using software. London: Sage.
  • Kucklich, J. (2006). Literary theory and digital games. In J. Rutter and J. Bryce (Eds.), Understanding digital games (pp. 95-111). London, England: Sage.
  • Larose, R. and Eastin, M., S. (2004). A social cognitive theory of Internet uses and gratifications: Toward a new model of media attendance. Journal of Broadcasting & Electronic Media, 48(3), 358-377.
  • Merriam, S. B., Caffarella, R. S. and Baumgartner, L. M. (2007). Learning in adulthood: A comprehensive guide. USA: John Wiley & Sons.
  • Murray, S. (2018). On video games: The visual politics of race, gender and space. New York: IB Tauris.
  • Pickering, M. (2004). Qualitative content analysis. In M. Lewis-Beck, A. Bryman and T. F. Liao (Eds.), The SAGE encyclopedia of social science research methods volume 1 (pp. 889-890). Thousans Oaks, CA: Sage.
  • Priest, S. H. (2010). Doing media research: An introduction. Thousans Oaks, CA: Sage.
  • Przybylski, A. K., Ryan, R. M. and Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35(2), 243-259.
  • Schilling, J. (2017). Qualitative content analysis in leadership research: principles, process and application. In B. Schyns, R. J. Hall and P. Neves (Eds.), Handbook of methods in leadership research (pp. 349-371). Cheltenham, UK: Edward Elgar Publishing.
  • Schreier, M. (2012). Qualitative content analysis in practice. London: Sage.
  • Schreier, M. (2014). Qualitative content analysis. In U. Flick (Ed.), The SAGE handbook of qualitative data analysis (pp. 170-183). London: Sage.
  • Schultz, W. (2018). What is a AAA video game? https://www.thoughtco.com/what-is-aaa-game-1393920. Erişim Tarihi: 22 Mart 2021.
  • Shaw, I. G. R. and Warf, B. (2009). Worlds of affect: Virtual geographies of video games. Environment and Planning A, 41(6), 1332-1343.
  • Sheehan, Kim, B. (2014). Controversies in contemporary advertising. USA: Sage Publications.
  • Shibuya, A., Sakamoto, A., Ihori, N. and Yukawa, S. (2008). The effects of the presence and contexts of video game violence on children: A longitudinal study in Japan. Simulation & Gaming, 39(4), 528-539.
  • Smith, S. L., Lachlan, K. and Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58-76.
  • Subhan, I. (2020). What ‘The Last of Us Part II’ tells us about Metacritic. Erişim Tarihi: 24 Mart 2021.
  • Tassi, P. (2020). https://www.forbes.com/sites/paultassi/2020/06/21/the-last-of-us-part-2-is-getting-predictably-user-score-bombed-on-metacritic/?sh=3da0f8455c25. Erişim Tarihi: 22 Mart 2021.
  • Thomson, K. M. and Haninger, K. (2001). Violence in e-rated video games. Journal of American Medical Association, 286(5), 591–598.
  • Ward, M. R. (2011). Video games and crime. Contemporary Economic Policy, 29(2), 261-273.
  • Witkowski, (2021). Videogames are a bigger industry than movies and North American sports combined, thanks to the pandemic. https://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990. Erişim Tarihi: 20 Mart 2021.
  • Wolf, M. J. P. (2015). Introduction. In M. J. P. Wolf (Ed.), video games around the world (pp. 3-16). Massachusetts: MIT Press.
  • World Health Organization (2002). World health report 2002: Reducing risk, promoting healthy life. Geneva.
  • Zentler, R. (2020). Game on: Metacritic change hinders consumer reviews. Erişim Tarihi: 20 Mart 2021.
  • https://digitalage.com.tr/wp-content/uploads/2019/04/turkiye-oyun-sektoru-raporu-2018-gaming-in-turkey-190317195319.pdf. Erişim Tarihi: 25 Ocak 2021.
  • https://www.pewresearch.org/fact-tank/2018/09/17/5-facts-about-americans-and-video-games/. Erişim Tarihi: 25 Ocak 2021.
  • https://www.researchandmarkets.com/research/hh9q8d/global_video?w=5. Erişim Tarihi: 25 Ocak 2021.

A Research on the Presentation of Violence in Video Games

Year 2021, Issue: 54, 162 - 187, 30.06.2021
https://doi.org/10.47998/ikad.931792

Abstract

Video games, which are interactive and entertainment-oriented cultural industry products, are discussed about whether they are the source of violence and aggression. The aforementioned discussion becomes more evident with the new generation video games within the possibilities offered by new media technologies. On the basis of this discussion, the promotional materials for the latest or upcoming new generation video games were analysed in the context of violence components and patterns. Therefore, the most anticipated 10 video games were selected with a judgmental sample and 24 promotional videos of these games in different formats were examined in descriptive, categorical and contextual dimensions. In the analyses, it is seen that the new generation games are generally produced for adults, and with this view, they turn violence into a “sales language.” The narrative of violence, which appears in the general pattern and rate in the game promotions, takes place in the atmosphere of the alternative / fantastic universe; human and humanoid beings (anthropomorphism) predominantly represent the sides of violence. On the other hand, this situation does not eliminate the operational aspect of violence, the flow of violence passes to life in a physical and collective manner. The texture of violence, which gains legitimacy on grounds such as “survival” and “community management”, can produce indirect learning contexts accompanied by components such as “dystopia”, “fictional reality”, “tension” and “technological equipment.”

References

  • Adachi, P. J. and Willoughby, T. (2011). The effect of violent video games on aggression: Is it more than just the violence?. Aggression and Violent Behavior, 16(1), 55-62.
  • Adler, E. and Clark, R. (2007). How it's done: An invitation to social research. Belmont, CA: Thomson Wadsworth.
  • Anderson, C. A. and Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.
  • Bailey, A. A. (2006). A year in the life of the African-American male in advertising: A content analysis. Journal of Advertising, 35(1), 83-104.
  • Bandura, A. (1997). Self-efficacy: The exercise of control. New York: Freeman.
  • Bandura, A. (2001). Social cognitive theory of mass communication. Media Psychology, 3, 265-299.
  • Bandura, A. (2004). Social cognitive theory for personal and social change by enabling media. In A. Singhal, M. J. Cody, E. M. Rogers and M. Sabido (Eds.), Entertainment-education and social change: History, research, and practice (pp. 75–96). Mahwah, NJ: Lawrence Erlbaum.
  • Berger, A. A. (2002). Video games: A popular culture phenomenon. New Brunswick, NJ: Transaction Publishers.
  • Brand, J. , Knight, S. and Majewski, J. (2003). The diverse worlds of computer games: A content analysis of spaces, populations, styles, and narratives. In M. Copier and J. Raessens (Eds.), Level up. Digital Games Research Conference. Utrecht: Universiteit Utrecht & Digital Games Research Association.
  • Bush, A. J., Smith, R. and Martin, C. (1999). The influence of consumer socialization variables on attitude toward advertising: A comparison of African-Americans and Caucasians. Journal of Advertising, 28(3), 13-24.
  • Carnagey, N. L. and Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological Science, 16(11), 882-889.
  • Carnagey, N. L., Anderson, C. A. and Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(3), 489-496.
  • Crawford, G. (2012). Online gaming. Abingdon, Oxon: Routledge.
  • Devereux, E. (2005). Understanding the media. London: Sage.
  • Dill, K. E. and Dill, J. C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3(4), 407-428.
  • Egenfeldt-Nielsen, S., Smith, J. H. and Tosca, S. P. (2013). Understanding video games: The essential introduction. New York: Routledge.
  • Eriksson, P. and Kovalainen, A. (2016). Qualitative methods in business research: A practical guide to social research. London: Sage.
  • Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-391.
  • Forman, J. and Damschroder, L. (2008). Qualitative content analysis. In L. Jacoby and L. A. Siminoff (Eds.), Empirical methods for Bioethics: A primer (pp. 39-62). Oxford, UK: Elsevier.
  • Friedman, A. (2015). The role of visual design in game design. Games and Culture, 10(3), 291-305.
  • Funk, J. B., Baldacci, H. B., Pasold, T. and Baumgardner, J. (2004). Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?. Journal of Adolescence, 27(1), 23-39.
  • Gentile, D. A. and Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing.
  • Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203-212.
  • Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield: Sheffield Academic Press.
  • Gunter, B. (2016). Does playing video games make players more violent? London: Palgrave Macmillan.
  • Hall, C. M. (2018). Quantitative and qualitative content analysis. In. R. Nunkoo (Ed.), Handbook of research methods for tourism and hospitality management (pp. 395-406). Cheltenham, UK: Edward Elgar Publishing.
  • Hawkins, K. and Hane, A. C. (2000). Adolescents’ perceptions of print cigarette advertising: A case for counter advertising. Journal of Health Communication, 5(1), 83-96
  • Hill, R., P. and Moran, N. (2011). Social marketing meets interactive media: Lessons for the advertising community. International Journal of Advertising, 30(5), 815-838.
  • Iwatani, T. (2015). Foreword. In M. J. P. Wolf (Ed.), Video games around the world (pp. ix-xiv) Massachusetts: MIT Press.
  • Johnson, D., Watling, C., Gardner, J. and Nacke, L. E. (2014). The edge of glory: The relationship between metacritic scores and player experience. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, ACM, 141-150.
  • Kağıtçıbaşı, Ç. (2012). Benlik, aile ve insan gelişimi: Kültürel psikoloji. İstanbul: Koç Üniversitesi Yayınları.
  • Krippendorff, K. (2018). Content analysis: An introduction to its methodology. Thousand Oaks, CA: Sage.
  • Kuckartz, U. (2014). Qualitative text analysis: A guide to methods, practice and using software. London: Sage.
  • Kucklich, J. (2006). Literary theory and digital games. In J. Rutter and J. Bryce (Eds.), Understanding digital games (pp. 95-111). London, England: Sage.
  • Larose, R. and Eastin, M., S. (2004). A social cognitive theory of Internet uses and gratifications: Toward a new model of media attendance. Journal of Broadcasting & Electronic Media, 48(3), 358-377.
  • Merriam, S. B., Caffarella, R. S. and Baumgartner, L. M. (2007). Learning in adulthood: A comprehensive guide. USA: John Wiley & Sons.
  • Murray, S. (2018). On video games: The visual politics of race, gender and space. New York: IB Tauris.
  • Pickering, M. (2004). Qualitative content analysis. In M. Lewis-Beck, A. Bryman and T. F. Liao (Eds.), The SAGE encyclopedia of social science research methods volume 1 (pp. 889-890). Thousans Oaks, CA: Sage.
  • Priest, S. H. (2010). Doing media research: An introduction. Thousans Oaks, CA: Sage.
  • Przybylski, A. K., Ryan, R. M. and Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35(2), 243-259.
  • Schilling, J. (2017). Qualitative content analysis in leadership research: principles, process and application. In B. Schyns, R. J. Hall and P. Neves (Eds.), Handbook of methods in leadership research (pp. 349-371). Cheltenham, UK: Edward Elgar Publishing.
  • Schreier, M. (2012). Qualitative content analysis in practice. London: Sage.
  • Schreier, M. (2014). Qualitative content analysis. In U. Flick (Ed.), The SAGE handbook of qualitative data analysis (pp. 170-183). London: Sage.
  • Schultz, W. (2018). What is a AAA video game? https://www.thoughtco.com/what-is-aaa-game-1393920. Erişim Tarihi: 22 Mart 2021.
  • Shaw, I. G. R. and Warf, B. (2009). Worlds of affect: Virtual geographies of video games. Environment and Planning A, 41(6), 1332-1343.
  • Sheehan, Kim, B. (2014). Controversies in contemporary advertising. USA: Sage Publications.
  • Shibuya, A., Sakamoto, A., Ihori, N. and Yukawa, S. (2008). The effects of the presence and contexts of video game violence on children: A longitudinal study in Japan. Simulation & Gaming, 39(4), 528-539.
  • Smith, S. L., Lachlan, K. and Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58-76.
  • Subhan, I. (2020). What ‘The Last of Us Part II’ tells us about Metacritic. Erişim Tarihi: 24 Mart 2021.
  • Tassi, P. (2020). https://www.forbes.com/sites/paultassi/2020/06/21/the-last-of-us-part-2-is-getting-predictably-user-score-bombed-on-metacritic/?sh=3da0f8455c25. Erişim Tarihi: 22 Mart 2021.
  • Thomson, K. M. and Haninger, K. (2001). Violence in e-rated video games. Journal of American Medical Association, 286(5), 591–598.
  • Ward, M. R. (2011). Video games and crime. Contemporary Economic Policy, 29(2), 261-273.
  • Witkowski, (2021). Videogames are a bigger industry than movies and North American sports combined, thanks to the pandemic. https://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990. Erişim Tarihi: 20 Mart 2021.
  • Wolf, M. J. P. (2015). Introduction. In M. J. P. Wolf (Ed.), video games around the world (pp. 3-16). Massachusetts: MIT Press.
  • World Health Organization (2002). World health report 2002: Reducing risk, promoting healthy life. Geneva.
  • Zentler, R. (2020). Game on: Metacritic change hinders consumer reviews. Erişim Tarihi: 20 Mart 2021.
  • https://digitalage.com.tr/wp-content/uploads/2019/04/turkiye-oyun-sektoru-raporu-2018-gaming-in-turkey-190317195319.pdf. Erişim Tarihi: 25 Ocak 2021.
  • https://www.pewresearch.org/fact-tank/2018/09/17/5-facts-about-americans-and-video-games/. Erişim Tarihi: 25 Ocak 2021.
  • https://www.researchandmarkets.com/research/hh9q8d/global_video?w=5. Erişim Tarihi: 25 Ocak 2021.
There are 59 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Research Articles
Authors

Ali Arıcı 0000-0003-4027-8288

Özgür Kılınç 0000-0002-8697-162X

Publication Date June 30, 2021
Submission Date May 3, 2021
Published in Issue Year 2021 Issue: 54

Cite

APA Arıcı, A., & Kılınç, Ö. (2021). Video Oyunlarında Şiddetin Sunumu Üzerine Bir Araştırma. İletişim Kuram Ve Araştırma Dergisi, 2021(54), 162-187. https://doi.org/10.47998/ikad.931792