<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.4 20241031//EN"
        "https://jats.nlm.nih.gov/publishing/1.4/JATS-journalpublishing1-4.dtd">
<article  article-type="research-article"        dtd-version="1.4">
            <front>

                <journal-meta>
                                    <journal-id></journal-id>
            <journal-title-group>
                                                                                    <journal-title>İnönü Üniversitesi İletişim Fakültesi Elektronik Dergisi (İNİF E-Dergi)</journal-title>
            </journal-title-group>
                                        <issn pub-type="epub">2528-9519</issn>
                                                                                            <publisher>
                    <publisher-name>Inonu University</publisher-name>
                </publisher>
                    </journal-meta>
                <article-meta>
                                        <article-id pub-id-type="doi">10.47107/inifedergi.1604555</article-id>
                                                                <article-categories>
                                            <subj-group  xml:lang="en">
                                                            <subject>New Media</subject>
                                                    </subj-group>
                                            <subj-group  xml:lang="tr">
                                                            <subject>Yeni Medya</subject>
                                                    </subj-group>
                                    </article-categories>
                                                                                                                                                        <title-group>
                                                                                                                        <trans-title-group xml:lang="tr">
                                    <trans-title>Dijital Oyun Sosyolojisine Doğru: Gelişmekte Olan Bir Alanın Eleştirel İncelemesi</trans-title>
                                </trans-title-group>
                                                                                                                                                                                                <article-title>TOWARDS A SOCIOLOGY OF DIGITAL GAMES: A CRITICAL EXPLORATION OF AN EMERGING FIELD</article-title>
                                                                                                    </title-group>
            
                                                    <contrib-group content-type="authors">
                                                                        <contrib contrib-type="author">
                                                                    <contrib-id contrib-id-type="orcid">
                                        https://orcid.org/0000-0002-1197-552X</contrib-id>
                                                                <name>
                                    <surname>Sığın</surname>
                                    <given-names>Aykut</given-names>
                                </name>
                                                                    <aff>AKSARAY ÜNİVERSİTESİ</aff>
                                                            </contrib>
                                                                                </contrib-group>
                        
                                        <pub-date pub-type="pub" iso-8601-date="20250605">
                    <day>06</day>
                    <month>05</month>
                    <year>2025</year>
                </pub-date>
                                        <volume>10</volume>
                                        <issue>1</issue>
                                        <fpage>47</fpage>
                                        <lpage>61</lpage>
                        
                        <history>
                                    <date date-type="received" iso-8601-date="20241220">
                        <day>12</day>
                        <month>20</month>
                        <year>2024</year>
                    </date>
                                                    <date date-type="accepted" iso-8601-date="20250325">
                        <day>03</day>
                        <month>25</month>
                        <year>2025</year>
                    </date>
                            </history>
                                        <permissions>
                    <copyright-statement>Copyright © 2016, İnönü University Faculty of Communication Electronic Journal (INIF E-Dergi)</copyright-statement>
                    <copyright-year>2016</copyright-year>
                    <copyright-holder>İnönü University Faculty of Communication Electronic Journal (INIF E-Dergi)</copyright-holder>
                </permissions>
            
                                                                                                <trans-abstract xml:lang="tr">
                            <p>Dijital oyunlar 21. yüzyılın önemli bir kültürel olgusu hâline gelmiş ve dünya çapında sosyal dinamikleri etkilemeye başlamıştır. Bu çalışma, gelişmekte olan dijital oyun sosyolojisi alanını eleştirel bir bakış açısıyla incelemekte ve dijital oyunları, kültürel pratiklerin ekonomik mekanizmalarla kesiştiği bir kültür ekonomisi alanı olarak ele almaktadır. Bu bağlamda dijital oyunlar, toplumsal değerleri, normları ve çatışmaları yansıtan ve şekillendiren, basit eğlencenin ötesine geçerek kimlikleri inşa eden, kültürel anlatıları ileten ve sosyal söylemi şekillendiren metalar olarak okunmaktadır. Çalışmada sektör liderlerinin üretim ve dağıtımdaki hâkimiyetinin ekonomik hiyerarşileri sürdürdüğü, erişilebilirliği, kültürel katılımı ve temsili etkilediği savunulmaktadır. Çalışmada dijital oyunların genellikle tüketimcilik ve meritokratik başarı gibi kapitalist idealleri sürdürdüğü öne sürülürken aynı zamanda oyunların bu ideolojileri yıkma veya bunlara meydan okuma potansiyeli taşıdığı da belirtilmektedir. Çalışma ayrıca dijital oyunlar etrafında dönen toplumsal cinsiyet dinamiklerini ve sanal oyun topluluklarının sosyal etkileşimi nasıl etkilediğini analiz etmektedir. Dijital oyunlar ile sosyal sermaye, kültürel alışveriş, beceri geliştirme, sosyal normlar ve yönetişim, kimlik ve temsil, bağımlılık ve iyi oluşun yanı sıra fiziksel ve sanal dünyaların bulanıklaşan sınırlarının kesişimi üzerine yapılacak çalışmalar gelişmekte olan bu sosyoloji alt dalının önemli çalışma alanları olarak görülmektedir. Makale, oyunların ırk, engellilik ve küresel eşitsizlik gibi konularla kesişimi üzerine gelecekte yapılacak araştırmalar için çağrıda bulunarak ve dijital oyun sosyolojisi alanındaki temel araştırma alanlarının ana hatlarını çizmeye çalışarak sonlanmaktadır. Çalışmanın, dijital oyun dünyasında öne çıkan sosyal meseleleri vurgulayarak literatüre katkı sağlayacağı düşünülmektedir.</p></trans-abstract>
                                                                                                                                    <abstract><p>Digital games have become a key cultural phenomenon of the 21st century and have started influencing social dynamics worldwide. This study critically examines the emerging field of the sociology of digital games and takes digital games as a cultural economy, where cultural practices intersect with economic mechanisms. In this respect, digital games are situated as commodities that reflect and shape societal values, norms, and conflicts, extending beyond simple entertainment to construct identities, communicate cultural narratives, and foster social discourse. It is argued that the dominance of industry leaders in production and distribution perpetuates economic hierarchies, influencing accessibility, cultural engagement, and representation. The study purports that digital games often perpetuate capitalist ideals such as consumerism and meritocratic success, while also exploring their potential to subvert or challenge these ideologies. The study also analyzes the gender dynamics revolving around digital games and how virtual gaming communities influence social interaction. Studies on the intersection of digital games and social capital, cultural exchange, skill development, social norms and governance, identity and representation, addiction and well-being as well as blurring boundaries of physical and virtual worlds are seen as important study areas of this emerging subfield of sociology. The article concludes by calling for future research on the intersection of gaming with issues such as race, disability, and global inequality, attempting to outline key research areas in the field of the sociology of digital games. It is thought that the study will contribute to the literature by means of highlighting the most glaring social issues in the world of digital games.</p></abstract>
                                                            
            
                                                                                        <kwd-group>
                                                    <kwd>Digital games</kwd>
                                                    <kwd>  the sociology of digital games</kwd>
                                                    <kwd>  virtual communities</kwd>
                                                    <kwd>  social stratification</kwd>
                                                    <kwd>  gender</kwd>
                                            </kwd-group>
                            
                                                <kwd-group xml:lang="tr">
                                                    <kwd>Dijital oyunlar</kwd>
                                                    <kwd>  dijital oyun sosyolojisi</kwd>
                                                    <kwd>  sanal topluluklar</kwd>
                                                    <kwd>  sosyal tabakalaşma</kwd>
                                                    <kwd>  toplumsal cinsiyet</kwd>
                                            </kwd-group>
                                                                                                                                    <funding-group specific-use="FundRef">
                    <award-group>
                                                    <funding-source>
                                <named-content content-type="funder_name">No support was received for the study.</named-content>
                            </funding-source>
                                                                    </award-group>
                </funding-group>
                                </article-meta>
    </front>
    <back>
                            <ref-list>
                                    <ref id="ref1">
                        <label>1</label>
                        <mixed-citation publication-type="journal">Accenture. (2021). Global gaming Industry value now exceeds $300 billion new Accenture report finds. Accenture Newsroom. Available from: https://newsroom.accenture.com/news/2021/global-gaming-industry-value-now-exceeds-300-billion-new-accenture-report-finds (Accessed 09.16.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref2">
                        <label>2</label>
                        <mixed-citation publication-type="journal">Adorno, T. W. (2001) The culture industry: Selected essays on mass culture. J. M. Bernstein (ed.). New York: Routledge.</mixed-citation>
                    </ref>
                                    <ref id="ref3">
                        <label>3</label>
                        <mixed-citation publication-type="journal">Bainbridge, W.S. (2016). Modeling social stratification in online games. In Virtual sociocultural convergence. 117-139.</mixed-citation>
                    </ref>
                                    <ref id="ref4">
                        <label>4</label>
                        <mixed-citation publication-type="journal">Bakan, U. and Bakan, U. (2019). Gender and racial stereotypes of video game characters in (MMO)RPGs. Türkiye İletişim Araştırmaları Dergisi, 34, 100-114. https://doi.org/10.17829/turcom.514500</mixed-citation>
                    </ref>
                                    <ref id="ref5">
                        <label>5</label>
                        <mixed-citation publication-type="journal">Behm-Morawitz, E. and Mastro, D. (2009). The effects of the sexualization of female video game characters on gender stereotyping and female self-concept. Sex Roles, 61(11-12), 808-823.</mixed-citation>
                    </ref>
                                    <ref id="ref6">
                        <label>6</label>
                        <mixed-citation publication-type="journal">Boellstorff, T. (2015). Coming of age in second life: An anthropologist explores the virtually human. New Jersey: Princeton University Press.</mixed-citation>
                    </ref>
                                    <ref id="ref7">
                        <label>7</label>
                        <mixed-citation publication-type="journal">Butt, Mahli-A. and Dunne, D. (2019). Rebel girls and consequence in Life is Strange and The Walking Dead. Games and Culture, 14(4), 430-449.</mixed-citation>
                    </ref>
                                    <ref id="ref8">
                        <label>8</label>
                        <mixed-citation publication-type="journal">Cambridge Dictionary. (2024). Woke. Cambridge Dictionary. Available from: https://dictionary.cambridge.org/dictionary/english/woke (Accessed 09.12.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref9">
                        <label>9</label>
                        <mixed-citation publication-type="journal">Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press.</mixed-citation>
                    </ref>
                                    <ref id="ref10">
                        <label>10</label>
                        <mixed-citation publication-type="journal">Castronova, E., Williams, D., Shen, C., Ratan, R., Xiong, L., Huang, Y. and Keegan, B. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media &amp; Society, 11(5), 685-707. https://doi.org/10.1177/1461444809105346</mixed-citation>
                    </ref>
                                    <ref id="ref11">
                        <label>11</label>
                        <mixed-citation publication-type="journal">CCY. (n.d.). Diversity in gaming: Bridging the gender gap. Available from: https://ccy.com/diversity-in-gaming-bridging-the-gender-gap/ (Accessed 09.16.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref12">
                        <label>12</label>
                        <mixed-citation publication-type="journal">Companies Market Cap. (2024). Largest video game companies by market cap. Available from: https://companiesmarketcap.com/video-games/largest-video-game-companies-by-market-cap/ (Accessed 11.03.2025).</mixed-citation>
                    </ref>
                                    <ref id="ref13">
                        <label>13</label>
                        <mixed-citation publication-type="journal">Consalvo, M. (2004). Hot dates and fairy-tale romances: Studying sexuality in video games. In M. J. P. Wolf and B. Perron (eds.): The video game theory reader: 171-194. London: Routledge.</mixed-citation>
                    </ref>
                                    <ref id="ref14">
                        <label>14</label>
                        <mixed-citation publication-type="journal">Consalvo, M. (2012). Confronting toxic gamer culture: A challenge for feminist game studies scholars. Ada: A Journal of Gender, New Media, and Technology, No. 1. doi:10.7264/N33X84KH</mixed-citation>
                    </ref>
                                    <ref id="ref15">
                        <label>15</label>
                        <mixed-citation publication-type="journal">Cote, A. C. (2018). Curate your culture: A call for social justice-oriented game development and community management. In K. L. Gray and D. J. Leonard (eds.): Woke gaming: digital challenges to oppression and social injustice: 193-212. Seattle: University of Washington Press.</mixed-citation>
                    </ref>
                                    <ref id="ref16">
                        <label>16</label>
                        <mixed-citation publication-type="journal">de Smale, S., Kors, M. J. L. and Sandovar, A. M. (2019). The case of This War of Mine: A production studies perspective on moral game design. Games and Culture, 14(4), 387-409. https://doi.org/10.1177/1555412017725996</mixed-citation>
                    </ref>
                                    <ref id="ref17">
                        <label>17</label>
                        <mixed-citation publication-type="journal">Deskins, T. G. (2013). Stereotypes in video games and how they perpetuate prejudice. McNair Scholars Research Journal, 6, 19-36.</mixed-citation>
                    </ref>
                                    <ref id="ref18">
                        <label>18</label>
                        <mixed-citation publication-type="journal">Dibbell, J. (2007, April 17). The life of the Chinese gold farmer. The New York Times Magazine. Available from: https://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html (Accessed: 09.16.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref19">
                        <label>19</label>
                        <mixed-citation publication-type="journal">Downs, E. and Smith, S. L. (2010). Keeping abreast of hypersexuality: A video game character content analysis. Sex Roles, 62(11-12), 721-733.</mixed-citation>
                    </ref>
                                    <ref id="ref20">
                        <label>20</label>
                        <mixed-citation publication-type="journal">Ducheneaut, N. and Moore, R. (2005). More than Just &#039;XP&#039;: Learning social skills in massively multiplayer online games. Interactive Technology and Smart Education, 2(2), 89-100.</mixed-citation>
                    </ref>
                                    <ref id="ref21">
                        <label>21</label>
                        <mixed-citation publication-type="journal">Entertainment Software Association. (2021). Essential facts about the video game industry. Available from: https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/ (Accessed 09.12.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref22">
                        <label>22</label>
                        <mixed-citation publication-type="journal">Fox, J. and Tang, W. Y. (2014). Sexism in online video games: The role of conformity to masculine norms and social dominance orientation. Computers in Human Behavior, 33, 314-320.</mixed-citation>
                    </ref>
                                    <ref id="ref23">
                        <label>23</label>
                        <mixed-citation publication-type="journal">Hamari, J., Alha, K. and Kivikangas, J. M. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. https://doi.org/10.1016/j.chb.2016.11.045</mixed-citation>
                    </ref>
                                    <ref id="ref24">
                        <label>24</label>
                        <mixed-citation publication-type="journal">Harvey, A. and Fisher, S. (2015). Everyone can make games!: The post-feminist context of women in digital game production. Feminist Media Studies, 15(4), 576-592.</mixed-citation>
                    </ref>
                                    <ref id="ref25">
                        <label>25</label>
                        <mixed-citation publication-type="journal">Kafai, Y. B., Heeter, C., Denner, J. and Sun, J. Y. (2008). Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge, MA: MIT Press.</mixed-citation>
                    </ref>
                                    <ref id="ref26">
                        <label>26</label>
                        <mixed-citation publication-type="journal">King, D. L. and Delfabbro, P. H. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131-143. https://doi.org/10.1016/j.chb.2019.07.017</mixed-citation>
                    </ref>
                                    <ref id="ref27">
                        <label>27</label>
                        <mixed-citation publication-type="journal">Kline, S., Dyer-Witheford, N. and de Peuter, G. (2003). Digital play: The interaction of technology, culture, and marketing. McGill-Queen&#039;s University Press.</mixed-citation>
                    </ref>
                                    <ref id="ref28">
                        <label>28</label>
                        <mixed-citation publication-type="journal">Kuss, D. J. and Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296.</mixed-citation>
                    </ref>
                                    <ref id="ref29">
                        <label>29</label>
                        <mixed-citation publication-type="journal">Lindner, J. (2024, August 6). Female gamers statistics: Gaming landscape reflects gender diversity growth. WiFi Talents. Available from: https://wifitalents.com/statistic/female-gamers/ (Accessed 09.15.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref30">
                        <label>30</label>
                        <mixed-citation publication-type="journal">McKay, M. (2024, August 29). The soft power output and global impact of video games. Watching America. Available from: https://watchingamerica.com/WA/2024/08/29/the-soft-power-output-and-global-impact-of-video-games/ (Accessed 09.13.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref31">
                        <label>31</label>
                        <mixed-citation publication-type="journal">Muriel, D. (2020). Video games and identity formation in contemporary society. In D. A. Rohlinger and S. Sobieraj (eds.): The Oxford handbook of digital media sociology. Oxford Academic. https://doi.org/10.1093/oxfordhb/9780197510636.013.27</mixed-citation>
                    </ref>
                                    <ref id="ref32">
                        <label>32</label>
                        <mixed-citation publication-type="journal">Nakamura, L. (2002). Cybertypes: Race, ethnicity, and identity on the Internet. New York: Routledge.</mixed-citation>
                    </ref>
                                    <ref id="ref33">
                        <label>33</label>
                        <mixed-citation publication-type="journal">Nakamura, L. (2017). Racism, sexism, and gaming’s cruel optimism. In K. L. Gray and D. J. Leonard (eds.): Gaming representation: Race, gender, and sexuality in video games: 245-250.</mixed-citation>
                    </ref>
                                    <ref id="ref34">
                        <label>34</label>
                        <mixed-citation publication-type="journal">Nardi, B. and Harris, J. (2006). Strangers and friends: Collaborative play in World of Warcraft. In Proceedings of the 2006 20th anniversary conference on computer supported cooperative work: 149-158.</mixed-citation>
                    </ref>
                                    <ref id="ref35">
                        <label>35</label>
                        <mixed-citation publication-type="journal">Sachan, T., Chhabra, D. and Abraham, B. (2025). Social capital in online gaming communities: A systematic review examining the role of virtual identities. Cyberpsychology, Behavior, and Social Networking, 28(3). https://doi.org/10.1089/cyber.2024.0375</mixed-citation>
                    </ref>
                                    <ref id="ref36">
                        <label>36</label>
                        <mixed-citation publication-type="journal">Shaw, A. (2014). Gaming at the edge: Sexuality and gender at the margins of gamer culture. Minnesota: University of Minnesota Press.</mixed-citation>
                    </ref>
                                    <ref id="ref37">
                        <label>37</label>
                        <mixed-citation publication-type="journal">Sığın, A. (2022). Frankfurt School’s critical theory and a critique of video games as popular culture products. Journal of Erciyes Communication, 9(1), 1-17. https://doi.org/10.17680/erciyesiletisim.1030093</mixed-citation>
                    </ref>
                                    <ref id="ref38">
                        <label>38</label>
                        <mixed-citation publication-type="journal">Sığın, A. (2023). Türkiye&#039;deki oyun sektörünü sosyolojik açıdan değerlendirmek: Bazı gözlemler ve sorunlara çözüm önerileri. In Kütahya I. ulusal sosyoloji sempozyumu tam metin bildiri kitabı: 171-184.</mixed-citation>
                    </ref>
                                    <ref id="ref39">
                        <label>39</label>
                        <mixed-citation publication-type="journal">Solove, D. J. (2007). The future of reputation: Gossip, rumor, and privacy on the Internet. New Haven: Yale University Press.</mixed-citation>
                    </ref>
                                    <ref id="ref40">
                        <label>40</label>
                        <mixed-citation publication-type="journal">Steinkuehler, C. A., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11(4), 885-909.</mixed-citation>
                    </ref>
                                    <ref id="ref41">
                        <label>41</label>
                        <mixed-citation publication-type="journal">Tamir, A. (2020). Commodity fetishism in computer games: In-game item consumptions of Counter Strike: Global Offensive players. Sosyal Mucit Academic Review, 1(1), 45-72.</mixed-citation>
                    </ref>
                                    <ref id="ref42">
                        <label>42</label>
                        <mixed-citation publication-type="journal">Tassi, P. (2022, January 20). The most valuable video game companies that Microsoft could buy next. Forbes. Available from: https://www.forbes.com/sites/paultassi/2022/01/20/the-most-valuable-video-game-companies-that-microsoft-could-buy-next/ (Accessed 9.12.2024).</mixed-citation>
                    </ref>
                                    <ref id="ref43">
                        <label>43</label>
                        <mixed-citation publication-type="journal">Taylor, N., Jenson, J. and de Castell, S. (2009). Cheerleaders, booth babes, Halo hoes: Pro-gaming, gender and jobs for the boys. Digital Creativity, 20(4), 239-252. https://doi.org/10.1080/14626260903290323</mixed-citation>
                    </ref>
                                    <ref id="ref44">
                        <label>44</label>
                        <mixed-citation publication-type="journal">Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge: Cambridge: MIT Press.</mixed-citation>
                    </ref>
                                    <ref id="ref45">
                        <label>45</label>
                        <mixed-citation publication-type="journal">Turkle, S. (1995). Life on the screen: Identity in the age of the Internet. Washington: Simon and Schuster.</mixed-citation>
                    </ref>
                                    <ref id="ref46">
                        <label>46</label>
                        <mixed-citation publication-type="journal">Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N. and Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 338-361. https://doi.org/10.1177/1555412006292616</mixed-citation>
                    </ref>
                                    <ref id="ref47">
                        <label>47</label>
                        <mixed-citation publication-type="journal">Yeganeh, H. (2020). A critical examination of the social impacts of large multinational corporations in the age of globalization. Critical Perspectives on International Business, 16(3), 193-208. https://doi.org/10.1108/cpoib-01-2019-0001</mixed-citation>
                    </ref>
                                    <ref id="ref48">
                        <label>48</label>
                        <mixed-citation publication-type="journal">Zaucha, T. and Agur, C. (2023). Playbor, gamble-play, and the financialization of digital games. New Media &amp; Society, 27(3), 1279-1298. https://doi.org/10.1177/14614448231190907</mixed-citation>
                    </ref>
                            </ref-list>
                    </back>
    </article>
