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KAMU POLİTİKASI İÇİN YENİ BİR PLATFORM: VİDEO OYUNLARI

Year 2022, Volume: 4 Issue: 2, 235 - 250, 28.01.2023
https://doi.org/10.58307/kaytek.1231464

Abstract

Oyun teknolojisi alanında yaşanan gelişmeler, eğlence alanında kullanılan video oyun endüstrisinin pek çok alana yayılmasına yol açmıştır. Ayrıca video oyunlarının artan popülaritesi karşısında bu alanın insan beynini ve davranışını nasıl değiştirebileceğine yönelik önemli bir ilgi oluşmaya başlamıştır. Bu ilgi yalnızca video oyunlarının psikolojik etkilerini araştıran psikologlar arasında değil, aynı zamanda kamu politikasının oluşturulması ve uygulanmasında yer alan diğer pek çok kişi için de önemli bir araştırma kaynağı olarak görülmektedir. Bu sebeple çalışmada video oyunlarının kamu politikası aracı olarak kullanımının olası etkileri sunulmuştur. Bu doğrultuda çalışmanın ilk bölümünde politika formülasyonu tanımlanmış, ardından Ian Bogost (2007)’un ikna edici prosedür çerçevesi kullanılarak video oyunlarının politik içeriği araştırılmıştır. Daha sonra ilgili literatürden içerik bağlamında ikna edici ve siyasi ya da sosyal yönleri olduğu düşünülen ve incelenen video oyunları araştırılmıştır. Son olarak bu ikincil verilerden elde edilen bilgiler ışığında video oyunlarının, obezite ve iklim krizi sorunlarının çözümüne yönelik yeni bir platform olarak kullanılma ihtimali değerlendirilmiştir.

References

  • Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion. Games and Culture, 13(1), 71-91.
  • Akbar, F. & Kusumasari, B. (2021). Making Public Policy Fun: How Political Aspects and Policy Issues are Found in Video Games. Policy Futures in Education.
  • Anders, K. (1999). Marketing and Policy Considerations for Violent Video Games. Journal of Public Policy & Marketing, 18(2), 270-273.
  • Baltezarević, R., Baltezarević, B., Baltezarević, V., Kwiatek, P., & Baltezarević, I. (2019). Political Marketing in Digital Games: ‘Game Over’ for Traditional Political Marketing Methods. Acta Ludologica, 2(2), 28-46.
  • Bao, S., Chan, V. T., & Merzenich, M. M. (2001). Cortical Remodelling Induced by Activity of Ventral Tegmental Dopamine Neurons. Nature, 412(6842), 79-83.
  • Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I., HonessMorreale, L. & Demoor, C. (2003). Squire’s Quest!: Dietary Outcome Evaluation of A Multimedia Game. American Journal of Preventive Medicine, 24(1), 52-61.
  • Bijvank, M. N., Konijn, E. A., & Bushman, B. J. (2012). “We Don’t Need No Education”: Video Game Preferences, Video Game Motivations, and Aggressiveness Among Adolescent Boys of Different Educational Ability Levels. Journal of Adolescence, 35(1), 153-162.
  • Bijvank, M. N., Konijn, E. A., Bushman, B. J., & Roelofsma, P. H. (2009). Age and ViolentContent Labels Make Video Games Forbidden Fruits for Youth. Pediatrics, 123(3), 870-876.
  • Bogost, I. (2006). Playing Politics: Videogames for Politics, Activism, and Advocacy. First Monday.
  • Bogost, I. (2008). The Rhetoric of Video Games. MacArthur Foundation Digital Media and Learning Initiative.
  • Colby, R. (2014). Writing and Assessing Procedural Rhetoric in Student-Produced Video Games. Computers and Composition, 31, 43-52.
  • Crawford, C. (2003). Chris Crawford on Game Design. New Riders. De Lange, M., Raessens, J., Frissen, V., Lammes, S., & de Mul, J. (2015). Playful Identities: The ludification of Digital Media Cultures. Amsterdam University Press.
  • Fernández Galeote, D. & Hamari, J. (2021). Game-Based Climate Change Engagement: Analyzing the Potential of Entertainment and Serious Games. Proceedings of the ACM on Human-Computer Interaction, 1-21.
  • Fernández Galeote, D., Legaki, N. Z. & Hamari, J. (2022). Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices. Conference on Human Factors in Computing Systems. 1-18.
  • Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic Computer Game Use Among Adolescents, Younger and Older Adults. Addiction, 108(3), 592-599.
  • Gaming in Turkey (2022). Türkiye Oyun Sektörü 2021 Raporu. Erişim Adresi: https:// www.gaminginturkey.com/files/pdf/turkiye-oyun-sektoru-raporu-2021.pdf. Erişim Tarihi: 22.05.2022
  • Green, C. S. & Seitz, A. R. (2015). The Impacts of Video Games on Cognition (And How the Government Can Guide the Industry). Policy Insights from the Behavioral and Brain Sciences, 2(1), 101-110.
  • Kilgard, M. P., & Merzenich, M. M. (1998). Cortical Map Reorganization Enabled by Nucleus Basalis Activity. Science, 279(5357), 1714-1718.
  • Lanningham-Foster, L., Foster, R. C., McCrady, S. K., Jensen, T. B., Mitre, N. & Levine, J. A. (2009). Activity-promoting Video Games and Increased Energy Expenditure. The Journal of Pediatrics, 154(6), 819-823.
  • Leong, C., Liesaputra, V., Morrison, C., Parameswaran, P., Grace, D., Healey, D., Ware, L., Palmer, O., Goddard, E. & Houghton, L. A. (2021). Designing Video Games for Nutrition Education: A Participatory Approach. Journal of Nutrition Education and Behavior, 53(10), 832-842.
  • Lerner, J. A. (2014). Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics. MIT Press.
  • Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591-596.
  • Neys, J. & Jansz, J. (2019). Engagement in Play, Engagement in Politics: Playing Political Video Games. The Playful Citizen, 36. https://library.oapen.org/bitstream/ handle/20.500.12657/25946/1004135.pdf?sequence=1#page=37
  • Onencan, A., Van de Walle, B., Enserink, B., Chelang’a, J. & Kulei, F. (2016). WeShareIt Game: Strategic Foresight for Climate-Change Induced Disaster Risk Reduction. Procedia Engineering, 159, 307-315.
  • Ruberg, B. (2018). Queer Indie Video Games as an Alternative Digital Humanities: Counterstrategies for Cultural Critique Through Interactive Media. American Quarterly, 70(3), 417-438
  • Ruberg, B. (2020). Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games. Communication, Culture & Critique, 13(1), 54-71. Schneider, A. (2013). ‘‘Policy Design and Transfer’’, iç. Handbook Of Public Policy, (Ed.) Bryan D. Jones, H.F. Thomas. Routledge. s. 235-246.
  • Seiffert, J. & Nothhaft, H. (2015). The Missing Media: The Procedural Rhetoric of Computer Games. Public Relations Review, 41(2), 254-263. Sidney, M. S. (2007). ‘‘Policy Formulation: Design and Tools’’, iç. Handbook of Public Policy Analysis, Routledge. s. 79-89.
  • Theodoulou, S. & Kofinis, C. (2004). The Art of the Game: Understanding American Public Policy. New York: Thomson/Wadsworth Learning.
  • Vervoort, J. M., Milkoreit, M., Van Beek, L., Mangnus, A. C., Farrell, D., Mcgreevy, S. R., Kazuhiko O., Christoph R., Jason R. & Huber, M. (2022). Not Just Playing: The Politics of Designing Games for Impact on Anticipatory Climate Governance. Geoforum.
  • Werning, S. (2021). Ecomodding Understanding and Communicating the Climate Crisis by Co-Creating Commercial Video Games. Communication+ 1, 8(1), 7.
  • WHO (2022). World Obesity Day 2022 – Accelerating Action to Stop Obesity. Erişim Adresi: https://www.who.int/news/item/04-03-2022-world-obesity-day-2022- accelerating-action-to-stop-obesity. Erişim Tarihi: 22.05.2022
Year 2022, Volume: 4 Issue: 2, 235 - 250, 28.01.2023
https://doi.org/10.58307/kaytek.1231464

Abstract

References

  • Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion. Games and Culture, 13(1), 71-91.
  • Akbar, F. & Kusumasari, B. (2021). Making Public Policy Fun: How Political Aspects and Policy Issues are Found in Video Games. Policy Futures in Education.
  • Anders, K. (1999). Marketing and Policy Considerations for Violent Video Games. Journal of Public Policy & Marketing, 18(2), 270-273.
  • Baltezarević, R., Baltezarević, B., Baltezarević, V., Kwiatek, P., & Baltezarević, I. (2019). Political Marketing in Digital Games: ‘Game Over’ for Traditional Political Marketing Methods. Acta Ludologica, 2(2), 28-46.
  • Bao, S., Chan, V. T., & Merzenich, M. M. (2001). Cortical Remodelling Induced by Activity of Ventral Tegmental Dopamine Neurons. Nature, 412(6842), 79-83.
  • Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I., HonessMorreale, L. & Demoor, C. (2003). Squire’s Quest!: Dietary Outcome Evaluation of A Multimedia Game. American Journal of Preventive Medicine, 24(1), 52-61.
  • Bijvank, M. N., Konijn, E. A., & Bushman, B. J. (2012). “We Don’t Need No Education”: Video Game Preferences, Video Game Motivations, and Aggressiveness Among Adolescent Boys of Different Educational Ability Levels. Journal of Adolescence, 35(1), 153-162.
  • Bijvank, M. N., Konijn, E. A., Bushman, B. J., & Roelofsma, P. H. (2009). Age and ViolentContent Labels Make Video Games Forbidden Fruits for Youth. Pediatrics, 123(3), 870-876.
  • Bogost, I. (2006). Playing Politics: Videogames for Politics, Activism, and Advocacy. First Monday.
  • Bogost, I. (2008). The Rhetoric of Video Games. MacArthur Foundation Digital Media and Learning Initiative.
  • Colby, R. (2014). Writing and Assessing Procedural Rhetoric in Student-Produced Video Games. Computers and Composition, 31, 43-52.
  • Crawford, C. (2003). Chris Crawford on Game Design. New Riders. De Lange, M., Raessens, J., Frissen, V., Lammes, S., & de Mul, J. (2015). Playful Identities: The ludification of Digital Media Cultures. Amsterdam University Press.
  • Fernández Galeote, D. & Hamari, J. (2021). Game-Based Climate Change Engagement: Analyzing the Potential of Entertainment and Serious Games. Proceedings of the ACM on Human-Computer Interaction, 1-21.
  • Fernández Galeote, D., Legaki, N. Z. & Hamari, J. (2022). Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices. Conference on Human Factors in Computing Systems. 1-18.
  • Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic Computer Game Use Among Adolescents, Younger and Older Adults. Addiction, 108(3), 592-599.
  • Gaming in Turkey (2022). Türkiye Oyun Sektörü 2021 Raporu. Erişim Adresi: https:// www.gaminginturkey.com/files/pdf/turkiye-oyun-sektoru-raporu-2021.pdf. Erişim Tarihi: 22.05.2022
  • Green, C. S. & Seitz, A. R. (2015). The Impacts of Video Games on Cognition (And How the Government Can Guide the Industry). Policy Insights from the Behavioral and Brain Sciences, 2(1), 101-110.
  • Kilgard, M. P., & Merzenich, M. M. (1998). Cortical Map Reorganization Enabled by Nucleus Basalis Activity. Science, 279(5357), 1714-1718.
  • Lanningham-Foster, L., Foster, R. C., McCrady, S. K., Jensen, T. B., Mitre, N. & Levine, J. A. (2009). Activity-promoting Video Games and Increased Energy Expenditure. The Journal of Pediatrics, 154(6), 819-823.
  • Leong, C., Liesaputra, V., Morrison, C., Parameswaran, P., Grace, D., Healey, D., Ware, L., Palmer, O., Goddard, E. & Houghton, L. A. (2021). Designing Video Games for Nutrition Education: A Participatory Approach. Journal of Nutrition Education and Behavior, 53(10), 832-842.
  • Lerner, J. A. (2014). Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics. MIT Press.
  • Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591-596.
  • Neys, J. & Jansz, J. (2019). Engagement in Play, Engagement in Politics: Playing Political Video Games. The Playful Citizen, 36. https://library.oapen.org/bitstream/ handle/20.500.12657/25946/1004135.pdf?sequence=1#page=37
  • Onencan, A., Van de Walle, B., Enserink, B., Chelang’a, J. & Kulei, F. (2016). WeShareIt Game: Strategic Foresight for Climate-Change Induced Disaster Risk Reduction. Procedia Engineering, 159, 307-315.
  • Ruberg, B. (2018). Queer Indie Video Games as an Alternative Digital Humanities: Counterstrategies for Cultural Critique Through Interactive Media. American Quarterly, 70(3), 417-438
  • Ruberg, B. (2020). Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games. Communication, Culture & Critique, 13(1), 54-71. Schneider, A. (2013). ‘‘Policy Design and Transfer’’, iç. Handbook Of Public Policy, (Ed.) Bryan D. Jones, H.F. Thomas. Routledge. s. 235-246.
  • Seiffert, J. & Nothhaft, H. (2015). The Missing Media: The Procedural Rhetoric of Computer Games. Public Relations Review, 41(2), 254-263. Sidney, M. S. (2007). ‘‘Policy Formulation: Design and Tools’’, iç. Handbook of Public Policy Analysis, Routledge. s. 79-89.
  • Theodoulou, S. & Kofinis, C. (2004). The Art of the Game: Understanding American Public Policy. New York: Thomson/Wadsworth Learning.
  • Vervoort, J. M., Milkoreit, M., Van Beek, L., Mangnus, A. C., Farrell, D., Mcgreevy, S. R., Kazuhiko O., Christoph R., Jason R. & Huber, M. (2022). Not Just Playing: The Politics of Designing Games for Impact on Anticipatory Climate Governance. Geoforum.
  • Werning, S. (2021). Ecomodding Understanding and Communicating the Climate Crisis by Co-Creating Commercial Video Games. Communication+ 1, 8(1), 7.
  • WHO (2022). World Obesity Day 2022 – Accelerating Action to Stop Obesity. Erişim Adresi: https://www.who.int/news/item/04-03-2022-world-obesity-day-2022- accelerating-action-to-stop-obesity. Erişim Tarihi: 22.05.2022
There are 31 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Hasret Duman 0000-0002-7187-7729

Publication Date January 28, 2023
Published in Issue Year 2022 Volume: 4 Issue: 2

Cite

APA Duman, H. (2023). KAMU POLİTİKASI İÇİN YENİ BİR PLATFORM: VİDEO OYUNLARI. Kamu Yönetimi Ve Teknoloji Dergisi, 4(2), 235-250. https://doi.org/10.58307/kaytek.1231464