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VİDEO OYUNLAR VE OYUN PLATFORMLARININ RADİKALLEŞME VE TERÖRİZM AÇISINDAN İNCELENMESİ

Year 2022, Volume: 12 Issue: Dijitalleşme, 125 - 141, 03.11.2022
https://doi.org/10.30783/nevsosbilen.1121361

Abstract

Radikal ve terörist gruplar, toplum içinden kendi ideolojilerine ve motiflerine yakın ya da şiddet eğilimi olan insanları belirleyebilmek ve her bireye nasıl yaklaşılacağına karar verebilmek için dijital alandan faydalanma arayışında olmuşlardır. Bu arayış çerçevesinde çalışmanın temel konusu da olan video oyunlar ve oyun platformları, dijitalleşmeye önemli bir zemin hazırlayan internet ile neredeyse denk düzeyde bir kullanım büyüklüğüne sahip olarak, radikal ve terörist grupların önem verdiği ve etki alanı olarak kullanabildiği yerler hâline gelmiştir. Bu kapsamda, doğrudan video oyunların kullanımı, video oyunlara dair özelliklerin başka alanlara ihracı ya da oyunlar aracılığıyla iletişim söz konusu gruplar tarafından birer yöntem olarak benimsenmiştir. Bu yöntemlerle, mesajların daha geniş kesimlere yayılması, destekçi kazanma, eleman temin etme, dikkat çekme, düşmanların tehdit edilmesi ve korkutulması, şiddetin normalleştirilmesi, bu yönde eğilimi olanların harekete geçmeleri için cesaretlendirilmesi gibi hedeflere ulaşılması amaçlanmıştır. Çalışmada da video oyunlarının ve oyun platformlarının radikal ve terörist gruplar tarafından söz konusu hedeflerine ulaşmada nasıl etkili bir şekilde kullanıldığının analiz edilmesi temel amaç olmakla birlikte, analizin yapılabilmesi için öncelikle radikalleşme ve terörizm ile video oyunlarına dair kavramsal çerçeve ve kavrama özgü bazı nicel veriler ortaya konacaktır. Ardından ise video oyunlar ve oyun platformları radikalleşme ile terörizm açısından analiz edilecektir.

References

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  • Al-Rawi, A. (2018). Video Games, Terrorism, and ISIS’s Jihad 3.0. Terrorism and Political Violence. 30(4), 740-760.
  • Archetti,C. (2015). Terrorism, Communication and New Media: Explaining Radicalization in the Digital Age. Perspectives on Terrorism, 9(1), 49-59.
  • Arsenault, D. (2009). Video Game Genre, Evolution and Innovation. Eludamos Journal for Computer Game Culture. 3(2), 149-176.
  • BBC. (2018). US arrests four Charlottesville Unite the Right ‘Rioters’. https://www.bbc.com/news/world-us-canada-45724649
  • Business of Apps. (2022a). Discord Revenue and Usage Statistics. https://www.businessofapps.com/data/discord-statistics/
  • Business of Apps. (2022b). Twitch Revenue and Usage Statistics. https://www.businessofapps.com/data/twitch-statistics/
  • Charvat, M.J. (2009). Cyber terrorism: a new dimension in Battlespace. Centre of Excellence Defence Against Terrorism, 7. https://ccdcoe.org/uploads/2018/10/05_CHARVAT_Cyber-Terrorism.pdf
  • Clement, J. (2021a). Share of Gamers in the United States Who Prefer Single Player or Multiplayer Video Games as of October 2021. Statista. https://www.statista.com/statistics/1276132/single-player-vs-multiplayer-video-gaming-prefer ence-usa/
  • Clement, J. (2021b). Most Popular Gaming-Related Activities Among Worldwide as of 4th Quarter 2020. Statista. https://www.statista.com/statistics/1247843/gaming-activities-beyond-gaming/
  • Dauber, C. E. vd. (2019). Call of Duty: Jihad – How the Video Game Motif Has Migrated Downstream from Islamic State Propaganda Videos. Perspectives on Terrorism. 13(2). 17-31.
  • Decety, J., & Pape, R. & Workman, C.I. (2018). A multilevel social neuroscience perspective on radicalization and terrorism. Social Neuroscience, 13 (5), 511-529.
  • Della Porta, D. (2018). Radicalization: A Relational Perspective. Annual Review of Political Science, 21, 461-474.
  • Della Porta, D. ve LaFree, G. (2012). Guest Editorial: Processes of Radicalization and De-Radicalization. International Journal of Conflict and Vionlence, 6 (1), 4 -10.
  • Discord. (2022). Company. https://discord.com/company
  • Dodd, V.(2022). Far Right ‘Mimicking Video Games to Lure Middle Class Children to Terrorism’. The Guardian. https://www.theguardian.com/uk-news/2022/mar/17/far-right-mimicking-video-games-to-lure-middle-class-children-to-terrorism
  • Doosje, B., & Moghaddam, F.M., & Kruglanski, A.W., & Wolf, A.D., & Mann, L. & Feddes, A.R. (2016). Terrorism, radicalization and de-radicalization. Current Opinion in Psychology, 11, 79-84.
  • Eid, J. (2018). New Hezbollah Video Game Lets Players Annihilate IS Fighters in Syria. France 24. https://www.france24.com/en/20180301-hezbollah-video-game-syria-lebanon
  • Esposito, N. (2005). A Short and Simple Definition of What a Videogame Is. Proceedings of DIGRA 2005 Conference: Changing Views – Worlds in Play, Vancouver.
  • Finances Online. (2022). 78 Essential Fortnite Statistics: 2022 Users & Revenue Data. https://financesonline.com/fortnite-statistics/
  • Guay, J., & Gray, S., & Rhynard-Geil, M. & Inks, L. (2019). The Weaponization of Social Media. Mercy Corps. https://www.mercycorps.org/sites/default/files/2020-01/Weaponization_Social_Media_Brief_Nov2019.pdf
  • Gül, M. E. (2019). Digital Games As A Culture Industry Product: The Example Of Playerunknown’s Battlegrounds (Pubg). International Journal of Cultural and Social Studies. 5(2), 448-465.
  • Hafez, M. & Mullins, C. (2015). The Radicalization Puzzle: A Theoretical Synthesis of Empirical Approaches to Homegrown Extremism. Studies in Conflict & Terrorism, 38, 958-975.
  • Hume, T. (2020). A German Far-Right Group is Trying to Recruit Kids with a Free Video Game. Vice. https://www.vice.com/en/article/dyzbka/germany-game-heimat-defender-identitarian
  • Ingersoll, C. (2019). Free to Play? Hate, Harrassment and Positive Social Experiences in Online Games. Anti-defamation League. https://www.adl.org/media/13139/download
  • Macklin, G. (2019). The Christchurch Attacks: Livestream Terror in the Viral Video Age. CTC Sentinel. 12(6), 18-29.
  • McCauley, C. & Moskalenko, S. (2008). Mechanisms of Political Radicalization: Pathways Toward Terrorism. Terrorism and Political Violence, 20(3), 415-433.
  • Mishkin, L. (2022). Buffalo Shooting: 10 Killed, 3 Injured in Mass Shooting at Supermarket. CBS New York. https://www.cbsnews.com/newyork/news/buffalo-mass-shooting-supermarket/
  • Moghaddam, F. M. (2005). The Staircase to Terrorism: A Psychological Exploration. American Psychologist, 60(2), 161-169. http://fathalimoghaddam.com/wp-content/uploads/2013/10/1256627851.pdf
  • Muro, D. (2016). What does Radicalisation look like? Four Visualisations of Socialisation into Violent Extremism. https://www.cidob.org/publicaciones/serie_de_publicacion/notes_internacionals_cidob/n1_1 63/what_does_radicalisation_look_like_four_visualisations_of_socialisation_into_violent_extremism
  • Neumann, P.R. (2013). Options and Strategies for Countering Online Radicalization in the United States. Studies in Conflict & Terrorism, 36(6), 431-459.
  • Oxford Learner’s Dictionaries. (2022). Video Game. https://www.oxfordlearnersdictionaries. com/definition/english/video-game?q=video+game.
  • Robinson, N. & Whittaker, J. (2021). Playing for Hate? Extremism, Terrorism and Videogames. Studies in Conflict & Terrorism. 1-36.
  • Schlegel, L. (2021). Extremists’ Use of Gaming (Adjacent) Platforms: Insights Regarding Primary and Secondary Prevention Measures. Publications Office of the European Union.
  • Spiegel International. (2019). The Growing Threat of Online-Bred Right-Wing Extremism. https://www.spiegel.de/international/world/the-growing-threat-of-online-bred-right-wing-extr emist-a-1259742.html
  • Statista. (2021a). Distribution of Video Gamers in the United States in 2021 by Age Group. https://www.statista.com/statistics/189582/age-of-us-video-game-players/#:~:text=As%20gen erations%20have%20grown%20up,are%2065%20years%20and%20older
  • Statista. (2021b). Distribution of Video Gamers in the United States in 2021, by gender. https://www.statista.com/forecasts/494867/distribution-of-gamers-by-gender-usa#:~:text=Vid eo%20gamers%20in%20the%20United%20States%202021%2C%20by%20gender&text=In%202021%2C%2041.5%20percent%20of,remaining%2058.5%20percent%20being%20male
  • Statista. (2022). Genre Breakdown of Most Popular U.S. Video Game Genres by Sales in 2018. https://www.statista.com/statistics/189592/breakdown-of-us-video-game-sales-2009-by-genre/
  • Steam. (2022). Steam & Game Stats. https://store.steampowered.com/stats/Steam-Game-and-Player-Statistics?l=english
  • Stevens, T. & Neumann, P. R. (2009). Countering Online Radicalisation A Strategy for Action. International Centre for the Study of Radicalisation and Political Violence. https://icsr.info/wp-content/uploads/2010/03/ICSR-Report-The-Challenge-of-Online-Radicalisation-A-Strategy-for-Action.pdf
  • Tassi, P. (2015). How ISIS Terrorists May Have Used PlayStation 4 to Discuss and Plan Attacks. Forbes. https://www.forbes.com/sites/insertcoin/2015/11/14/why-the-paris-isis-terrorists-used-ps4-to-plan-attacks/?sh=6d7689f77055
  • Tielemans, A. (2021). A Survey of Violent Extremist and Terrorist Activities Across the Gaming Environment. Global Network on Extremism & Technology. https://gnet-research.org/2021/06/28/a-survey-of-violent-extremist-and-terrorist-activities-across-the-gami ng-environment/
  • Townsend, M. (2021). How Far Right Uses Video Games and Tech to Lure and Radicalise Teenage Recruits. The Guardian. https://www.theguardian.com/world/2021/feb/14/how-far-right-uses-video-games-tech-lure-radicalise-teenage-recruits-white-supremacists
  • Trip, S., & Bora, C.H., & Marian, M. & Halmajan, S. & Drugas, M. I. (2019). Psychological Mechanisms Involved in Radicalization and Extremism: A Rational Emotive Behavioral Conceptualization. Frontiers in Psychology, 10 (437), 1-8.
  • Weimann, G. (2014). New terrorism and new media. Woodrow Wilson International Center, 2. 1-17. https://www.wilsoncenter.org/publication/new-terrorism-and-new-media
  • Weimann, G. (2004). How modern terrorism uses the internet. Washington, DC: United States Institute of Peace. https://www.usip.org/sites/default/files/sr116.pdf
  • Wilkinson, P. (1977). Terrorism and the Liberal State. London and Basingstoke: The Macmillan Press.
  • Wise, J. (2022). Roblox Statistics 2022: How Many People Play Roblox?. Earthweb. https://earthweb.com/roblox-statistics/
  • Wolf, M. J. P. (2003). The Video as a Medium. M. J. P. Wolf (Ed.), The Medium of the Video Game içinde (ss. 13-33). University of Texas Press.
  • Wolf, M. J. P. & Perron, B. (2003). Introduction. M. J. P. Wolf & B. Perron (Ed.), The Video Game Theory Reader içinde (ss. 1-21). Routledge.
  • Yenal, S. (2020). Radikalleşme-Köktencilik Bağlamında Terör ve Terörizm. H. Acar & S. Yenal (Ed.), Siyasal Şiddet ve Radikalleşme Bağlamında Terör Örgütleri içinde (ss. 21-43). Nobel.
  • Zeiger, S. ve Gyte, J. (2020). Prevention of Radicalization on Social Media and the Internet. In: Alex P. Schmid (Ed). Handbook of Terrorism Prevention and Preparedness. ICCT Press Publication, 374-411.

INVESTIGATION OF VIDEO GAMES AND GAME PLATFORMS IN TERMS OF RADICALIZATION AND TERRORISM

Year 2022, Volume: 12 Issue: Dijitalleşme, 125 - 141, 03.11.2022
https://doi.org/10.30783/nevsosbilen.1121361

Abstract

Radical and terrorist groups have sought to use the digital space to identify people from within society who are close to their ideologies and motives or have a tendency to violence and to decide how to approach each individual. Within the framework of this study, video games and gaming platforms, which are also the main subject of the study, have become places where radical and terrorist groups care about and can use as a domain, with a usage size almost equivalent to the Internet, which is an important basis for digitalization. In this context, direct use of video games, export of video game features to other areas or communication through games has been adopted as a method by these groups. With these methods, it is aimed to achieve such goals as spreading messages to wider segments, gaining supporters, recruiting employees, attracting attention, threatening and intimidating enemies, normalizing violence, encouraging those with a tendency in this direction to take action. The main purpose of the study is to analyze how video games and game platforms are effectively used by radical and terrorist groups to achieve their goals in addition, in order to conduct the analysis, first of all, the conceptual framework and some quantitative data specific to the concept of radicalization and terrorism and video games will be revealed. Then, video games and gaming platforms will be analyzed in terms of radicalization and terrorism.

References

  • Alonso, R., & Bjørgo, T., & Della Porta, D., & Coolsaet, R., vd. (2008). Radicalisation Processes Leading to Acts of Terrorism. European Commission. https://www.clingendael.org/sites/default/files/pdfs/20080500_cscp _report_vries.pdf
  • Al-Rawi, A. (2018). Video Games, Terrorism, and ISIS’s Jihad 3.0. Terrorism and Political Violence. 30(4), 740-760.
  • Archetti,C. (2015). Terrorism, Communication and New Media: Explaining Radicalization in the Digital Age. Perspectives on Terrorism, 9(1), 49-59.
  • Arsenault, D. (2009). Video Game Genre, Evolution and Innovation. Eludamos Journal for Computer Game Culture. 3(2), 149-176.
  • BBC. (2018). US arrests four Charlottesville Unite the Right ‘Rioters’. https://www.bbc.com/news/world-us-canada-45724649
  • Business of Apps. (2022a). Discord Revenue and Usage Statistics. https://www.businessofapps.com/data/discord-statistics/
  • Business of Apps. (2022b). Twitch Revenue and Usage Statistics. https://www.businessofapps.com/data/twitch-statistics/
  • Charvat, M.J. (2009). Cyber terrorism: a new dimension in Battlespace. Centre of Excellence Defence Against Terrorism, 7. https://ccdcoe.org/uploads/2018/10/05_CHARVAT_Cyber-Terrorism.pdf
  • Clement, J. (2021a). Share of Gamers in the United States Who Prefer Single Player or Multiplayer Video Games as of October 2021. Statista. https://www.statista.com/statistics/1276132/single-player-vs-multiplayer-video-gaming-prefer ence-usa/
  • Clement, J. (2021b). Most Popular Gaming-Related Activities Among Worldwide as of 4th Quarter 2020. Statista. https://www.statista.com/statistics/1247843/gaming-activities-beyond-gaming/
  • Dauber, C. E. vd. (2019). Call of Duty: Jihad – How the Video Game Motif Has Migrated Downstream from Islamic State Propaganda Videos. Perspectives on Terrorism. 13(2). 17-31.
  • Decety, J., & Pape, R. & Workman, C.I. (2018). A multilevel social neuroscience perspective on radicalization and terrorism. Social Neuroscience, 13 (5), 511-529.
  • Della Porta, D. (2018). Radicalization: A Relational Perspective. Annual Review of Political Science, 21, 461-474.
  • Della Porta, D. ve LaFree, G. (2012). Guest Editorial: Processes of Radicalization and De-Radicalization. International Journal of Conflict and Vionlence, 6 (1), 4 -10.
  • Discord. (2022). Company. https://discord.com/company
  • Dodd, V.(2022). Far Right ‘Mimicking Video Games to Lure Middle Class Children to Terrorism’. The Guardian. https://www.theguardian.com/uk-news/2022/mar/17/far-right-mimicking-video-games-to-lure-middle-class-children-to-terrorism
  • Doosje, B., & Moghaddam, F.M., & Kruglanski, A.W., & Wolf, A.D., & Mann, L. & Feddes, A.R. (2016). Terrorism, radicalization and de-radicalization. Current Opinion in Psychology, 11, 79-84.
  • Eid, J. (2018). New Hezbollah Video Game Lets Players Annihilate IS Fighters in Syria. France 24. https://www.france24.com/en/20180301-hezbollah-video-game-syria-lebanon
  • Esposito, N. (2005). A Short and Simple Definition of What a Videogame Is. Proceedings of DIGRA 2005 Conference: Changing Views – Worlds in Play, Vancouver.
  • Finances Online. (2022). 78 Essential Fortnite Statistics: 2022 Users & Revenue Data. https://financesonline.com/fortnite-statistics/
  • Guay, J., & Gray, S., & Rhynard-Geil, M. & Inks, L. (2019). The Weaponization of Social Media. Mercy Corps. https://www.mercycorps.org/sites/default/files/2020-01/Weaponization_Social_Media_Brief_Nov2019.pdf
  • Gül, M. E. (2019). Digital Games As A Culture Industry Product: The Example Of Playerunknown’s Battlegrounds (Pubg). International Journal of Cultural and Social Studies. 5(2), 448-465.
  • Hafez, M. & Mullins, C. (2015). The Radicalization Puzzle: A Theoretical Synthesis of Empirical Approaches to Homegrown Extremism. Studies in Conflict & Terrorism, 38, 958-975.
  • Hume, T. (2020). A German Far-Right Group is Trying to Recruit Kids with a Free Video Game. Vice. https://www.vice.com/en/article/dyzbka/germany-game-heimat-defender-identitarian
  • Ingersoll, C. (2019). Free to Play? Hate, Harrassment and Positive Social Experiences in Online Games. Anti-defamation League. https://www.adl.org/media/13139/download
  • Macklin, G. (2019). The Christchurch Attacks: Livestream Terror in the Viral Video Age. CTC Sentinel. 12(6), 18-29.
  • McCauley, C. & Moskalenko, S. (2008). Mechanisms of Political Radicalization: Pathways Toward Terrorism. Terrorism and Political Violence, 20(3), 415-433.
  • Mishkin, L. (2022). Buffalo Shooting: 10 Killed, 3 Injured in Mass Shooting at Supermarket. CBS New York. https://www.cbsnews.com/newyork/news/buffalo-mass-shooting-supermarket/
  • Moghaddam, F. M. (2005). The Staircase to Terrorism: A Psychological Exploration. American Psychologist, 60(2), 161-169. http://fathalimoghaddam.com/wp-content/uploads/2013/10/1256627851.pdf
  • Muro, D. (2016). What does Radicalisation look like? Four Visualisations of Socialisation into Violent Extremism. https://www.cidob.org/publicaciones/serie_de_publicacion/notes_internacionals_cidob/n1_1 63/what_does_radicalisation_look_like_four_visualisations_of_socialisation_into_violent_extremism
  • Neumann, P.R. (2013). Options and Strategies for Countering Online Radicalization in the United States. Studies in Conflict & Terrorism, 36(6), 431-459.
  • Oxford Learner’s Dictionaries. (2022). Video Game. https://www.oxfordlearnersdictionaries. com/definition/english/video-game?q=video+game.
  • Robinson, N. & Whittaker, J. (2021). Playing for Hate? Extremism, Terrorism and Videogames. Studies in Conflict & Terrorism. 1-36.
  • Schlegel, L. (2021). Extremists’ Use of Gaming (Adjacent) Platforms: Insights Regarding Primary and Secondary Prevention Measures. Publications Office of the European Union.
  • Spiegel International. (2019). The Growing Threat of Online-Bred Right-Wing Extremism. https://www.spiegel.de/international/world/the-growing-threat-of-online-bred-right-wing-extr emist-a-1259742.html
  • Statista. (2021a). Distribution of Video Gamers in the United States in 2021 by Age Group. https://www.statista.com/statistics/189582/age-of-us-video-game-players/#:~:text=As%20gen erations%20have%20grown%20up,are%2065%20years%20and%20older
  • Statista. (2021b). Distribution of Video Gamers in the United States in 2021, by gender. https://www.statista.com/forecasts/494867/distribution-of-gamers-by-gender-usa#:~:text=Vid eo%20gamers%20in%20the%20United%20States%202021%2C%20by%20gender&text=In%202021%2C%2041.5%20percent%20of,remaining%2058.5%20percent%20being%20male
  • Statista. (2022). Genre Breakdown of Most Popular U.S. Video Game Genres by Sales in 2018. https://www.statista.com/statistics/189592/breakdown-of-us-video-game-sales-2009-by-genre/
  • Steam. (2022). Steam & Game Stats. https://store.steampowered.com/stats/Steam-Game-and-Player-Statistics?l=english
  • Stevens, T. & Neumann, P. R. (2009). Countering Online Radicalisation A Strategy for Action. International Centre for the Study of Radicalisation and Political Violence. https://icsr.info/wp-content/uploads/2010/03/ICSR-Report-The-Challenge-of-Online-Radicalisation-A-Strategy-for-Action.pdf
  • Tassi, P. (2015). How ISIS Terrorists May Have Used PlayStation 4 to Discuss and Plan Attacks. Forbes. https://www.forbes.com/sites/insertcoin/2015/11/14/why-the-paris-isis-terrorists-used-ps4-to-plan-attacks/?sh=6d7689f77055
  • Tielemans, A. (2021). A Survey of Violent Extremist and Terrorist Activities Across the Gaming Environment. Global Network on Extremism & Technology. https://gnet-research.org/2021/06/28/a-survey-of-violent-extremist-and-terrorist-activities-across-the-gami ng-environment/
  • Townsend, M. (2021). How Far Right Uses Video Games and Tech to Lure and Radicalise Teenage Recruits. The Guardian. https://www.theguardian.com/world/2021/feb/14/how-far-right-uses-video-games-tech-lure-radicalise-teenage-recruits-white-supremacists
  • Trip, S., & Bora, C.H., & Marian, M. & Halmajan, S. & Drugas, M. I. (2019). Psychological Mechanisms Involved in Radicalization and Extremism: A Rational Emotive Behavioral Conceptualization. Frontiers in Psychology, 10 (437), 1-8.
  • Weimann, G. (2014). New terrorism and new media. Woodrow Wilson International Center, 2. 1-17. https://www.wilsoncenter.org/publication/new-terrorism-and-new-media
  • Weimann, G. (2004). How modern terrorism uses the internet. Washington, DC: United States Institute of Peace. https://www.usip.org/sites/default/files/sr116.pdf
  • Wilkinson, P. (1977). Terrorism and the Liberal State. London and Basingstoke: The Macmillan Press.
  • Wise, J. (2022). Roblox Statistics 2022: How Many People Play Roblox?. Earthweb. https://earthweb.com/roblox-statistics/
  • Wolf, M. J. P. (2003). The Video as a Medium. M. J. P. Wolf (Ed.), The Medium of the Video Game içinde (ss. 13-33). University of Texas Press.
  • Wolf, M. J. P. & Perron, B. (2003). Introduction. M. J. P. Wolf & B. Perron (Ed.), The Video Game Theory Reader içinde (ss. 1-21). Routledge.
  • Yenal, S. (2020). Radikalleşme-Köktencilik Bağlamında Terör ve Terörizm. H. Acar & S. Yenal (Ed.), Siyasal Şiddet ve Radikalleşme Bağlamında Terör Örgütleri içinde (ss. 21-43). Nobel.
  • Zeiger, S. ve Gyte, J. (2020). Prevention of Radicalization on Social Media and the Internet. In: Alex P. Schmid (Ed). Handbook of Terrorism Prevention and Preparedness. ICCT Press Publication, 374-411.
There are 52 citations in total.

Details

Primary Language Turkish
Journal Section Public Administration
Authors

Göksel Türker 0000-0003-3589-8271

Ali Gök 0000-0002-0734-459X

Publication Date November 3, 2022
Published in Issue Year 2022 Volume: 12 Issue: Dijitalleşme

Cite

APA Türker, G., & Gök, A. (2022). VİDEO OYUNLAR VE OYUN PLATFORMLARININ RADİKALLEŞME VE TERÖRİZM AÇISINDAN İNCELENMESİ. Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi, 12(Dijitalleşme), 125-141. https://doi.org/10.30783/nevsosbilen.1121361