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Newsgames: Experiential Reality, Ludenic News Reading, Conflict of Purposes and Norms

Year 2022, , 429 - 445, 29.08.2022
https://doi.org/10.52642/susbed.1097105

Abstract

Journalism is influenced by the convergence of the diversity of media production due to the development of information and communication technologies. The adoption of participatory culture in production relations and the effectiveness of transmedia storytelling in journalistic forms have also transformed news narratives. In this context, the sectoral convergence of entertainment (hedonistic) and information acquisition (utilitarian) needs has provided an environment for the production of newsgames. This review study aims to discuss newsgames, which journalistic motivations and game motivations reveal in multidisciplinary relationships with the concepts of production and consumption relations, narrative structure, temporality, ethical concerns, ideological doubts and compassion fatigue based on the ludenic theory of news reading. Overlapping goals and conflicting norms coexist in newsgame production environments, a new narrative form for journalism. Newsgame, a new form of narrative for journalism, contains overlapping goals and conflicting norms in production environments. In this sense, despite the innovation that newsgames will bring to journalism and the gains that they can provide to the reader, it has been seen that newsgames have doubts about reality and compassion in research in the field of literature. Despite these doubts, newsgames can turn into an effective way of producing content that combines rigor in content with attractiveness in form by incorporating fun or experiential elements of games into the news narrative and preserving the nature of journalism.

References

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Haber Oyunları: Deneyimlenebilir Gerçeklik, Ludenik Haber Okuma, Amaç ve Normların Çatışması

Year 2022, , 429 - 445, 29.08.2022
https://doi.org/10.52642/susbed.1097105

Abstract

Gazetecilik, bilgi ve iletişim teknolojilerinin gelişmesine bağlı olarak medya üretim çeşitliliğinin yakınsaklığından etkilenmektedir. Üretim ilişkilerinin katılımcı kültürü benimsemesi ve transmedya hikaye anlatıcılığının gazetecilik formlarında etkili olması haber anlatısını da dönüştürmüştür. Bu kapsamda eğlence (hazcı) ve bilgi edinme (faydacı) ihtiyaçlarının sektörel yakınsaklığı, haber oyunlarının üretimine ortam sağlamıştır. Bu derleme çalışmanın amacı gazetecilik motivasyonları ile oyun motivasyonlarının disiplinlerarası ilişkiler içerisinde ortaya çıkardığı haber oyunları; ludenik haber okuma teorisi ile temellendirerek üretim ve tüketim ilişkileri, anlatı yapısı, zamansallık, etik kaygılar, ideolojik şüpheler ve merhamet yorgunluğu kavramlarıyla tartışmaktır. Gazetecilik için yeni bir anlatı biçimi olan haber oyun üretim ortamlarında örtüşen amaçlar ve çatışan normlar bir aradadır. Bu anlamda alanyazında yer alan araştırmalarda haber oyunlarının; haberciliğe getireceği yenilik ve okuyucuya sağlayabileceği kazanımların, gerçeklik ve merhamete dair şüpheler ile karşı karşıya kalabileceği görülmüştür. Bu şüphelere rağmen haber oyunları, oyunların eğlenceli ya da deneyimlenebilir unsurlarını haber anlatısına dahil ederek ve gazeteciliğin niteliğini koruyarak, içerikteki titizliği biçimsel çekicilikle birleştiren etkili bir içerik üretim yoluna dönüşebilir.

References

  • Aayeshah, W. (2012). Playing with news: Digital games in journalism education. Asia Pacific Media Educator, 22(1), 29-41. doi:10.1177/1326365X1202200104
  • Albeanu, C. (2016). The case for news games: Why newsrooms should ‘gain a fluency in games and play. https://journalism.co.uk/news/the-case-for-newsgames-whynewsrooms- adresinden alındı
  • Arafat, R. K. (2020). Rethinking framing and news values in gamified journalistic contexts: A comparative case study of Al Jazeera’s interactive games. Convergence, 26(3), 550-571. doi:10.1177/1354856520918085
  • Arda, Ö., & Şentürk, O. (2020). Dijital oyunun belge anlatıya dayalı ve açık dünya tasarımı: Docu-Game. Erciyes İletişim Dergisi, 7(2), 1367-1382. doi:10.17680/erciyesiletisim.689211
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. Massachusetts Institute of Technology Press.
  • Bogost, I. (2015). Gamification is bullshit. S. Waltz, & S. Deterding içinde, The gameful world: Approaches, issues, applications (s. 65-78). London: MIT Press.
  • Bogost, I. (2020). Curiosity journalism, or the first decades of newsgames. Convergence, 26(3), 572-576. doi:10.1177/1354856520918075
  • Bogost, I., & Poremba, C. (2008). Can games get real? A closer look at ‘documentary’ digital games. A. Jahn Sudmann, & R. Stockmann içinde, Computer Games as a Sociocultural Phenomenon (s. 12-21). New York: Palgrave Macmillan.
  • Bogost, I., Ferrari, S., & Schweizer, B. (2010). Newsgames. Journalism at play. Cambridge: MIT Press.
  • Bourscheid, A. P. (2017). Jogando a notícia: Narrativas jornalísticas produzidas a partir dos recursos dos games. Pauta Geral-Estudos em Jornalismo, 4(2), 151-166.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. XVI. Akademik Bilişim Konferansı, (s. 147-156). Mersin. https://ab.org.tr/ab14/kitap/bozkurt_kumtepe_ab14.pdf adresinden alındı
  • Bressan, D. (2020). Cultura e desenvolvimento na nova ecología dos meios: estudo de caso “Filosofighters”, o newsgame transmídia da superinteressante. Revista Internacional de Comunicación y Desarrollo (RICD), 3(11), 30-36. doi:10.15304/ricd.3.11.6386
  • Burton, J. (2005). News-game journalism: History, current use and possible futures. Australian Journal of Emerging Technologies and Society, 3(2), 87-99.
  • Cabales, V. (2019). A Brief Introduction to Newsgames: Can video games be used to tell the news? https://knightlab.northwestern.edu/2019/06/10/newsgames-intro/ adresinden alındı
  • Chao-Chen, L. (2013). Convergence of new and old media: new media representation in traditional news. Chinese Journal of Communication, 6(2), 183-201. doi:10.1080/17544750.2013.785667
  • Clement, J. (2021). Weekly hours spent playing video games worldwide 2021, by country. Statista: https://www.statista.com/statistics/273829/average-game-hours-per-day-of-video-gamers-in-selected-countries/ adresinden alındı
  • Costera, M. I. (2013). Valuable journalism: A search for quality from the vantage point of the user. Journalism, 14(6), 754-770. doi:10.1177/1464884912455899
  • da Fonseca, A. A., & Caruso, L. (2014). Os desafios editoriais dos NewsGames │ The editorial challenges of NewsGames. Liinc Em Revista, 10(2), 691-702. doi:10.18617/liinc.v10i2.730
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. Using Game-Design Elements in Non-Gaming Contexts. CHI‘11 Extended Abstracts on Human Factors in Computing Systems (CHI EA ‘11) (s. 2425-2428). New York: Association for Computing Machinery. doi:10.1145/1979742.1979575
  • Deuze, M. (2007). Convergence culture in the creative industries. International Journal of Cultural Studies, 10(2), 243-263. doi:10.1177/1367877907076793
  • Deuze, M., & Witschge, T. (2020). Beyond Journalism. Cambridge: Polity Press.
  • Dwyer, T. (2010). Media Convergence. New York: Open University Press.
  • Eldridge, S. A., Hess, K., Tandoc, E. C., & Westlund, O. (2019). Navigating the scholarly terrain: Introducing the digital journalism studies compass. Digital Journalism, 70(1), 386-403. doi:10.1080/21670811.2019.1599724
  • Eveleth, R. (2016). Playing the News. Cambridge: Nieman Reports. http://niemanreports.org/wp-content/uploads/2016/01/NRWinter2016.pdf adresinden alındı
  • Ferrer-Conill, R. (2016). Points, badges, and news. A study of the introduction of gamification into journalism practice. Comunicació: Revista de Recerca I d'Anàlisi in, 33(2), 45-63.
  • Ferrer-Conill, R. (2018). Gamifying the news: Exploring the introduction of game elements into digital journalism. [Unpublished doctoral dissertation]. University of Karlstads.
  • Ferrer-Conill, R., & Karlsson, M. (2015). The gamification of journalism. H. Gangadharbatla, & D. Z. Davis içinde, Emerging Research and Trends in Gamification (s. 356-383). Hershey PA: IGI Global. doi:10.4018/978-1-4666-8651-9
  • Ferrer-Conill, R., Foxman, M., Jones, J., Sihvonen, T., & Siitonen, M. (2020). Playful approaches to news engagement. Convergence, 26(3), 457-469. doi:10.1177/1354856520923964
  • Foxman, M. (2015). Play the news: Fun and games in digital journalism. Columbia Journalism School.
  • Foxman, M. (2017). The playful newsroom: Iterating and reiterating the news and its publics. First Monday, 22(1). doi:10.5210/fm.v22i1.7260
  • García-Ortega, A., & García-Avilés, J. A. (2020). When journalism and games intersect: Examining news quality, design and mechanics of political newsgames. Convergence, 26(3), 517-536. doi:10.1177/1354856520918081
  • García-Ortega, A., & García-Avilés, J. A. (2021). Los límites periodísticos del diseño lúdico: estudio experimental sobre la eficacia informativa de los newsgames. Hipertext. net(22), 1-13. doi:10.31009/hipertext.net.2021.i22.01
  • Glasser, T. L. (2000). Play and the power of news. Journalism, 1(1), 23-39. doi:10.1177/146488490000100104
  • Gök, G. A. (2015). Merhamet etmenin dayanılmaz ağırlığı: Hemşirelerde merhamet yorgunluğu. Süleyman Demirel Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 20(2), 299-313.
  • Grace, L., Treanor, M., Totten, C., & McCoy, J. (2016). A case study in newsgame creation: why game designers and journalists are still learning to work together. 66th International Communication Conference. Japan.
  • Gülsoy, S. (2019). Oyun, kültür ve zaman. Atatürk Üniversitesi Edebiyat Fakültesi Dergisi, 62, 317-337.
  • Güneş, M., & Dilipak, H. (2020). Ciddi oyunların hazırlanması ve değerlendirilmesine yönelik bir derleme makalesi. GSI Journals Serie C: Advacement in Information Sciences and Technologies, 3(2), 56-91.
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There are 78 citations in total.

Details

Primary Language Turkish
Journal Section Review
Authors

Vera Cengiz 0000-0002-9159-2499

Sinan Kaya 0000-0003-3829-2646

Publication Date August 29, 2022
Submission Date April 1, 2022
Published in Issue Year 2022

Cite

APA Cengiz, V., & Kaya, S. (2022). Haber Oyunları: Deneyimlenebilir Gerçeklik, Ludenik Haber Okuma, Amaç ve Normların Çatışması. Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi(48), 429-445. https://doi.org/10.52642/susbed.1097105


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