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Sanal Ürünler ve Değişen Tüketim: Sanal Ürün Tüketimini Dijital Oyunlar Üzerinden Okumak

Year 2024, Issue: 54, 175 - 192, 30.08.2024
https://doi.org/10.52642/susbed.1468526

Abstract

Tüketim kaçınılmaz olarak var olagelmiştir. İhtiyaç duyulandan fazlasının üretilmesi, sanayi devrimi, teknolojik ve diğer gelişmelerle birlikte tüketim kanalları, tüketici davranışları ve tüketilen ürünler değişmiştir. İnsanlar ürünlerin sağladığı işlevsel faydalardan uzaklaşarak psikolojik ve sosyal tatminleri doğrultusunda da tüketmeye yönelmişlerdir. Yeni tüketim anlayışında, kendini ifade etmenin bir yolu olarak imaj ve kimlik gibi sembolik kavramlar önem kazanmıştır. Tüketim toplumunda modern insanın tüketim tapınakları alışveriş merkezleriyken, post-modern insanın tapınakları dijital dünyaya taşınmakta veya tamamen orada inşa edilmektedir. Bir başka deyişle fiziksel mağazalar internet teknolojisiyle dijital ortamlara taşınmaktadır ve somut gerçekliği olmayan dijital ürünler yaygın şekilde tüketilir hale gelmektedir.
Bu araştırmada insanların, somut varlığı ve işlevsel faydası olmayan sanal ürünleri hangi motivasyonlarla satın aldıkları sorusuna dijital oyunlar özelinde yanıt bulma amacı güdülmüştür. Bu doğrultuda ölçüt örnekleme ve görüşme teknikleri kullanılarak daha önce dekoratif dijital oyun ürünü satın almış olan 10 kişiden veri toplanmıştır. 15-30 Ekim 2023 tarihlerinde gerçekleştirilen görüşmelerden elde edilen veriler analiz edilmiştir. Analizler sonucunda oyuncuların dekoratif dijital oyun ürünlerini çoğunlukla estetik, duygusal/hazsal ve ekonomik motivasyonlarla satın aldıkları görülmüştür.

Thanks

Makalenin son okumasını yaparak katkıda bulunan değerli Eda Demir’e teşekkür ederiz.

References

  • Akhan, C., & Özdemı̇r, E. (2022). The Effect of In-Game Produckt Placement on Attitude Towards In-Game Advertisements and In-Game Purchase Intention: A Study on Young Consumers. Erciyes Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi(61), 385-406. https://doi.org/https://doi.org/10.18070/erciyesiibd.990855
  • Ankara Kalkınma Ajansı. (2016). Dijital Oyun Sektörü Raporu. Ankara Kalkınma Ajansı.
  • Asadi, A., & Hemadi, R. (2022). Understanding Currencies in Video Games: A Review. 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC). https://doi.org/https://doi.org/10.48550/arXiv.2203.14253
  • Ayvaz, İ. (2020). Oyu İçi Satın Alımını Etkileyen Faktörler: Türkiye Pazarına Yönelik Keşifsel Bir Çalışma. Avrasya Sosyal ve Ekonomi Araştırmaları Dergisi, 7(1), 162-172.
  • Balakrishnan, J., & Griffiths, M. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior(87), 238-246. https://doi.org/https://doi.org/10.1016/j.chb.2018.06.002
  • Belk, R. (2013). Extended Self in a Digital World. Journal of Consumer Research, 40(3), 477-500. https://doi.org/https://doi.org/10.1086/671052
  • Berge, E., & Boone, C. (2021). NFTs and Virtual Currency in Games: Compliance Issues and Legal Risks. Venable LLP.
  • Buluş, B., & Buluş, G. (2020). Kültür Endüstrisi Ürünü Olarak Dijital Oyunlar ve Dijital Ekonomi. Aksaray Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi, 12(2), 1-6. https://hdl.handle.net/20.500.12451/7640
  • Cai, J., Wohn, D., & Freeman, G. (2019). Who purchases and why? Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite. HI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (s. 391-396). https://doi.org/https://doi.org/10.1145/3311350.3347196
  • Cai, X., Cebollada, J., & Cortiñas, M. (2022). A Grounded Theory Approach to Understanding In-Game Goods Purchase. PLoS ONE, 17(1). https://doi.org/https://doi.org/10.1371/journal.pone.0262998
  • Cambridge Dictionary. (2023, 4 26). Purchase.
  • Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press.
  • Çelik, Ş. (2017). Ben, Kendim ve Avatarım: Sanallık ve Gerçeklik Arasında Tüketim, Sahip Olunanlar ve Kişisel Benlik. Tüketici ve Tüketim Araştırmaları Dergisi, 9(1), 117-154.
  • Elden, M. (2022). Reklam ve Reklamcılık. Say Yayınları.
  • Erbay, A. (2021). İletişim Biliminde Dijital Oyunlar Üzerine Yapılan Çalışmaların Betimsel Analizi. Uluslararası Sosyal Bilimler Akademi Dergisi(5), 519-556. https://doi.org/https://doi.org/10.47994/usbad.817988
  • Fairfield, J. (2005). Virtual Property. Boston University Law Review(85), 1047-1102.
  • Frieling, J. (2013). Virtual goods in online worlds: Basics, characteristics and monetization. INFORMATIK 2013 (s. 3097-3107). Bonn: Gesellschaft für Informatik e.V.
  • Gürçay, H., Kepenek, E., & Tekin, E. (2019). Türkiye’de Dijital Oyun ve Animasyon. Retro.
  • Hamari, J., & Lehdonvirta, V. (2010). Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods. International Journal of Business Science & Applied Management, 5(1), 14-29. https://ssrn.com/abstract=1443907
  • Hamari, J., Alha, K., Järvelä, S., Kivikangas, J., Koivisto, J., & Paavilainen, J. (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/https://doi.org/10.1016/j.chb.2016.11.045
  • Hennink, M., & Kaiser, B. (2022). Sample Sizes for Saturation in Qualitative Research: A Systematic Review of Empirical Tests. Social Science & Medicine(292), 1-10. https://doi.org/https://doi.org/10.1016/j.socscimed.2021.114523
  • Jakob, J. (2021). Newzoo’s Generations Report: How Different Generations Engage with Games. Newzoo.
  • Jia, J., & Wang, H. (2019). The Effect of Consumption Values on Purchase Behavior for Virtual Goods in Mobile Game. Proceedings of the 1st International Symposium on Economic Development and Management Innovation (EDMI 2019) (s. 626-631). Atlantis Press. https://doi.org/https://doi.org/10.2991/edmi-19.2019.108
  • Jogo, R., Prasetya, D., & Respati, H. (2021). The Effect of Virtual Items, Character Identification and Game Satisfaction on Purchasing Decisions of Virtual Items Online (Case Study on Online Game Player Dota 2 Malang)). https://www.semanticscholar.org/paper/The-Effect-of-Virtual-Items%2C-Character-and-Game-on-Jogo-Prasetya/4e2d10a4bfb379e907e1b2a6022a68c7bd916c27
  • Kazaz, A. (2019). Duygusal Zeka ve Tüketim. Literatürk Academia.
  • Lehdonvirta, V. (2009a). Virtual Consumption. Turku School of Economics(A-11). https://doi.org/https://doi.org/10.2139/ssrn.1630382
  • Lehdonvirta, V. (2009b). Virtual item sales as a revenue model: Identifying attributes that drive purchase decisions. Electronic Commerce Research, 9(1), 97-113.
  • Lehdonvirta, V., Wilska, T. A., & Johnson, M. (2009). Virtual Consumerism: Case Habbo Hotel. Information, Communication & Society, 12(7), 1059-1079. https://doi.org/https://doi.org/10.1080/13691180802587813
  • Lin, H., & Sun, C. (2007). Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses. DiGRA Conference, (s. 335-343).
  • Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J., & Erz,, A. (2019). The Avatar’s new clothes: Understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior, (s. 72-83). https://doi.org/https://doi.org/10.1016/j.chb.2018.09.006
  • Martin, J. (2008). Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life. Journal For Virtual Worlds Research, 1(2), 1-21. https://doi.org/https://doi.org/10.4101/jvwr.v1i2.300
  • Maslow, A. (1954). Motivation and personality. Harpers.
  • Naone, V. (2007, 11 12). Bewegungsfreiheit zwischen virtuellen Welten. MIT Technology Review: https://www.heise.de/hintergrund/Bewegungsfreiheit-zwischen-virtuellen-Welten-280523.html
  • Odabaşı, Y., & Barış, G. (2022). Tüketici Davranışı. Mediacat.
  • Oh, G., & Ryu, T. (2007). Game Design on Item-selling Based Payment Model in Korean Online Games. DIGRA '07. Tokyo.
  • Pannicke, D., & Zarnekow, R. (2008). Virtual Worlds. Business & Information Systems Engineering, 1(2), 185-188. https://doi.org/https://doi.org/10.1007/s12599-008-0016-1
  • Perry, D. (2008). 29 Business Models for Games. Medium: https://medium.com/@lightspeedvp/29-business-models-for-games-832b892f5fb5
  • Psczolla, J.-P. (2019). Virtuelle Gegenstände als Objekte der Rechtsordnung. WebDok 17/2009. https://doi.org/https://doi.org/10.7328/jurpcb/200924113
  • Putra, T., Hayat, B., & Latifa, R. (2019). Why Do We Buy Virtual Goods? 2019 7th International Conference on Cyber and IT Service Management (CITSM). Indonesia. https://doi.org/https://doi.org/10.1109/CITSM47753.2019.8965331
  • Reza, A., Chu, S., Khan, Z., Nedd, A., Castillo, A., & Gardner, D. (2019). Skins for Sale: Linking Player Identity, Representation, and Purchasing Practices. (s. 124-131). Springer International Publishing. https://doi.org/https://doi.org/10.1007/978-3-030-15742-5_11
  • Sağıncı, H. (2021). Oyun Bağımlılığı, Oyun Sadakati ve Satın Alma Niyeti Arasındaki İlişkinin İncelenmesi: Dijital Oyunlar Üzerine Bir Araştırma. Yüksek Lisans Tezi. Karaman: Karamanoğlu Mehmetbey Üniversitesi Sosyal Bilimler Enstitüsü.
  • Sağlam, M. (2020). Dijital Oyunlar ve Çevrimiçi Tüketim Üzerine Etkisi: Üniversite Öğrencileri Üzerine Bir Araştırma. A. İgit, & Ö. Sayılgan içinde, Dijital İletişim Kuram ve Araştırmaları (s. 227-249). Nobel.
  • Sezgin, S., & Uzunoğlu, S. (2022). Loot Box Ekonomisi ve Dijital Karaborsalar: FIFA Örneği. The Journal of Social Science, 6(11), 125-138. https://doi.org/https://doi.org/10.30520/tjsosci.1059661
  • Shipman, E. (2017). Türkiye'de Yaşayan Millennial Kuşağının Video Oyunları Satın Alma Sıklığını Etkileyen Faktörler. Yüksek Lisans Tezi. İstanbul: İstanbul Bilgi Üniversitesi Sosyal Bilimler Enstitüsü.
  • Solomon, M. (2019). Consumer Behavior Buying, Having, and Being. Pearson.
  • Stewart, C., & Cash, W. (2017). Interviewing: Principles and Practices (15. Baskı b.). McGraw Hill.
  • Tamir, A. (2019). Meta Fetişizmi Bağlamında Bilgisayar Oyunları: Counter-Strike: Global Offensive Örneği. Yüksek Lisans Tezi. Ankara: Gazi Üniversitesi Sosyal Bilimler Enstitüsü.
  • Toffler, A. (2008). Üçüncü Dalga. Koridor Yayıncılık.
  • Törhönen, M., Sjöblom, M., Vahlo, J., & Hamari, J. (2020). View, Play and Pay? – The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying. Proceedings of the 53rd Hawaii International Conference on System Sciences. Hawaii. https://doi.org/https://doi.org/10.24251/HICSS.2020.332
  • Uzun, K. (2020). Yükselen Endüstri Olarak Dijital Oyun Endüstrisi ve Dijital Oyuncuların Tüketim Eğilimlerini Etkileyen Faktörler (KTÜ Örneği). Yüksek Lisans Tezi. Trabzon: Karadeniz Teknik Üniversitesi Sosyal Bilimler Enstitüsü.
  • Wohn, D. (2014). pending Real Money: Purchasing Patterns of Virtual Goods in an Online Social Game. CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (s. 3359–3368). https://doi.org/https://doi.org/10.1145/2556288.2557074
  • Yıldırım, A., & Şimşek, H. (2016). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Seçkin Yayıncılık.

Virtual Products and Changing Consumption: Reading Virtual Product Consumption Through Digital Games

Year 2024, Issue: 54, 175 - 192, 30.08.2024
https://doi.org/10.52642/susbed.1468526

Abstract

Consumption is inevitable. With the production of more than what is needed, the industrial revolution, technological and other developments, consumption channels, consumer behavior, and the products consumed have changed. People have moved away from the functional benefits provided by the products and have started to consume them for psychological and social satisfaction. In the new understanding of consumption, symbolic concepts such as image and identity have gained importance as a way of self-expression. In this understanding of consumption, physical stores are moved to the digital world through internet technology and digital products that have no tangible reality are widely consumed.
In this study, aimed to find an answer to the question of the motivations for people to buy virtual products that do not have a tangible existence and functional benefits, with a special focus on digital games. In this direction, using criterion sampling and interview techniques, data were collected from 10 people who had previously purchased decorative digital game products. The data obtained from the interviews conducted between October 15-30, 2023 were analyzed and analyzed. As a result of the analysis, it was observed that players mostly purchased decorative digital game products for aesthetic, emotional, and economic motivations.

Thanks

We would like to thank Eda Demir for proofreading the article.

References

  • Akhan, C., & Özdemı̇r, E. (2022). The Effect of In-Game Produckt Placement on Attitude Towards In-Game Advertisements and In-Game Purchase Intention: A Study on Young Consumers. Erciyes Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi(61), 385-406. https://doi.org/https://doi.org/10.18070/erciyesiibd.990855
  • Ankara Kalkınma Ajansı. (2016). Dijital Oyun Sektörü Raporu. Ankara Kalkınma Ajansı.
  • Asadi, A., & Hemadi, R. (2022). Understanding Currencies in Video Games: A Review. 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC). https://doi.org/https://doi.org/10.48550/arXiv.2203.14253
  • Ayvaz, İ. (2020). Oyu İçi Satın Alımını Etkileyen Faktörler: Türkiye Pazarına Yönelik Keşifsel Bir Çalışma. Avrasya Sosyal ve Ekonomi Araştırmaları Dergisi, 7(1), 162-172.
  • Balakrishnan, J., & Griffiths, M. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior(87), 238-246. https://doi.org/https://doi.org/10.1016/j.chb.2018.06.002
  • Belk, R. (2013). Extended Self in a Digital World. Journal of Consumer Research, 40(3), 477-500. https://doi.org/https://doi.org/10.1086/671052
  • Berge, E., & Boone, C. (2021). NFTs and Virtual Currency in Games: Compliance Issues and Legal Risks. Venable LLP.
  • Buluş, B., & Buluş, G. (2020). Kültür Endüstrisi Ürünü Olarak Dijital Oyunlar ve Dijital Ekonomi. Aksaray Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi, 12(2), 1-6. https://hdl.handle.net/20.500.12451/7640
  • Cai, J., Wohn, D., & Freeman, G. (2019). Who purchases and why? Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite. HI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (s. 391-396). https://doi.org/https://doi.org/10.1145/3311350.3347196
  • Cai, X., Cebollada, J., & Cortiñas, M. (2022). A Grounded Theory Approach to Understanding In-Game Goods Purchase. PLoS ONE, 17(1). https://doi.org/https://doi.org/10.1371/journal.pone.0262998
  • Cambridge Dictionary. (2023, 4 26). Purchase.
  • Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press.
  • Çelik, Ş. (2017). Ben, Kendim ve Avatarım: Sanallık ve Gerçeklik Arasında Tüketim, Sahip Olunanlar ve Kişisel Benlik. Tüketici ve Tüketim Araştırmaları Dergisi, 9(1), 117-154.
  • Elden, M. (2022). Reklam ve Reklamcılık. Say Yayınları.
  • Erbay, A. (2021). İletişim Biliminde Dijital Oyunlar Üzerine Yapılan Çalışmaların Betimsel Analizi. Uluslararası Sosyal Bilimler Akademi Dergisi(5), 519-556. https://doi.org/https://doi.org/10.47994/usbad.817988
  • Fairfield, J. (2005). Virtual Property. Boston University Law Review(85), 1047-1102.
  • Frieling, J. (2013). Virtual goods in online worlds: Basics, characteristics and monetization. INFORMATIK 2013 (s. 3097-3107). Bonn: Gesellschaft für Informatik e.V.
  • Gürçay, H., Kepenek, E., & Tekin, E. (2019). Türkiye’de Dijital Oyun ve Animasyon. Retro.
  • Hamari, J., & Lehdonvirta, V. (2010). Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods. International Journal of Business Science & Applied Management, 5(1), 14-29. https://ssrn.com/abstract=1443907
  • Hamari, J., Alha, K., Järvelä, S., Kivikangas, J., Koivisto, J., & Paavilainen, J. (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/https://doi.org/10.1016/j.chb.2016.11.045
  • Hennink, M., & Kaiser, B. (2022). Sample Sizes for Saturation in Qualitative Research: A Systematic Review of Empirical Tests. Social Science & Medicine(292), 1-10. https://doi.org/https://doi.org/10.1016/j.socscimed.2021.114523
  • Jakob, J. (2021). Newzoo’s Generations Report: How Different Generations Engage with Games. Newzoo.
  • Jia, J., & Wang, H. (2019). The Effect of Consumption Values on Purchase Behavior for Virtual Goods in Mobile Game. Proceedings of the 1st International Symposium on Economic Development and Management Innovation (EDMI 2019) (s. 626-631). Atlantis Press. https://doi.org/https://doi.org/10.2991/edmi-19.2019.108
  • Jogo, R., Prasetya, D., & Respati, H. (2021). The Effect of Virtual Items, Character Identification and Game Satisfaction on Purchasing Decisions of Virtual Items Online (Case Study on Online Game Player Dota 2 Malang)). https://www.semanticscholar.org/paper/The-Effect-of-Virtual-Items%2C-Character-and-Game-on-Jogo-Prasetya/4e2d10a4bfb379e907e1b2a6022a68c7bd916c27
  • Kazaz, A. (2019). Duygusal Zeka ve Tüketim. Literatürk Academia.
  • Lehdonvirta, V. (2009a). Virtual Consumption. Turku School of Economics(A-11). https://doi.org/https://doi.org/10.2139/ssrn.1630382
  • Lehdonvirta, V. (2009b). Virtual item sales as a revenue model: Identifying attributes that drive purchase decisions. Electronic Commerce Research, 9(1), 97-113.
  • Lehdonvirta, V., Wilska, T. A., & Johnson, M. (2009). Virtual Consumerism: Case Habbo Hotel. Information, Communication & Society, 12(7), 1059-1079. https://doi.org/https://doi.org/10.1080/13691180802587813
  • Lin, H., & Sun, C. (2007). Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses. DiGRA Conference, (s. 335-343).
  • Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J., & Erz,, A. (2019). The Avatar’s new clothes: Understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior, (s. 72-83). https://doi.org/https://doi.org/10.1016/j.chb.2018.09.006
  • Martin, J. (2008). Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life. Journal For Virtual Worlds Research, 1(2), 1-21. https://doi.org/https://doi.org/10.4101/jvwr.v1i2.300
  • Maslow, A. (1954). Motivation and personality. Harpers.
  • Naone, V. (2007, 11 12). Bewegungsfreiheit zwischen virtuellen Welten. MIT Technology Review: https://www.heise.de/hintergrund/Bewegungsfreiheit-zwischen-virtuellen-Welten-280523.html
  • Odabaşı, Y., & Barış, G. (2022). Tüketici Davranışı. Mediacat.
  • Oh, G., & Ryu, T. (2007). Game Design on Item-selling Based Payment Model in Korean Online Games. DIGRA '07. Tokyo.
  • Pannicke, D., & Zarnekow, R. (2008). Virtual Worlds. Business & Information Systems Engineering, 1(2), 185-188. https://doi.org/https://doi.org/10.1007/s12599-008-0016-1
  • Perry, D. (2008). 29 Business Models for Games. Medium: https://medium.com/@lightspeedvp/29-business-models-for-games-832b892f5fb5
  • Psczolla, J.-P. (2019). Virtuelle Gegenstände als Objekte der Rechtsordnung. WebDok 17/2009. https://doi.org/https://doi.org/10.7328/jurpcb/200924113
  • Putra, T., Hayat, B., & Latifa, R. (2019). Why Do We Buy Virtual Goods? 2019 7th International Conference on Cyber and IT Service Management (CITSM). Indonesia. https://doi.org/https://doi.org/10.1109/CITSM47753.2019.8965331
  • Reza, A., Chu, S., Khan, Z., Nedd, A., Castillo, A., & Gardner, D. (2019). Skins for Sale: Linking Player Identity, Representation, and Purchasing Practices. (s. 124-131). Springer International Publishing. https://doi.org/https://doi.org/10.1007/978-3-030-15742-5_11
  • Sağıncı, H. (2021). Oyun Bağımlılığı, Oyun Sadakati ve Satın Alma Niyeti Arasındaki İlişkinin İncelenmesi: Dijital Oyunlar Üzerine Bir Araştırma. Yüksek Lisans Tezi. Karaman: Karamanoğlu Mehmetbey Üniversitesi Sosyal Bilimler Enstitüsü.
  • Sağlam, M. (2020). Dijital Oyunlar ve Çevrimiçi Tüketim Üzerine Etkisi: Üniversite Öğrencileri Üzerine Bir Araştırma. A. İgit, & Ö. Sayılgan içinde, Dijital İletişim Kuram ve Araştırmaları (s. 227-249). Nobel.
  • Sezgin, S., & Uzunoğlu, S. (2022). Loot Box Ekonomisi ve Dijital Karaborsalar: FIFA Örneği. The Journal of Social Science, 6(11), 125-138. https://doi.org/https://doi.org/10.30520/tjsosci.1059661
  • Shipman, E. (2017). Türkiye'de Yaşayan Millennial Kuşağının Video Oyunları Satın Alma Sıklığını Etkileyen Faktörler. Yüksek Lisans Tezi. İstanbul: İstanbul Bilgi Üniversitesi Sosyal Bilimler Enstitüsü.
  • Solomon, M. (2019). Consumer Behavior Buying, Having, and Being. Pearson.
  • Stewart, C., & Cash, W. (2017). Interviewing: Principles and Practices (15. Baskı b.). McGraw Hill.
  • Tamir, A. (2019). Meta Fetişizmi Bağlamında Bilgisayar Oyunları: Counter-Strike: Global Offensive Örneği. Yüksek Lisans Tezi. Ankara: Gazi Üniversitesi Sosyal Bilimler Enstitüsü.
  • Toffler, A. (2008). Üçüncü Dalga. Koridor Yayıncılık.
  • Törhönen, M., Sjöblom, M., Vahlo, J., & Hamari, J. (2020). View, Play and Pay? – The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying. Proceedings of the 53rd Hawaii International Conference on System Sciences. Hawaii. https://doi.org/https://doi.org/10.24251/HICSS.2020.332
  • Uzun, K. (2020). Yükselen Endüstri Olarak Dijital Oyun Endüstrisi ve Dijital Oyuncuların Tüketim Eğilimlerini Etkileyen Faktörler (KTÜ Örneği). Yüksek Lisans Tezi. Trabzon: Karadeniz Teknik Üniversitesi Sosyal Bilimler Enstitüsü.
  • Wohn, D. (2014). pending Real Money: Purchasing Patterns of Virtual Goods in an Online Social Game. CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (s. 3359–3368). https://doi.org/https://doi.org/10.1145/2556288.2557074
  • Yıldırım, A., & Şimşek, H. (2016). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Seçkin Yayıncılık.
There are 52 citations in total.

Details

Primary Language Turkish
Subjects Communication Technology and Digital Media Studies, New Communication Technologies, Communication and Media Studies (Other)
Journal Section Research Articles
Authors

İbrahim Kahraman 0000-0002-5100-4007

Ahmet Tarhan 0000-0003-4074-1914

Publication Date August 30, 2024
Submission Date April 15, 2024
Acceptance Date July 8, 2024
Published in Issue Year 2024 Issue: 54

Cite

APA Kahraman, İ., & Tarhan, A. (2024). Sanal Ürünler ve Değişen Tüketim: Sanal Ürün Tüketimini Dijital Oyunlar Üzerinden Okumak. Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi(54), 175-192. https://doi.org/10.52642/susbed.1468526

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