Araştırma Makalesi
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Gamification of Terrorism in Digital Environments

Yıl 2022, Cilt: 7 Sayı: 16, 888 - 915, 30.09.2022
https://doi.org/10.37679/trta.1142845

Öz

This article examines the violent radicalisation process that terrorist organizations have constructed with the games. In this process, which is the gamification of terrorism, terrorist groups can recruit of militant, plan for possible attacks, determine tactics for attacks, and get financial income. Terrorist organizations transform to virtual reality into terrorist acts by editing of issues such as political, economic, cultural, etc., which take place in daily life conditions with extremist discourse and narratives. With the developing internet technology, terrorist organizations have reached to users with designed video games by themselves or made software changes for existing games. In addition, terrorist groups can influence to users who are out of the game with the adjacent platforms. In this way, the motivation for violence is reinforced by triggering cognitive and behavioral changes for gamers. A wide variety and complex acts of terrorism (school shooting, marauding and lone wolf terrorism) take a place under the influence of video games in the last years. The article discusses the gamification of terrorism with the radical milleu and self-determination theories. With these theories, it can be analyzed how individuals adopt to the terrorist radicalisation process seen in video games and by which dynamics terrorist violence triggers the desire to do something.

Kaynakça

  • Anderson, C., Gentile, D., & Buckley, K. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. (1st ed.). Oxford University Press.
  • Anderson, C., Bushman, B. (2002). The effects of media violence and the American public revisited. American Psychologist, 57, 447-448. https://doi.org/10.1037/0003-066X.57.6-7.448
  • Ayyadi, K. (2019, Ekim 11). The gamification of terror when hate becomes a game. Bell News Tower. https://www.belltower.news/anti-semitic-attack-in-halle-the-gamification-of-terror-when-hate-becomes-a-game-92439/
  • Baaken, T., Schlegel, L. (2017). Fisherman or swarm dynamics? Should we understand jihadist online-radicalization as a top-down or bottom-up process?. Journal of Deradicalisation, 13, 178-212.
  • BBC. (2014, Ağustos 21). Islamic state shifts to new platforms after Twitter block. https://www.bbc.com/news/world-middle-east-28843350
  • Belew, K. (2018). Bring the war at home: The white power movement and paramilitary America. Harvard University Press.
  • Benford, R. D., Snow, D. A. (2000). Framing processes and social movements: An overview and assessment. Annual Review of Sociology, 26, 611-639.
  • Crappy Games Wiki. (2003). White Law. https://crappygames.miraheze.org/wiki/White_Law
  • Curry, D. (2022). Discord revenue and usage statistics 2022. Business of Apps. https://www.businessofapps.com/data/discord-statistics/
  • Dalgaard – Nielsen, A. (2010). Violent radicalisation in Europe: What we know and What we do not know. Studies in Conflict & Terrorism, 33(9), 797-814. https://doi.org/10.1080/1057610X.2010.501423
  • Deci, E. L., Ryan, M. R. (1985). Intrinsic Motivation and self-determination in human behavior. (1st ed.). Springer.
  • Deterding, S., Khaled, R., Nacke, L. & Dixon, D. (2011). Gamification: toward a definition. 15. Uluslararası Akademik MindTrek Konferansında sunulmuştur, Tampere. http://dx.doi.org/10.1145/2181037.2181040
  • Dodd, V. (2022, Mart 17). 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
  • Duhigg, C. (2012). The power of habit: Why we do what we do in life and business. Random House LLC.
  • Ebner, J. (2020, Şubat 14). Dark Ops: Isis, the far right and the gamification of terror. Financial Times. https://www.ft.com/content/bf7b158e-4cc0-11ea-95a0-43d18ec715f5
  • Evans, R. (2019, Ağustos 4). The El Paso shooting and the gamification of terror. Bellingcat. https://www.bellingcat.com/news/americas/2019/08/04/the-el-paso-shooting-and-the-gamification-of-terror/
  • Extremism-Gaming Research Network. (2021). State of play: Reviewing the literature on gaming & extremism. https://drive.google.com/file/d/1WEq4OjtqZYdltAB0SK46M88gFF863jWs/view?stream=top
  • Fizek, S., Dippel, A. (2020). Gamification of terror power games as liminal. İçinde M. Groen & A. Tilman & A. Webel (Edtr.), Games and ethics: theoretical and empirical approaches to ethical questions in digital game cultures (ss: 77- 94). Springer. https://doi.org/10.1007/978-3-658-28175-5_6
  • Gais, H., Hayden, M. E. (2020, Kasım 17). Extremist are cashing in on a youth-targeted gaming website. SPLC. https://www.splcenter.org/hatewatch/2020/11/17/extremists-are-cashing-youth-targeted-gaming-website
  • Gentile, D. A. (2003). Media violence and children. Praeger.
  • Gunaratna, R. (2011). The Arab Spring? Is al-Qaeda on the War on the wrong side of History?. Counter Terrorist Trends and Analyses, 3(9), 1-4. https://www.jstor.org/stable/26351004?seq=1
  • Haperen, S., Uitermark, J. & Walter, N. (2022). The swarm versus the grassroots: places and networks of supporters and opponents of Black Lives Matter on Twitter. Social Movement Studies, https://doi.org/10.1080/14742837.2022.2031954
  • Hemmingsen, A. S. (2015). Viewing jihadism as a counterculture: Potential and limitations. Behavioral Sciences of Terrorism and Political Aggression, 7(1), 3-17. https://doi.org/10.1080/19434472.2014.977326
  • Hoffman, B. (2006). Inside terrorism. (2nd ed.). Colombia University Press.
  • Hoffman, B. (2008). The myth of grass-roots terrorism. Foreign Affairs. https://www.foreignaffairs.com/reviews/review-essay/2008-05-03/myth-grass-roots-terrorism
  • Horgan, J. (2008). From profiles to pathways and roots to routes: Perspectives from psychology on radicalisation into terrorism. The Annals of the American Academy of Political and Social Science, 618, 80-94. https://www.jstor.org/stable/40375777
  • Horgan, J. (2009). The psychology of terrorism, (2nd ed.). Routledge.
  • Hume, T. (2020, Eylül 21). A German far-right group is trying to recruit kids with a free video game. World News. https://www.vice.com/en/article/dyzbka/germany-game-heimat-defender-identitarian
  • Iqbal, M. (2022). Twitch revenue and usage statistics 2022. Business of App. https://www.businessofapps.com/data/twitch-statistics/
  • Johnson, B., Feldman, M. (2021). Siege culture after siege: Anatomy of a neo-Nazi terrorist doctrine. ICCT. https://icct.nl/app/uploads/2021/07/siege-culture-neo-nazi-terrorist-doctrine.pdf
  • Kang, C. (2014, Eylül 18). ISIS’s call of duty. The New Yorker. https://www.newyorker.com/tech/annals-of-technology/isis-video-game
  • Kfir, I. (2019). Terrorist innovation and online propaganda in the post-caliphate period. SSRN, http://dx.doi.org/10.2139/ssrn.3475008
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Dijital Ortamlarda Terörizmin Oyunlaştırılması

Yıl 2022, Cilt: 7 Sayı: 16, 888 - 915, 30.09.2022
https://doi.org/10.37679/trta.1142845

Öz

Bu makale, terör örgütlerinin video oyunlarıyla kurguladığı şiddet içeren radikalleşme sürecini incelemektedir. Terörizmin oyunlaştırılması olan bu süreçte terör grupları eleman kazanmakta, olası saldırlar için planlama yapmakta, eylem için taktikleri belirlemekte ve finansal gelir elde edebilmektedir. Terör örgütleri günlük olağan yaşam koşullarında gerçekleşen siyasi, ekonomik, kültürel ve benzeri konuları aşırı söylem ve anlatılarla kurgulayarak sanal gerçekliği terörist eyleme dönüştürmektedir. Gelişen internet teknolojisiyle birlikte terör örgütleri video oyunlarını bizzat tasarlamakta veya yazılımsal değişimlerde bulunarak mevcut oyunlarla kullanıcılara ulaşmaktadır. Ayrıca terör grupları oyunlarla birlikte kullanılan bitişik platformlara nüfuz ederek oyun dışında kalan kullanıcıları da etkileyebilmektedir. Bu sayede oyuncularda bilişsel ve davranışsal değişim süreci oyun içi ve dışı alanlarda tetiklenerek şiddet motivasyonu pekiştirilmektedir. Video oyunlarının etkisiyle son yıllarda çok çeşitli ve karmaşık terör eylemleri (okul baskınları, yağmacı terörizm, yalnız kurt saldırıları) gerçekleşmektedir. Makale terörizmin oyunlaştırılmasını radikal ortam kuramı ve öz-belirleme teorisiyle ele almaktadır. Bu kuramlarla bireylerin video oyunlarında görülen terörist radikalleşme sürecine nasıl uyum sağladığı ve bir şeyler yapma isteğinin terörist şiddetin hangi dinamiklerle tetiklendiği analiz edilebilmektedir.

Kaynakça

  • Anderson, C., Gentile, D., & Buckley, K. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. (1st ed.). Oxford University Press.
  • Anderson, C., Bushman, B. (2002). The effects of media violence and the American public revisited. American Psychologist, 57, 447-448. https://doi.org/10.1037/0003-066X.57.6-7.448
  • Ayyadi, K. (2019, Ekim 11). The gamification of terror when hate becomes a game. Bell News Tower. https://www.belltower.news/anti-semitic-attack-in-halle-the-gamification-of-terror-when-hate-becomes-a-game-92439/
  • Baaken, T., Schlegel, L. (2017). Fisherman or swarm dynamics? Should we understand jihadist online-radicalization as a top-down or bottom-up process?. Journal of Deradicalisation, 13, 178-212.
  • BBC. (2014, Ağustos 21). Islamic state shifts to new platforms after Twitter block. https://www.bbc.com/news/world-middle-east-28843350
  • Belew, K. (2018). Bring the war at home: The white power movement and paramilitary America. Harvard University Press.
  • Benford, R. D., Snow, D. A. (2000). Framing processes and social movements: An overview and assessment. Annual Review of Sociology, 26, 611-639.
  • Crappy Games Wiki. (2003). White Law. https://crappygames.miraheze.org/wiki/White_Law
  • Curry, D. (2022). Discord revenue and usage statistics 2022. Business of Apps. https://www.businessofapps.com/data/discord-statistics/
  • Dalgaard – Nielsen, A. (2010). Violent radicalisation in Europe: What we know and What we do not know. Studies in Conflict & Terrorism, 33(9), 797-814. https://doi.org/10.1080/1057610X.2010.501423
  • Deci, E. L., Ryan, M. R. (1985). Intrinsic Motivation and self-determination in human behavior. (1st ed.). Springer.
  • Deterding, S., Khaled, R., Nacke, L. & Dixon, D. (2011). Gamification: toward a definition. 15. Uluslararası Akademik MindTrek Konferansında sunulmuştur, Tampere. http://dx.doi.org/10.1145/2181037.2181040
  • Dodd, V. (2022, Mart 17). 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
  • Duhigg, C. (2012). The power of habit: Why we do what we do in life and business. Random House LLC.
  • Ebner, J. (2020, Şubat 14). Dark Ops: Isis, the far right and the gamification of terror. Financial Times. https://www.ft.com/content/bf7b158e-4cc0-11ea-95a0-43d18ec715f5
  • Evans, R. (2019, Ağustos 4). The El Paso shooting and the gamification of terror. Bellingcat. https://www.bellingcat.com/news/americas/2019/08/04/the-el-paso-shooting-and-the-gamification-of-terror/
  • Extremism-Gaming Research Network. (2021). State of play: Reviewing the literature on gaming & extremism. https://drive.google.com/file/d/1WEq4OjtqZYdltAB0SK46M88gFF863jWs/view?stream=top
  • Fizek, S., Dippel, A. (2020). Gamification of terror power games as liminal. İçinde M. Groen & A. Tilman & A. Webel (Edtr.), Games and ethics: theoretical and empirical approaches to ethical questions in digital game cultures (ss: 77- 94). Springer. https://doi.org/10.1007/978-3-658-28175-5_6
  • Gais, H., Hayden, M. E. (2020, Kasım 17). Extremist are cashing in on a youth-targeted gaming website. SPLC. https://www.splcenter.org/hatewatch/2020/11/17/extremists-are-cashing-youth-targeted-gaming-website
  • Gentile, D. A. (2003). Media violence and children. Praeger.
  • Gunaratna, R. (2011). The Arab Spring? Is al-Qaeda on the War on the wrong side of History?. Counter Terrorist Trends and Analyses, 3(9), 1-4. https://www.jstor.org/stable/26351004?seq=1
  • Haperen, S., Uitermark, J. & Walter, N. (2022). The swarm versus the grassroots: places and networks of supporters and opponents of Black Lives Matter on Twitter. Social Movement Studies, https://doi.org/10.1080/14742837.2022.2031954
  • Hemmingsen, A. S. (2015). Viewing jihadism as a counterculture: Potential and limitations. Behavioral Sciences of Terrorism and Political Aggression, 7(1), 3-17. https://doi.org/10.1080/19434472.2014.977326
  • Hoffman, B. (2006). Inside terrorism. (2nd ed.). Colombia University Press.
  • Hoffman, B. (2008). The myth of grass-roots terrorism. Foreign Affairs. https://www.foreignaffairs.com/reviews/review-essay/2008-05-03/myth-grass-roots-terrorism
  • Horgan, J. (2008). From profiles to pathways and roots to routes: Perspectives from psychology on radicalisation into terrorism. The Annals of the American Academy of Political and Social Science, 618, 80-94. https://www.jstor.org/stable/40375777
  • Horgan, J. (2009). The psychology of terrorism, (2nd ed.). Routledge.
  • Hume, T. (2020, Eylül 21). A German far-right group is trying to recruit kids with a free video game. World News. https://www.vice.com/en/article/dyzbka/germany-game-heimat-defender-identitarian
  • Iqbal, M. (2022). Twitch revenue and usage statistics 2022. Business of App. https://www.businessofapps.com/data/twitch-statistics/
  • Johnson, B., Feldman, M. (2021). Siege culture after siege: Anatomy of a neo-Nazi terrorist doctrine. ICCT. https://icct.nl/app/uploads/2021/07/siege-culture-neo-nazi-terrorist-doctrine.pdf
  • Kang, C. (2014, Eylül 18). ISIS’s call of duty. The New Yorker. https://www.newyorker.com/tech/annals-of-technology/isis-video-game
  • Kfir, I. (2019). Terrorist innovation and online propaganda in the post-caliphate period. SSRN, http://dx.doi.org/10.2139/ssrn.3475008
  • Khosravi. R. (2017). Neo-Nazis are making their own video games and they are just as horrifying as you would think. MIC. https://www.mic.com/articles/174705/neo-nazis-are-making-their-own-video-games-and-they-re-just-as-horrifying-as-you-d-think
  • Khosrokhavar, F. (2017). Radicalization: Why some people choose the path of violence. (1st ed.). The New Press.
  • Klausen, J. (2016). Toward a behavioral model of homegrown radicalization trajectories. Studies in Conflict & Terrorism, 39(1), 67-83. https://doi.org/10.1080/1057610X.2015.1099995
  • Koehler, D. (2015). Contrast societies: Radical social movements and their relationships with their target societies, a theoretical model. Behavioral Sciences of Terrorism and Political Aggression, 7(1), 18-34. ttps://doi.org/10.1080/19434472.2014.977325
  • Kundani, A. (2012). Radicalisation: The journey of a concept. Race & Class, 5(2), 3-25. https://doi.org/10.1177/0306396812454984
  • Lakomy, M. (2019). Let’s play a video game: Jihadi propaganda in the world of electronic entertainment. Studies Conflict & Terrorism, 42(4): 383-406. https://doi.org/10.1080/1057610X.2017.1385903
  • Lengkeek, Y. (2021). Why the radical right exploits games as tools for radicalisation. CARR. https://www.radicalrightanalysis.com/2021/08/13/why-the-radical-right-exploits-games-as-tools-for-radicalization/
  • Lieberman, A., V. (2017). Terrorism, the internet, and propaganda: A deadly combination. J. Nat'l Sec. L. & Pol'y, 9, 1-44.
  • Meer, N. (2014). Radicalization and religion: Race, culture, and difference in the study of antisemitism and Islamophobia. (1st ed.). Routledge.
  • McCauley, C., Moskalenko, S. (2008). Mechanisms of political radicalisation: Pathways toward terrorism. Terrorism and Political Violence, 20(3), 415-433. https://doi.org/10.1080/09546550802073367
  • Moghaddam, F. M. (2005). The staircase to terrorism: A psychological exploration. American Psychologist, 60(2), 161-169. https://doi.org/10.1037/0003-066X.60.2.161
  • Neumann, P., Smith, M.L.R. (2009). The strategy of terrorism: how it works, and why it fails. (1st ed.). Routledge.
  • Neumann, P. (2013). The trouble with radicalization. International Affairs, 89(4), 873-893. https://doi.org/10.1111/1468-2346.12049
  • O’Cannor, C. (2021). The extreme right on Twitch. ISD Global. https://www.isdglobal.org/isd-publications/gaming-and-extremism-the-extreme-right-on-twitch/
  • O’Toole, M. E. (2000). The school shooter: A threat assessment perspective. Washington, D. C.: U. S. Dpt. of Justice, Federal Bureau of Investigation.
  • Pisoiu, D. (2015). Subcultures, violent radicalization, and terrorism. Behavioral Sciences of Terrorism and Political Aggression, 7(1), 1-2. https://doi.org/10.1080/19434472.2014.977328
  • Porter, E. L., Kebbell, M. R. (2011). Radicalization in Australia: Examining Australia’s convicted terrorists. Psychiatry, Psychology and Law, 18(2), 212-231. https://doi.org/10.1080/13218719.2010.482953
  • Potter, W. J. (2003). The 11 myths of media violence. (1st ed.). Sage Publications.
  • RAN. (2020). Extremists’ use of video gaming strategies and narratives. https://home-affairs.ec.europa.eu/system/files/2020-11/ran_cn_conclusion_paper_videogames_15-17092020_en.pdf
  • Richards, A. (2015). From terrorism to radicalization to extremism counterterrorism imperative or loss of focus?. International Affairs, 91(2), 371-380. https://doi.org/10.1111/1468-2346.12240
  • Robinson, N., Whittaker, J. (2021). Playing for hate? Extremism, terrorism,and videogames. Studies in Conflict & Terrorism. https://doi.org/10.1080/1057610X.2020.1866740
  • Robson, K., Plangger, K., Kietzman, J., McCarthy, I. & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420.
  • Rose, S. (2018). Holy defence: Hezbollah issues call of duty to video gamers. Middle East Eye. https://www.middleeasteye.net/news/holy-defence-hezbollah-issues-call-duty-video-gamers
  • Sageman, M. (2008a). The reality of grass-roots terrorism. Foreign Affairs, 87(4), 163-166. https://www.jstor.org/stable/20032730
  • Sageman, M (2008b). Leaderless jihad: Terror networks in the twenty-first century. (1st ed.). University of Pennsylvania Press.
  • Sailer, M., Hense, J., Mayr, S. & Mandl, H. (2017). How gamification motives: an experimental study of specific game design elements on psychological need satisfaction. Computers in Human Behaviors, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
  • Sedgwick, M. (2010). The concept of radicalization as a source of confusion. Terrorism and Political Violence, 22(4): 479-494. https://doi.org/10.1080/09546553.2010.491009
  • Seib, P., Janbek, D. M. (2011). Global terrorism and new media: The post al-Qaeda generation. (1st ed.). Routledge.
  • Schlegel, L. (2020a). Jumanji extremism? How games and gamification could facilitate radicalisation process. Journal of Deradicalisation, 23, 1- 44. https://doi.org/10.1016/j.bushor.2015.03.006
  • Schlegel, L. (2020b, Mart 17). Can you hear your call of duty? The gamification of radicalisation and extremist violence. European Eye on Radicalisation. https://eeradicalization.com/can-you-hear-your-call-of-duty-the-gamification-of-radicalization-and-extremist-violence/
  • Schlegel, L. (2020c, Mart 13). Ready player one: How video games could facilitate radicalization processes. European Eye on Radicalisation. https://eeradicalization.com/ready-player-one-how-video-games-could-facilitate-radicalization-processes/
  • Schlegel, L. (2021a). The gamification violent extremism & lessons for P/CVE. European Commission. https://home-affairs.ec.europa.eu/system/files/2021-03/ran_ad hoc_pap_gamification_20210215_en.pdf
  • Schlegel, L. (2021b). Extremists’ use of gaming (adjacent) platforms: Insight regarding primary and secondary prevention measures. European Commission. https://home-affairs.ec.europa.eu/system/files/2021-08/ran_extremists_use_gaming_platforms_082021_en.pdf
  • Schlegel, L. (2021c). Connecting, competing, and trolling: User types in digital gamified radicalization process. Perspective On Terrorism, 15(4), 54-64.
  • Schung, D. H., Pintrich, P. R., & Meece, J. L. (2010). Motivation in education: Theory, research, and applications. (3rd ed.). Pearson.
  • SPLC. (2002). Games extremist play. https://www.splcenter.org/fighting-hate/intelligence-report/2002/games-extremists-play
  • Steuter, E., Wills, D. (2008). At war with metaphor: Media, propaganda, and racism in the War on Terror. (1st ed.). Lexington Books.
  • Tekwani, S. (2006). The LTTE’s online network and implications for regional security. Institute of Defence and Strategic Studies. https://www.rsis.edu.sg/wp-content/uploads/rsis-pubs/WP104.pdf
  • Thomas, E. (2021). The extreme right on DLive. ISD Global. https://www.isdglobal.org/wp-content/uploads/2021/08/03-gaming-report-dlive-1.pdf
  • Titcomb, J. (2015). Did Paris terrorists really use PlayStation 4 to plan attacks? The Telegraph. https://www.telegraph.co.uk/technology/video-games/playstation/11997952/paris-attacks-playstation-4.html
  • Tsfati, Y., Weimann, G. (2011). Www.terrorism.com: Terror on the internet. Studies Conflict & Terrorism, 25(5), 317-332. https://doi.org/10.1080/10576100290101214
  • Townsend, M. (2021, Şubat 14). 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
  • UNODC. (2012). The use of the internet for terrorist purposes. https://www.unodc.org/documents/frontpage/Use_of_Internet_for_Terrorist_Purposes.pdf
  • Waldmann, P., Sirseloudi, M. & Malthaner, S. (2010). Where does the radicalisation process lead? Radical community, radical networks, and radical subcultures. İçinde M. Ranstorp (Edt.), Understanding violent radicalization: Terrorist and jihadist movements in Europe. (ss: 50- 67). Routledge.
  • Wingfield, N. (2012, Aralık 23). All the World’s a Game, and Business is a player. The New York Times. https://www.nytimes.com/2012/12/24/technology/all-the-worlds-a-game-and-business-is-a-player.html?_r=0&hp=&adxnnl=1&adxnnlx=1356363383-49/ht37pa7bLVQX4ndn4+A
  • Weimann, G. (2009). Media events: The case of international terrorism. Journal of Broadcasting & Electronic Media, 31, 21-39. https://doi.org/10.1080/08838158709386643
  • Werbach, K. (2014). Re-defining gamification: A process approach. İçinde A. Spagnolli, L. Chiattaro, & L. Gamberini (Edtr.). Persuasive technology (ss:266-272). Springer. http://dx.doi.org/10.1007/978-3-319-07127-5_23.
  • Von Behr, I., Reding, A., Edwards, C. & Gribbon, L. (2013). Radicalisation in digital era: The use of internet in 15 cases of terrorism and extremism. RAND. https://www.rand.org/content/dam/rand/pubs/research_reports/RR400/RR453/RAND_RR453.pdf
Toplam 80 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları
Bölüm Makaleler
Yazarlar

Hakan Kıyıcı 0000-0001-5655-8060

Yayımlanma Tarihi 30 Eylül 2022
Gönderilme Tarihi 9 Temmuz 2022
Kabul Tarihi 21 Eylül 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 7 Sayı: 16

Kaynak Göster

APA Kıyıcı, H. (2022). Dijital Ortamlarda Terörizmin Oyunlaştırılması. TRT Akademi, 7(16), 888-915. https://doi.org/10.37679/trta.1142845