TY - JOUR T1 - Dijital Oyunlar ve Radikâl Kimlik İnşası: Popüler Kültür Bağlamında Yeni Güvenlik Alanları TT - Digital Games and Radical Identity Construction: New Security Domains in the Context of Popular Culture AU - Ağırdil, Onur PY - 2025 DA - September Y2 - 2025 DO - 10.37679/trta.1738773 JF - TRT Akademi JO - trtakademi PB - Türkiye Radyo Televizyon Kurumu WT - DergiPark SN - 2149-9446 SP - 1066 EP - 1095 VL - 10 IS - 25 LA - tr AB - Bu çalışma, dijital oyunların popüler kültür bağlamında radikal kimlik inşasına nasıl katkı sunduğunu incelemeyi amaçlamaktadır. Çalışma kapsamında, dijital oyunların kültürel semboller, ideolojik içerikler ve kolektif aidiyet biçimleri aracılığıyla radikalleşme süreçlerine etkisi analiz edilmiştir. Özellikle çok oyunculu çevrim içi oyunların sunduğu sosyal etkileşim ortamlarının, bireysel ve toplu düzeyde radikal eğilimleri nasıl beslediği tartışılmıştır. Yöntem açısından çalışmada, kuramsal düzlemde yapılandırılmış, nitel ve kavramsal bir analiz yürütülmüştür. Teorik çerçeve olarak, radikalleşme modellerinden McCauley ve Moskalenko’nun “İkili Piramit Modeli” temel alınmıştır. Söz konusu model üzerinden dijital oyunlarda gerçekleşen bilişsel ve davranışsal radikalleşme biçimleri ayrı ayrı açıklanmıştır. Oyun temelli radikalleşme süreçleri, dört aşamalı tablolarla görselleştirilerek kullanıcıların farklı seviyelerde bu sürece nasıl dâhil olabileceği ortaya konmuştur. Ayrıca Avrupa Komisyonuna bağlı Radikalleşme Farkındalık Ağı (RAN) ile Aşırıcılık ve Oyun Araştırma Ağı (EGRN) tarafından sunulan tipolojilerden yola çıkılarak oyunların çok katmanlı araçsallaştırılma biçimleri sınıflandırılmıştır. Çalışmada ulaşılan temel sonuç, popüler kültürün bir aracı olan dijital oyunların, bireylerin kimlik algısında ve aidiyet kurma süreçlerinde aktif rol oynaması olmuştur. Bu yönüyle dijital oyunlar, radikal gruplar tarafından sistematik biçimde araçsallaştırılan kültürel platformlara dönüşebilmektedir KW - Popüler Kültür KW - Dijital Oyunlar KW - Radikâlleşme KW - Kimlik İnşası KW - Güvenlik Çalışmaları N2 - This study aims to examine how digital games contribute to radical identity construction within the context of popular culture. The research analyzes the impact of digital games on radicalization processes through cultural symbols, ideological content, and forms of collective belonging. In particular, the study discusses how the social interaction environments offered by multiplayer online games foster radical tendencies at both individual and collective levels. Methodologically, the study adopts a theoretically grounded, qualitative, and conceptual analytical approach. The theoretical framework is based on McCauley and Moskalenko’s “Two-Pyramid Model” of radicalization. Through this model, cognitive and behavioral forms of radicalization observed in digital gaming environments are examined separately. Game-based radicalization processes are visualized using four-stage tables to demonstrate how users may engage at different levels. Furthermore, typologies presented by the Radicalisation Awareness Network (RAN) under the European Commission and the Extremism and Gaming Research Network (EGRN) are utilized to classify the multi-layered instrumentalization of games. The main finding of the study is that digital games, as instruments of popular culture, actively influence individuals' perceptions of identity and processes of belonging. In this respect, digital games can evolve into cultural platforms that are systematically instrumentalized by radical groups. CR - A Haber. (2024, Haziran 20). 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