Araştırma Makalesi
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Squid Game’nin Çocuk Oyunlarına ve İzleyicilere Yansımaları; Twitter Duygu Analizi ve Nitel Araştırma Örneği

Yıl 2023, Cilt: 6 Sayı: 1, 173 - 185, 28.03.2023
https://doi.org/10.38021/asbid.1212297

Öz

Bu araştırma, dünyada büyük yankı uyandıran Squid Game serisi hakkında izleyicilerin ve Twitter kullanıcılarının görüşlerinden faydalanılarak oluşturulmuştur. Dizinin içeriğinin dikkat çekici birçok ayrıntıdan oluşmasının yanısıra geleneksel çocuk oyunlarının kanlı bir görsele dönüştürülmesinin izleyiciler üzerindeki etkisinin de incelenmesi hedeflenmiştir. Yapılan görüşmelerde Squid Game’nin izlenme nedenleri, seyircinin diziden aldığı mesajlar, geleneksel çocuk oyunlarının yorumlanması, empatik olarak düşünceleri ve izleyicilerin aileleri ile olan ilişkileri ele alınmıştır. Elde edilen veriler MAXQDA programına aktarılmış ve düzenlenmiştir. Araştırmada kullanılan veriler iki aşamada ortaya çıkmıştır. İlkinde MAXQDA yazılımı aracılığıyla 17.10.2021 ve 25.01.2022 tarihleri arasında Twitterdan toplanan 451.540 tweetin duygu analizi (tutum, duygu ve değerlendirmeler) yapılmıştır. İkinci olarak Squid Game dizisini izleyen 13 katılımcı ile nitel görüşmeler yapılmış ve ortaya çıkan transkripsiyonlar alan uzmanı ile düzenlenerek analizi yapılmıştır. Daha sonra tüm ortaya çıkan bulgular bütünsel olarak yorumlanmıştır. Sonuç olarak, Twitter kullanıcılarının Squid Game ile ilgili attıkları tweetler ve 13 katılımcıyla gerçekleştirilen görüşmelerde toplanan verilerin çoğu paralel olarak benzerlik taşımıştır. Geleneksel çocuk oyunlarının dizi sayesinde popülaritesi artmıştır. Bu popülariteye rağmen 18 yaş altı çocuk ve gençlerin kontrolsüz olarak şiddet içerikli sahneleri izlemeleri ile çocukluğumuzun oyunları şiddet ile birleştirilerek gerçek hayata aktarılmıştır. Bu durumun giderek yaygınlaşması ile dizinin gösterimi bazı ülkelerde yasaklanmıştır. Ayrıca dizinin izlenme nedenlerinde sosyal medyanın etkisi ve Twitter kullanıcılarının duygu durum analizleri sonucunda pozitif duygu içerikli tweetlerin (131.359) çokluğu dikkat çekicidir.

Kaynakça

  • Agarwal, A., Xie, B., Vovsha, I., Rambow, O., & Passonneau, R. J. (2011, June). Sentiment analysis of twitter data. In Proceedings of the workshop on language in social media (LSM 2011) (pp. 30-38). https://aclanthology.org/W11-0705.pdf
  • Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, L. R., Johnson, J. D., Linz, D., ... & Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public İnterest, 4(3), 81-110. https://doi.org/10.1111/j.1529-1006.2003.pspi_1433.x
  • Arkananta, J. A., Susilo, P. A., Divania, K. V., Mauludi, A. B., & Pandin, M. G. R. (2021). Implications of the Ethics of Life and Society's Views on the South Korean Series: Squid Game. https://doi.org/10.31219/osf.io/wd5cb
  • Banerjee, M., Capozzoli, M., McSweeney, L., & Sinha, D. (1999). Beyond kappa: A review of interrater agreement measures. Canadian Journal of Statistics, 27(1), 3-23. https://doi.org/10.2307/3315487
  • Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42(4), 532-539. https://doi.org/10.1016/j.jesp.2005.08.006
  • Bou Fakhreddine, L., & Sánchez, M. (2021). Using Twitter to compare conusmers sentiments towards food choices during first and second waves of Covid-19 pandemic. http://hdl.handle.net/10317/10547
  • Brennan, R. L., & Prediger, D. J. (1981). Coefficient kappa: Some uses, misuses, and alternatives. Educational and Psychological Measurement, 41(3), 687-699. https://doi.org/10.1177/001316448104100307
  • Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term effects of violent media on aggression in children and adults. Archives of Pediatrics & Adolescent Medicine, 160(4), 348-352. https://doi.org/10.1001/archpedi.160.4.348
  • Campillo, D. A., Espinoza, J. J. V., Bahamón, M. J. R., & Contreras, R. A. P. (2021). Reflexiones filosóficas sobre el juego del Calamar-Squid Gameserie de Netflix. Revista de Filosofía, 38(99), 304-315. https://doi.org/10.5281/zenodo.5660438
  • Cantor, J., & Wilson, B. J. (2003). Media and violence: Intervention strategies for reducing aggression. Media Psychology, 5(4), 363-403. https://doi.org/10.1207/S1532785XMEP0504_03
  • Cho, J. (2021). Squid Game and the ‘untranslatable’: the debate around subtitles explained. https://scholar.google.com/scholar?hl=tr&as_sdt=0%2C5&q=squid+game&oq=
  • Costa, E. (2018). Affordances-in-practice: An ethnographic critique of social media logic and context collapse. New Media & Society, 20(10), 3641-3656. https://doi.org/10.1177/1461444818756290
  • Cousins, Sophie. “The Bangladesh Poor Selling Organs to Pay Debts.” BBC News, October 28, 2013, sec. Asia. https://www.bbc.com/news/world-asia-24128096 (date of Access: 9.03.2021)
  • Databoks.katadata.co.id. (2021). Efek Pandemi, Total Pelanggan Netflix Tembus 200 Juta https://databoks.katadata.co.id/datapublish/2021/01/22/efek-pandemi-total-pelanggan-netflix-tembus-200- juta
  • Fenwick, M., McCahery, J. A., & Vermeulen, E. P. (2021). Will the world ever be the same after COVID-19? Two lessons from the first global crisis of a digital age. European Business Organization Law Review, 22(1), 125-145. https://doi.org/10.1007/s40804-020-00194-9
  • France-Presse, Agence. “Squid Game Is Netflix’s Biggest Debut Hit, Reaching 111m Viewers Worldwide.” The Guardian, October 13, 2021, sec. Television & radio. https://www.theguardian.com/tv-and-radio/2021/oct/13/squid-game-is-netflixs-biggest-debut-hit-reaching-111m-viewers-worldwide
  • Funk, J. B. (2005). Children's exposure to violent video games and desensitization to violence. Child and Adolescent Psychiatric Clinics, 14(3), 387-404. DOI: https://doi.org/10.1016/j.chc.2005.02.009
  • Giachanou, A., & Crestani, F. (2016). Like it or not: A survey of twitter sentiment analysis methods. ACM Computing Surveys (CSUR), 49(2), 1-41. https://doi.org/10.1145/2938640
  • Hoge, E., Bickham, D., & Cantor, J. (2017). Digital media, anxiety, and depression in children. Pediatrics, 140(Supplement 2), S76-S80. https://doi.org/10.1542/peds.2016-1758G
  • Horn, C. R. (2021). Can They Consent to Play the Squid Game?. https://andphilosophy.com/2021/10/26/can-they-consent-to-play-the-squid-game/
  • http://www.mybanktracker.com/news/how-far-would-you-go-get-rid-your-student-debt-infographic (date of access: 13.02.2021)
  • https://help.netflix.com/tr/node/412
  • https://www.cosplaycentral.com/topics/squid-game/news/squid-game-costumes-banned-inschools#:~:text=Schools%20in%20the%20United%20States,the%20popular%20show%2C%20Squid%20Game.&text=According%20to%20USA%20Today%2C%20a,reenact%20the%20show's%20dangerous%20premise (date of Access: 14.02.2021)
  • https://www.rfa.org/english/news/korea/squidgame-11232021180155.html (date of access: 14.02.2021)
  • https://www.usatoday.com/story/entertainment/tv/2021/10/27/squid-game-costumes-banned-after-students-mimic-violence/8571928002/ (date of Access: 14.02.2021)
  • Huesmann, L. R. (2007). The impact of electronic media violence: Scientific theory and research. Journal of Adolescent health, 41(6), 6-13. https://doi.org/10.1016/j.jadohealth.2007.09.005
  • Kaurav, R. P. S., Narula, S., Baber, R., & Tiwari, P. (2021). Theoretical extension of the new education policy 2020 using twitter mining. Journal of Content, Community & Communication, 13, 16-26. https://doi.org/10.31620/JCCC.06.21/03
  • Kermode, F. (2021). Review: Squid game. Guardian (Sydney), (1985), 10. https://search.informit.org/doi/10.3316/informit.163703617910863
  • Licoppe, C. (2004). ‘Connected’presence: The emergence of a new repertoire for managing social relationships in a changing communication technoscape. Environment and planning D: Society and space, 22(1), 135-156. https://doi.org/10.1068/d323t
  • McGrath, M. (2015). Desperate and in debt: 30% of millennials would sell an organ to get rid of student loans. Forbes Magazine. https://www.forbes.com/sites/maggiemcgrath/2015/09/09/desperate-and-in-debt-30-of-millennials-would-sell-an-organ-to-get-rid-of-student-loans/?sh=5019068d3d0c
  • Meltzoff, A. N., & Moore, M. K. (2000). Imitation of facial and manual gestures by human neonates: Resolving the debate about early imitation. Infant development: The Essential Readings, 167-181.
  • Mukarromah, B., Rihhadatul'Aisy, J. A., & Pandin, M. G. R. (2022). Axiological Analysis On Netflix Serıes" Squıd Game" As An Effort To Increase Awareness Of Social Issues Among Generation Z. https://doi.org/10.31219/osf.io/kgnju
  • Rizzolatti, G., Fadiga, L., Gallese, V., & Fogassi, L. (1996). Premotor cortex and the recognition of motor actions. Cognitive Brain Research, 3(2), 131-141. https://doi.org/10.1016/0926-6410(95)00038-0
  • Siregar, N., Angin, A. B. P., & Mono, U. (2021). The cultural effect of popular korean drama: Squid game. IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature, 9(2), 445-451. https://doi.org/DOI/10.24256/ideas.v9i2.2341
  • Sparks, C. (2021, October 13). 'Squid Game' shatters foreign series records. UWIRE Text, 1. https://link.gale.com/apps/doc/A678870145/AONE?u=anon~4cf5c39d&sid=googleScholar&xid=4661214c
  • Strenziok, M., Krueger, F., Deshpande, G., Lenroot, R. K., van der Meer, E., & Grafman, J. (2011). Fronto-parietal regulation of media violence exposure in adolescents: a multi-method study. Social Cognitive and Affective Neuroscience, 6(5), 537-547. https://doi.org/10.1093/scan/nsq079
  • Valaskova, K., Durana, P., & Adamko, P. (2021). Changes in consumers’ purchase patterns as a consequence of the COVID-19 pandemic. Mathematics, 9(15), 1788. https://doi.org/10.3390/math9151788
  • Vance, K., Howe, W., & Dellavalle, R. P. (2009). Social internet sites as a source of public health information. Dermatologic clinics, 27(2), 133-136. https://doi.org/10.1016/j.det.2008.11.010
  • Wasim, A., Fenton, A., & Hardey, M. (2022). Binge Watching and the Role of Social Media Virality towards promoting Netflix’s Squid Game. IIM Kozhikode Society And Management Review. https://doi.org/10.1177/22779752211017275
  • Witera, A. A. G., Louis, A., Taruli, J. A., & Sari, N. (2021). Representation of hobbesian theory in the film serıes “Squid Game” in the view of generation Z. Jurnal Kewarganegaraan, 5(2), 621-632.DOI: https://doi.org/10.31316/jk.v5i2.1955
  • Woods, M., Paulus, T., Atkins, D. P., & Macklin, R. (2016). Advancing qualitative research using qualitative data analysis software (QDAS)? Reviewing potential versus practice in published studies using ATLAS. ti and NVivo, 1994–2013. Social Science Computer Review, 34(5), 597-617. https://doi.org/10.1177/0894439315596311
  • Yoon, J. S., & Somers, C. L. (2003). Aggressive content of high school students' TV viewing. Psychological Reports, 93(3), 949-953. https://doi.org/10.2466/pr0.2003.93.3.949

Reflections Of Squid Game on Children's Games and Viewers; An Example of Twitter Sentiment Analysis and Qualitative Research

Yıl 2023, Cilt: 6 Sayı: 1, 173 - 185, 28.03.2023
https://doi.org/10.38021/asbid.1212297

Öz

This research was constituted by taking advantage of the opinions of audiences and Twitter users about the Squid Game series, which has great repercussions in the world. Besides the fact that the content of the series consists of many remarkable details, it is also aimed to examine the effect of converting traditional children's games into a bloody image on the audience. In the interviews, the messages received by the audience from the series, the interpretation of the traditional children's games in the series, empathetic thinking, and the relationship of the audience with their families were discussed as reasons for watching Squid Game. The data obtained were transferred to the MAXQDA program and edited. The data used in the study were revealed in two stages. In the first step, sentiment analysis (attitudes, feelings, and evaluations) of 451,540 tweets between 10.17.2021 and 01.25.2022 collected from Twitter were conducted through MAXQDA software. Secondly, qualitative interviews were conducted with 13 participants who watched the Squid Game series, and the resulting transcriptions were edited and analyzed together with a field expert. Subsequently, all the emerging findings were interpreted aggregately. As a result, the tweets of Twitter users about Squid Game and most of the data collected during the interviews with 13 participants had similarities in parallel. The popularity of traditional children's games has increased thanks to this series, but with children and teenagers under the age of 18 watching uncontrollably violent scenes, the games of our childhood were combined with violence and transferred to real life. With the increasing prevalence of this situation, the display of the series has been banned in some countries. In addition, among the reasons for watching the series, the influence of social media and the multiplicity of tweets with positive sentiment content (131,359) because of the sentiment status analysis of Twitter users are noteworthy.

Kaynakça

  • Agarwal, A., Xie, B., Vovsha, I., Rambow, O., & Passonneau, R. J. (2011, June). Sentiment analysis of twitter data. In Proceedings of the workshop on language in social media (LSM 2011) (pp. 30-38). https://aclanthology.org/W11-0705.pdf
  • Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, L. R., Johnson, J. D., Linz, D., ... & Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public İnterest, 4(3), 81-110. https://doi.org/10.1111/j.1529-1006.2003.pspi_1433.x
  • Arkananta, J. A., Susilo, P. A., Divania, K. V., Mauludi, A. B., & Pandin, M. G. R. (2021). Implications of the Ethics of Life and Society's Views on the South Korean Series: Squid Game. https://doi.org/10.31219/osf.io/wd5cb
  • Banerjee, M., Capozzoli, M., McSweeney, L., & Sinha, D. (1999). Beyond kappa: A review of interrater agreement measures. Canadian Journal of Statistics, 27(1), 3-23. https://doi.org/10.2307/3315487
  • Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42(4), 532-539. https://doi.org/10.1016/j.jesp.2005.08.006
  • Bou Fakhreddine, L., & Sánchez, M. (2021). Using Twitter to compare conusmers sentiments towards food choices during first and second waves of Covid-19 pandemic. http://hdl.handle.net/10317/10547
  • Brennan, R. L., & Prediger, D. J. (1981). Coefficient kappa: Some uses, misuses, and alternatives. Educational and Psychological Measurement, 41(3), 687-699. https://doi.org/10.1177/001316448104100307
  • Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term effects of violent media on aggression in children and adults. Archives of Pediatrics & Adolescent Medicine, 160(4), 348-352. https://doi.org/10.1001/archpedi.160.4.348
  • Campillo, D. A., Espinoza, J. J. V., Bahamón, M. J. R., & Contreras, R. A. P. (2021). Reflexiones filosóficas sobre el juego del Calamar-Squid Gameserie de Netflix. Revista de Filosofía, 38(99), 304-315. https://doi.org/10.5281/zenodo.5660438
  • Cantor, J., & Wilson, B. J. (2003). Media and violence: Intervention strategies for reducing aggression. Media Psychology, 5(4), 363-403. https://doi.org/10.1207/S1532785XMEP0504_03
  • Cho, J. (2021). Squid Game and the ‘untranslatable’: the debate around subtitles explained. https://scholar.google.com/scholar?hl=tr&as_sdt=0%2C5&q=squid+game&oq=
  • Costa, E. (2018). Affordances-in-practice: An ethnographic critique of social media logic and context collapse. New Media & Society, 20(10), 3641-3656. https://doi.org/10.1177/1461444818756290
  • Cousins, Sophie. “The Bangladesh Poor Selling Organs to Pay Debts.” BBC News, October 28, 2013, sec. Asia. https://www.bbc.com/news/world-asia-24128096 (date of Access: 9.03.2021)
  • Databoks.katadata.co.id. (2021). Efek Pandemi, Total Pelanggan Netflix Tembus 200 Juta https://databoks.katadata.co.id/datapublish/2021/01/22/efek-pandemi-total-pelanggan-netflix-tembus-200- juta
  • Fenwick, M., McCahery, J. A., & Vermeulen, E. P. (2021). Will the world ever be the same after COVID-19? Two lessons from the first global crisis of a digital age. European Business Organization Law Review, 22(1), 125-145. https://doi.org/10.1007/s40804-020-00194-9
  • France-Presse, Agence. “Squid Game Is Netflix’s Biggest Debut Hit, Reaching 111m Viewers Worldwide.” The Guardian, October 13, 2021, sec. Television & radio. https://www.theguardian.com/tv-and-radio/2021/oct/13/squid-game-is-netflixs-biggest-debut-hit-reaching-111m-viewers-worldwide
  • Funk, J. B. (2005). Children's exposure to violent video games and desensitization to violence. Child and Adolescent Psychiatric Clinics, 14(3), 387-404. DOI: https://doi.org/10.1016/j.chc.2005.02.009
  • Giachanou, A., & Crestani, F. (2016). Like it or not: A survey of twitter sentiment analysis methods. ACM Computing Surveys (CSUR), 49(2), 1-41. https://doi.org/10.1145/2938640
  • Hoge, E., Bickham, D., & Cantor, J. (2017). Digital media, anxiety, and depression in children. Pediatrics, 140(Supplement 2), S76-S80. https://doi.org/10.1542/peds.2016-1758G
  • Horn, C. R. (2021). Can They Consent to Play the Squid Game?. https://andphilosophy.com/2021/10/26/can-they-consent-to-play-the-squid-game/
  • http://www.mybanktracker.com/news/how-far-would-you-go-get-rid-your-student-debt-infographic (date of access: 13.02.2021)
  • https://help.netflix.com/tr/node/412
  • https://www.cosplaycentral.com/topics/squid-game/news/squid-game-costumes-banned-inschools#:~:text=Schools%20in%20the%20United%20States,the%20popular%20show%2C%20Squid%20Game.&text=According%20to%20USA%20Today%2C%20a,reenact%20the%20show's%20dangerous%20premise (date of Access: 14.02.2021)
  • https://www.rfa.org/english/news/korea/squidgame-11232021180155.html (date of access: 14.02.2021)
  • https://www.usatoday.com/story/entertainment/tv/2021/10/27/squid-game-costumes-banned-after-students-mimic-violence/8571928002/ (date of Access: 14.02.2021)
  • Huesmann, L. R. (2007). The impact of electronic media violence: Scientific theory and research. Journal of Adolescent health, 41(6), 6-13. https://doi.org/10.1016/j.jadohealth.2007.09.005
  • Kaurav, R. P. S., Narula, S., Baber, R., & Tiwari, P. (2021). Theoretical extension of the new education policy 2020 using twitter mining. Journal of Content, Community & Communication, 13, 16-26. https://doi.org/10.31620/JCCC.06.21/03
  • Kermode, F. (2021). Review: Squid game. Guardian (Sydney), (1985), 10. https://search.informit.org/doi/10.3316/informit.163703617910863
  • Licoppe, C. (2004). ‘Connected’presence: The emergence of a new repertoire for managing social relationships in a changing communication technoscape. Environment and planning D: Society and space, 22(1), 135-156. https://doi.org/10.1068/d323t
  • McGrath, M. (2015). Desperate and in debt: 30% of millennials would sell an organ to get rid of student loans. Forbes Magazine. https://www.forbes.com/sites/maggiemcgrath/2015/09/09/desperate-and-in-debt-30-of-millennials-would-sell-an-organ-to-get-rid-of-student-loans/?sh=5019068d3d0c
  • Meltzoff, A. N., & Moore, M. K. (2000). Imitation of facial and manual gestures by human neonates: Resolving the debate about early imitation. Infant development: The Essential Readings, 167-181.
  • Mukarromah, B., Rihhadatul'Aisy, J. A., & Pandin, M. G. R. (2022). Axiological Analysis On Netflix Serıes" Squıd Game" As An Effort To Increase Awareness Of Social Issues Among Generation Z. https://doi.org/10.31219/osf.io/kgnju
  • Rizzolatti, G., Fadiga, L., Gallese, V., & Fogassi, L. (1996). Premotor cortex and the recognition of motor actions. Cognitive Brain Research, 3(2), 131-141. https://doi.org/10.1016/0926-6410(95)00038-0
  • Siregar, N., Angin, A. B. P., & Mono, U. (2021). The cultural effect of popular korean drama: Squid game. IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature, 9(2), 445-451. https://doi.org/DOI/10.24256/ideas.v9i2.2341
  • Sparks, C. (2021, October 13). 'Squid Game' shatters foreign series records. UWIRE Text, 1. https://link.gale.com/apps/doc/A678870145/AONE?u=anon~4cf5c39d&sid=googleScholar&xid=4661214c
  • Strenziok, M., Krueger, F., Deshpande, G., Lenroot, R. K., van der Meer, E., & Grafman, J. (2011). Fronto-parietal regulation of media violence exposure in adolescents: a multi-method study. Social Cognitive and Affective Neuroscience, 6(5), 537-547. https://doi.org/10.1093/scan/nsq079
  • Valaskova, K., Durana, P., & Adamko, P. (2021). Changes in consumers’ purchase patterns as a consequence of the COVID-19 pandemic. Mathematics, 9(15), 1788. https://doi.org/10.3390/math9151788
  • Vance, K., Howe, W., & Dellavalle, R. P. (2009). Social internet sites as a source of public health information. Dermatologic clinics, 27(2), 133-136. https://doi.org/10.1016/j.det.2008.11.010
  • Wasim, A., Fenton, A., & Hardey, M. (2022). Binge Watching and the Role of Social Media Virality towards promoting Netflix’s Squid Game. IIM Kozhikode Society And Management Review. https://doi.org/10.1177/22779752211017275
  • Witera, A. A. G., Louis, A., Taruli, J. A., & Sari, N. (2021). Representation of hobbesian theory in the film serıes “Squid Game” in the view of generation Z. Jurnal Kewarganegaraan, 5(2), 621-632.DOI: https://doi.org/10.31316/jk.v5i2.1955
  • Woods, M., Paulus, T., Atkins, D. P., & Macklin, R. (2016). Advancing qualitative research using qualitative data analysis software (QDAS)? Reviewing potential versus practice in published studies using ATLAS. ti and NVivo, 1994–2013. Social Science Computer Review, 34(5), 597-617. https://doi.org/10.1177/0894439315596311
  • Yoon, J. S., & Somers, C. L. (2003). Aggressive content of high school students' TV viewing. Psychological Reports, 93(3), 949-953. https://doi.org/10.2466/pr0.2003.93.3.949
Toplam 42 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Beden Eğitimi ve Oyun
Bölüm Arşiv
Yazarlar

Pelin Avcı 0000-0002-9185-4954

Akan Bayrakdar 0000-0002-3217-0253

Gökmen Kılınçarslan 0000-0001-5176-6477

Yayımlanma Tarihi 28 Mart 2023
Gönderilme Tarihi 30 Kasım 2022
Kabul Tarihi 1 Şubat 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 6 Sayı: 1

Kaynak Göster

APA Avcı, P., Bayrakdar, A., & Kılınçarslan, G. (2023). Reflections Of Squid Game on Children’s Games and Viewers; An Example of Twitter Sentiment Analysis and Qualitative Research. Mediterranean Journal of Sport Science, 6(1), 173-185. https://doi.org/10.38021/asbid.1212297

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