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VİDEO OYUNLARININ İÇERİK DÜZENLEMELERİNDE KAMU YÖNETİMİNİN ROLÜ VE OYUN YÖNETİŞİMİ: ROBLOX ÜZERİNE BİR İNCELEME

Yıl 2026, Cilt: 24 Sayı: 60 , 843 - 875 , 29.03.2026
https://doi.org/10.35408/comuybd.1776481
https://izlik.org/JA98CK58PC

Öz

Bu çalışmanın amacı, Ağustos 2024’te çocuklara zararlı içerikler barındırdığı gerekçesiyle Türkiye’de erişimi durdurulan Roblox oyununu; kamu yönetimi, dijital oyun ekosistemi ve küresel uygulamalar bağlamında değerlendirmektir. Dijital oyunlarda şiddet, bağımlılık ve uygunsuz içerikler özellikle küçük yaştaki kullanıcılar için risk oluşturmakta; gençlerin yoğun oyun kullanımı bu sorunların yönetimini zorunlu kılmaktadır. Oyun yönetişimi, üretimden tüketime kadar tüm süreçlerde aktörlerin katılımıyla gerekli önlemlerin alınmasını ifade etmektedir. Küresel düzeyde bu yönetişim, genellikle derecelendirme sistemleri ve ulusal kurumlar aracılığıyla yürütülmektedir. Türkiye’de ise mevcut denetim mekanizmaları daha karmaşık ve bürokratik nitelikte olup, Roblox örneği bu eksiklikleri görünür kılmıştır. Cumhuriyet Başsavcılığı, Aile ve Sosyal Hizmetler Bakanlığı, BTK ve RTÜK gibi kurumların yürüttüğü çoklu denetim süreci, modern ve bütüncül bir yönetişim yaklaşımının eksikliğine işaret etmektedir. Bu nedenle, uluslararası derecelendirme modellerinden yararlanarak Türkiye için kapsamlı ve uyumlu bir oyun yönetim sistemi geliştirilmesi gerekmektedir.

Kaynakça

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CONTENT REGULATION OF VIDEO GAMES AND THE ROLE OF PUBLIC ADMINISTRATION IN GAME GOVERNANCE: THE CASE OF ROBLOX

Yıl 2026, Cilt: 24 Sayı: 60 , 843 - 875 , 29.03.2026
https://doi.org/10.35408/comuybd.1776481
https://izlik.org/JA98CK58PC

Öz

The purpose of this study is to evaluate the computer game Roblox, which was blocked in Turkey in August 2024 due to harmful content for children, within the context of public administration, the digital gaming ecosystem, and global practices. Digital games often involve violence, addiction, and inappropriate content, which pose significant risks, particularly for younger users; the intensive engagement of young people with games makes it necessary to manage these problems effectively. Game governance refers to the adoption of necessary measures through the participation of all actors across the processes of production, distribution, and consumption. Globally, such governance is usually implemented through rating systems and national regulatory institutions. In Turkey, however, the existing regulatory mechanisms are more complex and bureaucratic, with the Roblox case highlighting these shortcomings. The multi-layered monitoring process carried out by institutions such as the Office of the Chief Public Prosecutor, the Ministry of Family and Social Services, BTK, and RTÜK indicates the absence of a modern and comprehensive governance approach. Therefore, it is essential to develop an integrated game management system for Turkey by drawing on international rating models.

Kaynakça

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  • Fransa Hükümeti (2025). Ekran Kullanımını Sınırlayan ve Kısıtlayan Yasa Metni, Erişim: 17.07.2025, https://www.service-public.fr/particuliers/actualites/A18388#:~:text=Un%20arr%C3%AAt%C3%A9%20publi%C3%A9%20dans%20le,propos%C3%A9s%20par%20les%20assistants%20maternels.
  • Freya, S. (2020). İngiltere: çocuk kullanıcılar için akıllı dijital oyun rehberi projesi, Erişim: 06.07.2025, https://www.skillsearch.com/news/item/ukie-get-smart-about-play
  • Güvenli İnternet merkezi, (2019). Dijital oyunlar raporu 2019, Erişim: 18.07.2025, https://www.guvenliweb.org.tr/dosya/2qtoV.pdf
  • Hitmarker.net (2023) Haber linkli, Erişim: 27.08.2025, https://hitmarker.net/news/roblox-reported-13-316-instances-of-child-exploitation-to-us-authorities-in-2023-940536
  • Kültür ve Turizm Bakanlığı (2019). Telif Hakkı Nedir?, Erişim 24.07.2025, https://telifhaklari.ktb.gov.tr/TR-332375/telif-hakki-nedir.html#:~:text=Ger%C3%A7ek%20anlamda%20ilk%20fikir%20ve,8%20May%C4%B1s%201910%20tarihinde%20%C3%A7%C4%B1kar%C4%B1lm%C4%B1%C5%9Ft%C4%B1r.
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  • King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., ve Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131-143.
  • King, D. L., Delfabbro, P. H., Perales, J. C., Deleuze, J., Király, O., Krossbakken, E., ve Billieux, J. (2019). Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. Clinical Psychology Review, 73, 101777.
  • Koeder, M. J., Tanaka, E., ve Mitomo, H. (2018). " Lootboxes" in digital games-A gamble with consumers in need of regulation? An evaluation based on learnings from Japan. 22nd Biennial Conference of the International Telecommunications Society (ITS): "Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea, 24th-27th June, 2018
  • Kou, Y., ve Gui, X. (2023). Harmful design in the metaverse and how to mitigate it: A case study of user-generated virtual worlds on roblox. In Proceedings of the July 2023 acm designing interactive systems conference (pp. 175-188).
  • Krnjajic, A., & Wesslén, S. R. (2022). Ready Company One: How game developers facilitate value creation in the Roblox metaverse. (Yükseklisans Tezi, Uppsala Universitet),1-56
  • Krumm, J., N. Davies ve Narayanaswami, C.,(2008) "User-generated content", Pervasive Computing, IEEE, 4(7), pp. 10-11,
  • Kutergina, E. (2017). Computer-based simulation games in public administration education. NISPAcee Journal of Public Administration and Policy, 10(2), 119-133.
  • Lau, J. (2023). (Let's) playing by the rules: A choice of law rule for communication of copyright material from video games to the public, through Let's Plays. Computer Law & Security Review, 49, 105828.
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  • Long, R. U. (2019). Roblox and effect on education. (Yükseklisans Tezi, Springfield (MO): Drury University), 1-75
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  • Marston, H. R., ve Smith, S. T. (2013). Understanding the digital game classification system: a review of the current classification system and its implications for use within games for health. July 2013 In International Conference on Human Factors in Computing and Informatics (pp. 314-331). Berlin, Heidelberg: Springer Berlin Heidelberg.
  • Memduhoğlu, H. B. (2008). Kültürel ve Sanatsal Yaraticiliğin Teşvik Edilmesi ve Etik Yükümlülükler Bağlaminda Telif Haklarinin Korunmasina İlişkin Kavramsal Bir Çözümleme. Dicle Üniversitesi Ziya Gökalp Eğitim Fakültesi Dergisi, (10), 118-128.
  • Meola, C. (2020). Helping Aussie women online: A discourse analysis of the Australian eSafety Commissioner website. In Social media in legal practice (pp. 130-145). London: Routledge.
  • Morreale, D., ve Rosa, A. (2024). Media Technologies and Epistemologies: The Platforming of Everything| Roblox and the Pervasiveness of Play: What Game-Making Communities Can Teach Us About Participatory Practices in Affinity Spaces. International Journal of Communication, 4281-4299.
  • Mustafaoğlu, R., ve Yasacı, Z. (2018). Dijital Oyun Oynamanın Çocukların Ruhsal ve Fiziksel Sağlığı Üzerine Olumsuz Etkileri. Bağımlılık Dergisi, 19(3), 51-58.
  • Namli, S., ve Demir, G. T. (2020). The Relationship between Attitudes towards Digital Gaming and Sports. Turkish Online Journal of Educational Technology-TOJET, 19(1), 40-52.
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  • Prinz, M. (2024). Extremist Games and Modifications: The “Metapolitics” of Anti-Democratic Forces. In Gaming and Extremism (pp. 57-71). New York: Routledge.
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  • Wu, J., ve Zhang, H. (2025). An Introduction to the Development of the Anti-Addiction System of Online Games for Minors in China. In March 2024 4th International Conference on Public Art and Human Development (ICPAHD 2024) (pp. 279-286). Atlantis Press.
  • Xiao, L. Y. (2023). Beneath the label: unsatisfactory compliance with ESRB, PEGI and IARC industry self-regulation requiring loot box presence warning labels by video game companies. Royal Society Open Science, 10(3), 230270.
  • Xiao, L. Y. (2024). Is loot box presence in video games being correctly and consistently labelled? Comparing all age rating decisions made by the German USK, the American ESRB, and the European PEGI in 2023. In, June 2024 IEEE Gaming, Entertainment, and Media Conference (GEM) (pp. 1-6). IEEE.
  • Yağcı, B. (2023). Bilgi ve İletişim Teknolojilerinin Gelişmesiyle Değişen Siber Suç Tanimi ve Yaklaşimlar. Bilgi Teknolojileri ve İletişim Dergisi, 1(1 (Eylül 2023)), 147-182.
  • Yasir, J. A., & Agus, A. A. (2021). Effect of gaming addiction, game loyalty, and gamer motivation on intention to purchase online mobile in-game features: Case study of PUBG mobile. In October 2021 International Conference on Advanced Computer Science and Information Systems (ICACSIS) (pp. 1-9). IEEE.
  • Yenituna, B. (2017). Türkiye’de dijital oyun geliştiriciliği; günümüzdeki durumu ve sorunları. 1. Uluslararası İletişimde Yeni Yönelimler Konferansı.168-178
  • Zorluel, M. (2019). Yapay Zekâ ve Telif Hakkı. Türkiye Barolar Birliği Dergisi, 2019(142), 305-356.
Toplam 88 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Kamu Yönetimi
Bölüm Araştırma Makalesi
Yazarlar

Gökhan Bulut 0000-0002-2942-5593

Gönderilme Tarihi 2 Eylül 2025
Kabul Tarihi 17 Şubat 2026
Yayımlanma Tarihi 29 Mart 2026
DOI https://doi.org/10.35408/comuybd.1776481
IZ https://izlik.org/JA98CK58PC
Yayımlandığı Sayı Yıl 2026 Cilt: 24 Sayı: 60

Kaynak Göster

APA Bulut, G. (2026). VİDEO OYUNLARININ İÇERİK DÜZENLEMELERİNDE KAMU YÖNETİMİNİN ROLÜ VE OYUN YÖNETİŞİMİ: ROBLOX ÜZERİNE BİR İNCELEME. Yönetim Bilimleri Dergisi, 24(60), 843-875. https://doi.org/10.35408/comuybd.1776481

 

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