Araştırma Makalesi
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Dijital Oyunlarda İhlal Biçimleri

Yıl 2022, Cilt: 9 Sayı: 1, 381 - 401, 31.01.2022
https://doi.org/10.17680/erciyesiletisim.998053

Öz

Dijital oyunlar çağımızın en popüler iletişim ortamlarından biri haline gelmiş durumdadır. Genelde oyunlar ve özelde dijital oyunlar sıklıkla belli normları takip eden nitelikleriyle değerlendirilmektedir, ancak tarih boyunca oyunlar ihlallerin de alanı olmuştur. İhlal belirli bir sınırın, limitin geçilmesi, bir kuralın çiğnenmesi anlamına gelmektedir. Bu çalışmada oyunlardaki ve oyunlarla ilgili ihlal biçimleri incelenmektedir. Oyun ve gerçek yaşam ayrımı ihlale konu ilk sınırdır, ancak oyunlarla ilgili tek sınır bu değildir. Oyunların kuralları veya bir bütün olarak oyun alanı da ihlale konu olabilir. Oyunlardaki temsiller üzerinden toplumsal kurallar, yasaklar ve tabularla oynamak bazı oyunların esas öğesidir. Bu çalışma iletişim bilimleri ile kesişen dijital oyun çalışmalarının ve oyun biçimcilik olarak da anılan ludolojinin yöntemlerini kullanarak ihlal biçimleri ve örneklerini ele almaktadır. İhlal biçimlerini anlamlandırabilmek için öncelikle oyunların ihlale imkân veren nitelikleri ve oyun tanımları üzerinde durulmuştur. İhlal biçimleri belirlendikten sonra ihlal sınıflamaları ele alınmış ve var olan çalışmalarda eksik bırakılan bazı nitelikleri içerecek şekilde yeni bir sınıflama önerilmiştir.

Kaynakça

  • Aarseth, E. (2003). Playing research: Methodological approaches to game analysis. Proceedings of the Digital Arts and Culture Conference, (s. 28-29).
  • Aarseth, E. (2007). I Fought the Law: Transgressive Play and The Implied Player. Situated Play: Proceedings of Digra 2007 Conference (s. 130-133). Tokyo: Digital Games Research Association.
  • Almasy, S., & Alonso, M. (2019, Mart 30). His ‘swatting’ call led to the death of a man. Now he is going to prison for 20 years. CNN: https://edition.cnn.com/2019/03/29/us/swatting-suspect-20-year-sentence/index.html adresinden alındı
  • Andrejevic, M. (2007). Surveillance in the Digital Enclosure. The Communication Review, 295-317.
  • Bateson, G. (2000). Steps to an Ecology of Mind. Chicago: The University of Chicago Press.
  • Bentham, J. (1871). Theory of Legislation. London: Trübner & Co.
  • Bogost, I. (2011, Mayıs 3). Persuasive games: Exploitationware. Gamasutra: https://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php?page=4 adresinden alındı
  • Caillois, R. (2001). Man, play and games. University of Illinois Press.
  • Demirbaş, Y. (2020). Dijital Oyunlarda Oynanış ve Anlatı İlişkisi: DayZ Oyunu ve Village Topluluğu. Galatasaray Üniversitesi İletişim Fakültesi Dergisi, 80-107.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (s. 9-15). New York: ACM.
  • Frasca, G. (2000). Ephemeral Games: Is It Barbaric to Design Videogames after Auschwitz? R. K. M. Eskelinen içinde, CyberText Yearbook 2000 (s. 172-180). Jyvakyla: University of Jyvakyla.
  • Frasca, G. (2001). Videogames of the Oppressed [Yükseklisans Tezi]. Atlanta: Georgia Institute of Technology.
  • Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. M. J. Wolf, & B. Perron içinde, The video game theory reader (s. 221-235). New York: Routledge.
  • Geertz, C. (1973). The Interpretation of Cultures. New York: Basic Books.
  • Gray, K. (2013). Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live. Ada: A Journal of Gender, New Media, and Technology.
  • Holmes, E. (2010). Strange Reality: Glitches and Uncanny Play. eludamos, 255-276.
  • Hopeametsä, H. (2008). 24 Hours in a Bomb Shelter: Player, Character and Immersion in Ground Zero. M. Montola, & J. Stenros içinde, Playground Worlds: Creating and Evaluating Experiences of Role-Playing Games (s. 187-197). Finland: Ropecon.
  • Huizinga, J. (1995). Homo ludens: Oyunun toplumsal işlevi üzerine bir deneme. İstanbul: Ayrıntı Yayınları.
  • Jenks, C. (2003). Transgression. New York: Routledge.
  • Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge & London: MIT Press.
  • Montola, M. (2005). Exploring the edge of the magic circle: Defining pervasive games. DAC 2005: CD-ROM Proceedings of Digital Arts and Culture. Copenhagen.
  • Montola, M. (2014). The Positive Negative Experience in Extreme Role-Playing. M. H.-A. Eleanor Saitta içinde, The Foundation Stone (s. 153-167). Knutpunkt.
  • Montola, M., & Stenros, J. (2009). Pervasive Game Genres. M. Montola, J. Stenros, & A. Waern içinde, Pervasive Games (s. 7-23). Burlington: Morgan Kaufmann Publishers.
  • Mortensen, T., & Navarro-Remesal, V. (2018). Asynchronous Transgressions: Suffering, Relief, and Invasions in Nintendo’s Miiverse and StreetPass. K. Jørgensen, & F. Karlsen içinde, Transgression in Games and Play (s. 27-44). Cambridge & London: The MIT Press.
  • Mosca, I. (2012). +10! Gamification and degamification. GAME: The Italian Journal of Game Studies, 1(1).
  • Poremba, C. (2007). Critical Potential on the Brink. Situated Play: Proceedings of DiGRA 2007 (s. 772–778). Tokyo: Digital Games Research Association.
  • Pötzsch, H. (2018). Forms and Practices of Transgressivity in Videogames: Aesthetics, Play, and. K. Jørgensen, & F. Karlsen içinde, Transgression in Games and Play (s. 45-61). Cambridge & London: The MIT Press.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge & London: MIT Press.
  • Solon, O., & Zadrozny, B. (2019, Aralık 22). Trolls turned 911 into a weapon. Now cops are fighting back. NBC News: https://www.nbcnews.com/news/amp/ncna1105991 adresinden alındı
  • Spacebound. (2016, Ocak 21). Top 10 Gamers Swatted On Live Stream [Youtube Videosu]. Youtube: https://www.youtube.com/watch?v=gedVHbgIt7c adresinden alındı
  • Stenros, J. (2014). In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play. Transactions of the Digital Games Research Association, 147-185.
  • Stenros, J. (2018). Guided by Transgression: Defying Norms as an Integral Part. K. Jørgensen, & F. Karlsen içinde, Transgression in Games and Play (s. 13-25). Cambridge & London: The MIT Press.
  • Suits, B. (1995). Çekirge: Oyun, yaşam ve ütopya. İstanbul: Ayrıntı Yayınları.
  • Sutton-Smith, B. (1971). A syntax for play and games. R. Herron, & B. Sutton-Smith içinde, Child’s Play (s. 298-310). New York: Wiley and Sons.
  • Taylor, T. L. (2009). Play Between Worlds: Exploring Online Game Culture. Cambridge & London: The MIT Press.
  • Thubron, R. (2021, Temmuz 20). A grandfather died of a heart attack after minors swatted him over his rare Twitter handle. Techspot: https://www.techspot.com/news/90483-grandfather-died-heart-attack-after-minors-swatted-over.html adresinden alındı
  • VICE News. (2014, Haziran 5). Police Militarization meets Hacker Culture: Swatting. Youtube: https://www.youtube.com/watch?v=-ziLjOPCQwg adresinden alındı
  • Yılmaz, A. (2015, Mart 10). Aile Bakanlığı: Minecraft yasaklansın. Habertürk: https:// www.haberturk.com/ekonomi/teknoloji/haber/1051643-aile-bakanligiminecraft-yasaklansin adresinden alındı
  • GSC Game World. (2017). S.T.A.L.K.E.R: Shadow of Chernobyl

Forms of Transgression in Digital Games

Yıl 2022, Cilt: 9 Sayı: 1, 381 - 401, 31.01.2022
https://doi.org/10.17680/erciyesiletisim.998053

Öz

Digital games have become the most popular medium of our times. Games are often evaluated with their playful qualities that follow certain norms, but throughout history, games have also been the site of transgression. Transgression means crossing of a border or breaking rules. In this study, the forms of transgression in and around games are examined. The distinction between play and real life is the first boundary to be transgressed, but it is not the only boundary related to games. Rules of games or the space of play can also be transgressed. Playing with social rules, laws and taboos through the representations in games is the main element of some game genres. This study examines forms of transgression, using methods of game studies that intersect with communication sciences and ludology, also known as game formalism. To better understand forms of transgression, first, game definitions and certain characteristics of games which allow transgression are analyzed. After different transgression forms are determined, categories of transgressive play are discussed. Finally, with evaluation of missing qualities in existing categorizations, a different classification is proposed.

Kaynakça

  • Aarseth, E. (2003). Playing research: Methodological approaches to game analysis. Proceedings of the Digital Arts and Culture Conference, (s. 28-29).
  • Aarseth, E. (2007). I Fought the Law: Transgressive Play and The Implied Player. Situated Play: Proceedings of Digra 2007 Conference (s. 130-133). Tokyo: Digital Games Research Association.
  • Almasy, S., & Alonso, M. (2019, Mart 30). His ‘swatting’ call led to the death of a man. Now he is going to prison for 20 years. CNN: https://edition.cnn.com/2019/03/29/us/swatting-suspect-20-year-sentence/index.html adresinden alındı
  • Andrejevic, M. (2007). Surveillance in the Digital Enclosure. The Communication Review, 295-317.
  • Bateson, G. (2000). Steps to an Ecology of Mind. Chicago: The University of Chicago Press.
  • Bentham, J. (1871). Theory of Legislation. London: Trübner & Co.
  • Bogost, I. (2011, Mayıs 3). Persuasive games: Exploitationware. Gamasutra: https://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php?page=4 adresinden alındı
  • Caillois, R. (2001). Man, play and games. University of Illinois Press.
  • Demirbaş, Y. (2020). Dijital Oyunlarda Oynanış ve Anlatı İlişkisi: DayZ Oyunu ve Village Topluluğu. Galatasaray Üniversitesi İletişim Fakültesi Dergisi, 80-107.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (s. 9-15). New York: ACM.
  • Frasca, G. (2000). Ephemeral Games: Is It Barbaric to Design Videogames after Auschwitz? R. K. M. Eskelinen içinde, CyberText Yearbook 2000 (s. 172-180). Jyvakyla: University of Jyvakyla.
  • Frasca, G. (2001). Videogames of the Oppressed [Yükseklisans Tezi]. Atlanta: Georgia Institute of Technology.
  • Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. M. J. Wolf, & B. Perron içinde, The video game theory reader (s. 221-235). New York: Routledge.
  • Geertz, C. (1973). The Interpretation of Cultures. New York: Basic Books.
  • Gray, K. (2013). Collective Organizing, Individual Resistance, or Asshole Griefers? An Ethnographic Analysis of Women of Color in Xbox Live. Ada: A Journal of Gender, New Media, and Technology.
  • Holmes, E. (2010). Strange Reality: Glitches and Uncanny Play. eludamos, 255-276.
  • Hopeametsä, H. (2008). 24 Hours in a Bomb Shelter: Player, Character and Immersion in Ground Zero. M. Montola, & J. Stenros içinde, Playground Worlds: Creating and Evaluating Experiences of Role-Playing Games (s. 187-197). Finland: Ropecon.
  • Huizinga, J. (1995). Homo ludens: Oyunun toplumsal işlevi üzerine bir deneme. İstanbul: Ayrıntı Yayınları.
  • Jenks, C. (2003). Transgression. New York: Routledge.
  • Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge & London: MIT Press.
  • Montola, M. (2005). Exploring the edge of the magic circle: Defining pervasive games. DAC 2005: CD-ROM Proceedings of Digital Arts and Culture. Copenhagen.
  • Montola, M. (2014). The Positive Negative Experience in Extreme Role-Playing. M. H.-A. Eleanor Saitta içinde, The Foundation Stone (s. 153-167). Knutpunkt.
  • Montola, M., & Stenros, J. (2009). Pervasive Game Genres. M. Montola, J. Stenros, & A. Waern içinde, Pervasive Games (s. 7-23). Burlington: Morgan Kaufmann Publishers.
  • Mortensen, T., & Navarro-Remesal, V. (2018). Asynchronous Transgressions: Suffering, Relief, and Invasions in Nintendo’s Miiverse and StreetPass. K. Jørgensen, & F. Karlsen içinde, Transgression in Games and Play (s. 27-44). Cambridge & London: The MIT Press.
  • Mosca, I. (2012). +10! Gamification and degamification. GAME: The Italian Journal of Game Studies, 1(1).
  • Poremba, C. (2007). Critical Potential on the Brink. Situated Play: Proceedings of DiGRA 2007 (s. 772–778). Tokyo: Digital Games Research Association.
  • Pötzsch, H. (2018). Forms and Practices of Transgressivity in Videogames: Aesthetics, Play, and. K. Jørgensen, & F. Karlsen içinde, Transgression in Games and Play (s. 45-61). Cambridge & London: The MIT Press.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge & London: MIT Press.
  • Solon, O., & Zadrozny, B. (2019, Aralık 22). Trolls turned 911 into a weapon. Now cops are fighting back. NBC News: https://www.nbcnews.com/news/amp/ncna1105991 adresinden alındı
  • Spacebound. (2016, Ocak 21). Top 10 Gamers Swatted On Live Stream [Youtube Videosu]. Youtube: https://www.youtube.com/watch?v=gedVHbgIt7c adresinden alındı
  • Stenros, J. (2014). In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play. Transactions of the Digital Games Research Association, 147-185.
  • Stenros, J. (2018). Guided by Transgression: Defying Norms as an Integral Part. K. Jørgensen, & F. Karlsen içinde, Transgression in Games and Play (s. 13-25). Cambridge & London: The MIT Press.
  • Suits, B. (1995). Çekirge: Oyun, yaşam ve ütopya. İstanbul: Ayrıntı Yayınları.
  • Sutton-Smith, B. (1971). A syntax for play and games. R. Herron, & B. Sutton-Smith içinde, Child’s Play (s. 298-310). New York: Wiley and Sons.
  • Taylor, T. L. (2009). Play Between Worlds: Exploring Online Game Culture. Cambridge & London: The MIT Press.
  • Thubron, R. (2021, Temmuz 20). A grandfather died of a heart attack after minors swatted him over his rare Twitter handle. Techspot: https://www.techspot.com/news/90483-grandfather-died-heart-attack-after-minors-swatted-over.html adresinden alındı
  • VICE News. (2014, Haziran 5). Police Militarization meets Hacker Culture: Swatting. Youtube: https://www.youtube.com/watch?v=-ziLjOPCQwg adresinden alındı
  • Yılmaz, A. (2015, Mart 10). Aile Bakanlığı: Minecraft yasaklansın. Habertürk: https:// www.haberturk.com/ekonomi/teknoloji/haber/1051643-aile-bakanligiminecraft-yasaklansin adresinden alındı
  • GSC Game World. (2017). S.T.A.L.K.E.R: Shadow of Chernobyl
Toplam 39 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları
Bölüm Türkçe Araştırma Makaleleri
Yazarlar

Yavuz Demirbaş 0000-0003-2424-7203

Yayımlanma Tarihi 31 Ocak 2022
Gönderilme Tarihi 20 Eylül 2021
Yayımlandığı Sayı Yıl 2022 Cilt: 9 Sayı: 1

Kaynak Göster

APA Demirbaş, Y. (2022). Dijital Oyunlarda İhlal Biçimleri. Erciyes İletişim Dergisi, 9(1), 381-401. https://doi.org/10.17680/erciyesiletisim.998053