Dijital Oyunlar ve İstihdam: Türkiye İçin Öneriler
Yıl 2017,
, 136 - 153, 30.12.2017
Eyüp Akçetin
,
Ufuk Çelik
,
Abdulkadir Yaldır
,
Deniz Herand
Öz
Bilgi ve iletişim
teknolojilerindeki yeni gelişmeler dijital bir dünyaya adım atmamızı
sağlamıştır. Dijital dünya ise dijital bir ekonomiye dönüşmekte ve bu
dönüşümden dijital ürünlerin katma değeri doğrudan etkilenmektedir. Hollywood
filmlerinin yerine artık dijital oyunlar almış, dijital oyun sektörü katma
değeri ve istihdamı yüksek bir sektör haline gelmiş ve hasılatı ise sinema
endüstrisinin iki katını aşmıştır. Dijital oyun endüstrisi kriz dönemlerinde
bile etkilenmeden büyüyen sektörlerin başında gelmektedir. Dijital oyun
endüstrisi teknolojik olarak en güçlü ülkelerde kendine uygun iklimi bulmuş ve
en çok gelir getirici oyunların ve yan ürünlerin tasarlanması ve satışı yine bu
ülkelerde yapılmıştır. Dijital oyun endüstrisi istihdam ve sosyal alandaki
diğer faaliyetler yanında, sinema gibi birçok sanatsal öğeyi ve sosyal mesaj da
barındıran bir alandır. Bu nedenle, Türkiye’nin dünyaya kendini doğru tanıtması
ve ifade etmesi açısından katma değeri yüksek dijital oyun sektöründe yeterli
söz sahibi olması kaçınılmazdır. Bu çalışma kapsamında dijital oyun sektörünün
genel olarak ekonomik analizi karşılaştırmalı bir şekilde yapılmaya çalışılmış
ve Türkiye’nin bu fırsatı en iyi şekilde değerlendirmesine yönelik önerilerde
bulunulmuştur.
Kaynakça
- Ankara Kalkınma Ajansı (2016), “Dijital Oyun Sektörü Raporu”, Ankara Kalkınma Ajansı, Ankara.
- ASGD (2015), “Game Developer Index 2015”, Association of Swedish Game Developers, Stockholm.
- Bilgi Toplumu Dairesi (2013), “Bilgi Toplumu Stratejisinin Yenilenmesi Projesi - Makroekonomik Projeksiyonlar ve Fırsatlar Raporu”, T. C. Kalkınma Bakanlığı, Ankara.
- Bilgi Toplumu Dairesi (2015), “2015-2018 Bilgi Toplumu Stratejisi ve Eylem Planı”, T. C. Kalkınma Bakanlığı, Ankara.
- BIU (2017), “Labour Market”, Bundesverband Interaktive Unterhaltungssoftware e.V., https://www.biu-online.de/en/labour-market/ (Erişim Tarihi: 12.06.2017).
- Castronova, E. (2003), “On Virtual Economies”, The International Journal of Computer Game Research, 3(2).
- EGDF (2016), “How To Enable Digital Growth in Europe?”, European Games Developer Federation, Helsinki.
- ESA (2014), “Games: Improving the Economy”, Entertainment Software Association, http://www.theesa.com/wp-content/uploads/2014/11/Games_Economy-11-4-14.pdf (Erişim Tarihi: 12.06.2017)
- ESA (2017), “Impact of the Video Game Industry: State by State”, https://www.areweinyourstate.org/ (Erişim tarihi: 12.06.2017)
- ESAC (2016), “Essential Facts”, Entertainment Software Association of Canada, Toronto.
- ESRB (2017), “ESRB Ratings 2016”, The Entertainment Software Rating Board, http://theesa.ca/wp-content/uploads/2016/11/2016_booklet_Web.compressed2.pdf Erişim Tarihi: 12.06.2017).
- European Commission (2006), “The Economy of Culture in Europe”, European Commission, Brussels.
- Flew, T. and Humphreys, S. (2005), “Games: Technology, Industry, Culture”, New Media: An Introduction (Second Edition), Oxford University Press.
- Gamedevmap 2.0 (2017), “Living Map and Catalog of Game Development Organizations”, https://www.gamedevmap.com/index.php?country=&state=&city=&query=&type=Serious%20Games (Erişim Tarihi: 12.06.2017).
- GTAI (2017), “Gaming Industry: Germany Conquers European Gaming Market”, http://www.gtai.de/GTAI/Navigation/EN/Invest/Industries/Digital-economy/gaming.html#620052 (Erişim Tarihi: 12.06.2017).
- İş Fikirleri ve Girişimcilik Portalı (2017), “Dijital Oyun Sektörüne Yatırım Yapın”, http://www.isfikirleri-girisimcilik.com/dijital-oyun-sektorune-yatirim-yapin/3 (Erişim Tarihi: 12.06.2017).
- Kalkınma Bakanlığı (2013), “Onuncu Kalkınma Planı 2014-2018”, T. C. Kalkınma Bakanlığı, Ankara.
- McGonical, J. (2010), “Gaming Can Make a Better World”, TED – Ideas Worth Spreading, https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world (Erişim Tarihi: 12.06.2017).
- McGonical, J. (2011), “Reality is Broken: Why Games Make Us Better and How They Can Change the World”, Penguin, New York.
Meteos-Garcia, Juan., Bakhshi, H., and Lenel, M. (2014), “A Map of the UK Games Industry”, Nesta, London.
- Newzoo (2012), “Türkiye Dijital Oyun Pazarı 2012′de 450 Milyon Dolara Ulaşacak”, Newzoo: Insights Solutions, https://newzoo.com/about/press/press-releases/turkiye-dijital-oyun-pazar-2012-de-450-milyon-dolara-ula-acak/ (Erişim Tarihi: 12.06.2017).
- Newzoo (2016), “Global Games Market Report: An Overview of Trends & Insights”, Newzoo: Insights Solutions, http://resources.newzoo.com/global-games-market-report (Erişim Tarihi: 12.06.2017).
- Newzoo (2017), “The Global Games Market will Reach $108.9 Billion in 2017 with Mobile Taking 42%”, Newzoo: Insights Solutions, https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ (Erişim Tarihi: 12.06.2017).
- Newzoo (2017), “Top 100 Countries by Game Revenues”, Newzoo: Insights Solutions, https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/ (Erişim Tarihi: 12.06.2017).
- Olsberg - SPI and Nordicity (2015), “Economic Contribution of the UK’s Film, High-End TV, Video Game, and Animation Programming Sectors”, http://www.o-spi.co.uk/wp-content/uploads/2015/02/SPI-Economic-Contribution-Study-2015-02-24.pdf (Erişim Tarihi: 12.06.2017).
- PEGI (2003), “About PEGI: What are ratings?”, The Pan-European Game Information, http://www.pegi.info/en/index/id/23 (Erişim Tarihi: 12.06.2016).
Siwek, S.E. (2010), “The Video Games in the 21st Century: the 2010 Report”, Entartainment Software Association, Washington.
- Siwek, S.E. (2017), “Video Games in the 21st Century: the 2017 Report”, Entartainment Software Association, Washington.
- Uçkaç, F. ve Tütüncü, E. (2017), “111 Milyar Dolarlık Oyun”, The Brand Age, http://thebrandage.com/111-milyar-dolarlik-oyun/ (Erişim Tarihi: 12.06.2017).
- UKIE (2017), “UK Video Games Fact Sheet”, The Association for UK Interactive Entertainment, https://ukie.org.uk/sites/default/files/UK%20Games%20Industry%20Fact%20Sheet%2020%20March%202017.pdf (Erişim Tarihi: 12.06.2017).
Digital Games and Employment: Recommendations for Turkey
Yıl 2017,
, 136 - 153, 30.12.2017
Eyüp Akçetin
,
Ufuk Çelik
,
Abdulkadir Yaldır
,
Deniz Herand
Öz
Recent developments
in information and communication technologies have ensured us to take a step
into a digital world. The digital world is transforming into a digital economy
and this transformation directly affects the added value of digital products.
Digital games are now taking the place of Hollywood movies, digital gaming
sector has become a sector with high added value and high employment and its
revenue has exceeded twice of the film industry. Digital industry is at the
forefront of sectors that grow unaffected even in times of crisis. The digital
gaming industry has found the appropriate platform in the most technologically
strong countries and the design and sale of the most revenue-generating games
and by-products were also carried out in these countries. Besides employment
and other activities in the social area, digital gaming industry is a field
that contains many artistic elements, such as cinema and social message.
Therefore, it is inevitable for Turkey to have enough say in the value added
digital gaming industry in order to introduce and express itself correctly to
the world. In this study, it has been attempted to do economic analysis of the
digital gaming industry in general comparatively and proposals have been made
for Turkey to evaluate this opportunity in the best possible way.
Kaynakça
- Ankara Kalkınma Ajansı (2016), “Dijital Oyun Sektörü Raporu”, Ankara Kalkınma Ajansı, Ankara.
- ASGD (2015), “Game Developer Index 2015”, Association of Swedish Game Developers, Stockholm.
- Bilgi Toplumu Dairesi (2013), “Bilgi Toplumu Stratejisinin Yenilenmesi Projesi - Makroekonomik Projeksiyonlar ve Fırsatlar Raporu”, T. C. Kalkınma Bakanlığı, Ankara.
- Bilgi Toplumu Dairesi (2015), “2015-2018 Bilgi Toplumu Stratejisi ve Eylem Planı”, T. C. Kalkınma Bakanlığı, Ankara.
- BIU (2017), “Labour Market”, Bundesverband Interaktive Unterhaltungssoftware e.V., https://www.biu-online.de/en/labour-market/ (Erişim Tarihi: 12.06.2017).
- Castronova, E. (2003), “On Virtual Economies”, The International Journal of Computer Game Research, 3(2).
- EGDF (2016), “How To Enable Digital Growth in Europe?”, European Games Developer Federation, Helsinki.
- ESA (2014), “Games: Improving the Economy”, Entertainment Software Association, http://www.theesa.com/wp-content/uploads/2014/11/Games_Economy-11-4-14.pdf (Erişim Tarihi: 12.06.2017)
- ESA (2017), “Impact of the Video Game Industry: State by State”, https://www.areweinyourstate.org/ (Erişim tarihi: 12.06.2017)
- ESAC (2016), “Essential Facts”, Entertainment Software Association of Canada, Toronto.
- ESRB (2017), “ESRB Ratings 2016”, The Entertainment Software Rating Board, http://theesa.ca/wp-content/uploads/2016/11/2016_booklet_Web.compressed2.pdf Erişim Tarihi: 12.06.2017).
- European Commission (2006), “The Economy of Culture in Europe”, European Commission, Brussels.
- Flew, T. and Humphreys, S. (2005), “Games: Technology, Industry, Culture”, New Media: An Introduction (Second Edition), Oxford University Press.
- Gamedevmap 2.0 (2017), “Living Map and Catalog of Game Development Organizations”, https://www.gamedevmap.com/index.php?country=&state=&city=&query=&type=Serious%20Games (Erişim Tarihi: 12.06.2017).
- GTAI (2017), “Gaming Industry: Germany Conquers European Gaming Market”, http://www.gtai.de/GTAI/Navigation/EN/Invest/Industries/Digital-economy/gaming.html#620052 (Erişim Tarihi: 12.06.2017).
- İş Fikirleri ve Girişimcilik Portalı (2017), “Dijital Oyun Sektörüne Yatırım Yapın”, http://www.isfikirleri-girisimcilik.com/dijital-oyun-sektorune-yatirim-yapin/3 (Erişim Tarihi: 12.06.2017).
- Kalkınma Bakanlığı (2013), “Onuncu Kalkınma Planı 2014-2018”, T. C. Kalkınma Bakanlığı, Ankara.
- McGonical, J. (2010), “Gaming Can Make a Better World”, TED – Ideas Worth Spreading, https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world (Erişim Tarihi: 12.06.2017).
- McGonical, J. (2011), “Reality is Broken: Why Games Make Us Better and How They Can Change the World”, Penguin, New York.
Meteos-Garcia, Juan., Bakhshi, H., and Lenel, M. (2014), “A Map of the UK Games Industry”, Nesta, London.
- Newzoo (2012), “Türkiye Dijital Oyun Pazarı 2012′de 450 Milyon Dolara Ulaşacak”, Newzoo: Insights Solutions, https://newzoo.com/about/press/press-releases/turkiye-dijital-oyun-pazar-2012-de-450-milyon-dolara-ula-acak/ (Erişim Tarihi: 12.06.2017).
- Newzoo (2016), “Global Games Market Report: An Overview of Trends & Insights”, Newzoo: Insights Solutions, http://resources.newzoo.com/global-games-market-report (Erişim Tarihi: 12.06.2017).
- Newzoo (2017), “The Global Games Market will Reach $108.9 Billion in 2017 with Mobile Taking 42%”, Newzoo: Insights Solutions, https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ (Erişim Tarihi: 12.06.2017).
- Newzoo (2017), “Top 100 Countries by Game Revenues”, Newzoo: Insights Solutions, https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/ (Erişim Tarihi: 12.06.2017).
- Olsberg - SPI and Nordicity (2015), “Economic Contribution of the UK’s Film, High-End TV, Video Game, and Animation Programming Sectors”, http://www.o-spi.co.uk/wp-content/uploads/2015/02/SPI-Economic-Contribution-Study-2015-02-24.pdf (Erişim Tarihi: 12.06.2017).
- PEGI (2003), “About PEGI: What are ratings?”, The Pan-European Game Information, http://www.pegi.info/en/index/id/23 (Erişim Tarihi: 12.06.2016).
Siwek, S.E. (2010), “The Video Games in the 21st Century: the 2010 Report”, Entartainment Software Association, Washington.
- Siwek, S.E. (2017), “Video Games in the 21st Century: the 2017 Report”, Entartainment Software Association, Washington.
- Uçkaç, F. ve Tütüncü, E. (2017), “111 Milyar Dolarlık Oyun”, The Brand Age, http://thebrandage.com/111-milyar-dolarlik-oyun/ (Erişim Tarihi: 12.06.2017).
- UKIE (2017), “UK Video Games Fact Sheet”, The Association for UK Interactive Entertainment, https://ukie.org.uk/sites/default/files/UK%20Games%20Industry%20Fact%20Sheet%2020%20March%202017.pdf (Erişim Tarihi: 12.06.2017).