Araştırma Makalesi
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Gastronomi, Oyun ve Turizm Kesişiminde Kültürel Temsil: Oyuncu Deneyimlerinden Bulgular

Yıl 2026, Cilt: 10 Sayı: 1, 349 - 371, 27.03.2026
https://doi.org/10.32572/guntad.1832477
https://izlik.org/JA55EY99EL

Öz

Dijital oyunlardaki gastronomik öğelerin oyuncu algısını nasıl yönlendirdiği ve bu öğelerin kültürel temsil, destinasyon imajı ile turistik merakla kurduğu ilişkiyi bütüncül bir perspektiften değerlendirmek bu araştırmanın temel çıkış noktasını oluşturmaktadır. Yakuza: Like a Dragon ve Grand Theft Auto V oyunlarına ait gastronomik sahneler görsel analiz yöntemi kullanılarak incelenmiş; bu oyunları deneyimleyen katılımcılarla gerçekleştirilen görüşmelerden elde edilen veriler ise MAXQDA destekli tematik analiz aracılığıyla değerlendirilmiştir. Bulgular, gastronominin oyunlarda yalnızca estetik bir unsur değil, kültürel kimlik aktarımını güçlendiren ve destinasyon imajını etkileyen çok katmanlı bir temsil alanı olduğunu göstermektedir. Ayrıca otantiklik, kültürel kodlar ve görsel sunumun oyuncularda gastronomik merak ve gerçek dünyaya yönelik deneyim isteği oluşturduğu belirlenmiştir. Çalışma, dijital oyunlarda gastronominin kültürel temsile ve turizm davranışlarına etkisini inceleyen sınırlı literatüre katkı sağlayarak bu temayı bütüncül biçimde ele alan ilk araştırmalardan biri olma özelliği taşımaktadır.

Kaynakça

  • Aarts, H., Custers, R., & Marien, H. (2008). Preparing and motivating behavior outside of awareness. Science, 319(5870), 1639-1639. https://doi.org/10.1126/science.1150432
  • Akgün Şahin, C. (2021). Destinasyon markalaşmasında gastronomik kimlik ve gastronomik deneyimin önemi: Moda semtinde bir araştırma. [Yüksek Lisans Tezi, İstanbul Üniversitesi].https://tez.yok.gov.tr/UlusalTezMerkezi/TezGoster?key=tqUiYt63sTQLTpozMJ92QnKa0eR_hLYNnmLJExHU5GLGybrKv7vwnurNOjxsPiuB
  • Baltacı, A. (2018). Nitel Araştırmalarda örnekleme yöntemleri ve örnek hacmi sorunsalı üzerine kavramsal bir inceleme. Bitlis Eren Üniversitesi Sosyal Bilimler Dergisi, 7(1), 231-274. https://izlik.org/JA98FN96XR
  • Batu, M., & Tos, O. (2017). Tüketim kültürü odağında modernizm ve postmodernizmin karşılaştırılması. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 5(2), 991–1023. https://doi.org/10.19145/e-gifder.296888
  • Bengtsson, M. (2016). How to plan and perform a qualitative study using content analysis. NursingPlus open, 2, 8-14. https://doi.org/10.1016/j.npls.2016.01.001
  • Bisogni, C. A., Connors, M., Devine, C. M., & Sobal, J. (2002). Who we are and how we eat: A qualitative study of identities in food choice. Journal of Nutrition Education and Behavior, 34(3), 128-139. https://doi.org/10.1016/S1499-4046(06)60082-1
  • Brusk, J. (2014). Steps towards creating socially competent game characters. [Doktora Tezi, University of Gothenburg]. http://hdl.handle.net/2077/34774
  • Ch’ng, E., Li, Y., Cai, S., & Leow, F.-T. (2020). The effects of VR environments on the acceptance, experience, and expectations of cultural heritage learning. Journal on Computing and Cultural Heritage, 13(1), 1–21. https://doi.org/10.1145/3352933
  • Creswell, J. W. (2013). Research Design: Research design: qualitative, quantitative, and mixed methods approaches (3rd ed.). SAGE Publications.
  • Dixit, S. K. (2020). The Routledge handbook of tourism experience management and marketing. Routledge, (1st Edition), 345-405 https://doi.org/10.4324/9780429203916
  • Dumont, J. (2018). Hi I’m Jonathan Dumont, creative director of Assassin’s Creed Odyssey, Ask Me Anything! [Online forum post]. Reddit. https://www.reddit.com/r/assassinscreed/comments/8suomv/hi_im_jonathan_dumont_creative_director_of/
  • Dwyer, L., & Kim, C. (2003). Destination competitiveness: determinants and indicators. Current Issues in Tourism, 6(5), 369-414. https://doi.org/10.1080/13683500308667962
  • Fischler, C. (1988). Food, self and identity. Social Science Information, 27(2), 275-292. https://doi.org/10.1177/053901888027002005
  • Fontaine, D. (2020). Landscape in computer games-The examples of GTA V and Watch Dogs 2. Modern approaches to the visualization of landscapes (s. 293–306) içinde. Springer VS, Wiesbaden
  • Glagowski, P. (2018). Glagowski, P. (2018, 2 Eylül). Shenmue and Yakuza are really not that similar. Destructoid. https://www.destructoid.com/shenmue-and-yakuza-are-really-not-that-similar/
  • Griswold, W. (1999). Cultures and societies in a changing world. Sage, (Fourth Edition), 446-449 https://doi.org/10.1007/BF01205989
  • Hamada, S., Wilk, R., Logan, A., Minard, S., & Trubek, A. (2015). The future of food studies. Food, Culture & Society, 18(1), 167-186. https://doi.org/10.2752/175174415X14101814953846
  • Hassin, R. R. (2013). Yes it can: On the functional abilities of the human unconscious. Perspectives on Psychological Science, 8(2), 195-207. https://doi.org/10.1177/1745691612460684
  • Hassin, R. R., Ferguson, M. J., Shidlovski, D., & Gross, T. (2007). Subliminal exposure to national flags affects political thought and behavior. Proceedings of the National Academy of Sciences, 104(50), 19757-19761. https://doi.org/10.1073/pnas.0704679104
  • Hsu, F. C., & Scott, N. (2020). Food experience, place attachment, destination image and the role of food-related personality traits. Journal of Hospitality and Tourism Management, 44, 79-87. https://doi.org/10.1016/j.jhtm.2020.05.010
  • Karslı, C., & Candemir, A. (2023). Destinasyon markalaşmasında gastronomi turizminin etkisinin incelenmesi: İzmir ili örneği. Doğuş Üniversitesi Dergisi, 24(1), 273–292. https://doi.org/10.31671/dogus.1234567
  • Kızılkaya, E. (2010). Bilgisayar oyunlarında ideolojik söylem ve anlatı. [Yüksek lisans tezi, Marmara Üniversitesi]. https://tez.yok.gov.tr/UlusalTezMerkezi/TezGoster?key=veR1mHu9yoWjwcVUjCEoPHB5EyaJHXeFFSjDkawqXCu0fLS9QB1CPMuuCX_1LFW_
  • Kleinheksel, A. J., Rockich-Winston, N., Tawfik, H., & Wyatt, T. R. (2020). Demystifying content analysis. American Journal of Pharmaceutical Education, 84(1), 7113. https://doi.org/10.5688/ajpe7113
  • Kovalenko, A., Dias, Á., Pereira, L., & Simões, A. (2023). Gastronomic experience and consumer behavior: Analyzing the influence on destination image. Foods, 12(2), 315. https://doi.org/10.3390/foods12020315
  • Loguidice, B., & Barton, M. (2012). Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Routledge, (1st Edition), 24-86. https://doi.org/10.4324/9780080880136
  • Metacritic. (2025). Grand Theft Auto V [Video oyunu incelemesi]. Metacritic, https://www.metacritic.com/game/grand-theft-auto-v/
  • Monahan, J. L., Murphy, S. T., & Zajonc, R. B. (2000). Subliminal mere exposure: Specific, general, and diffuse effects. Psychological Science, 11(6), 462-466. https://doi.org/10.1111/1467-9280.00289
  • Mora, D., Solano-Sanchez, M. A., López-Guzmán, T., & Moral-Cuadra, S. (2021). Gastronomic experiences as a key element in the development of a tourist destination. International Journal of Gastronomy and Food Science, 25, 100405. https://doi.org/10.1016/j.ijgfs.2021.100405
  • Murcott, A. (1988). Sociological and social anthropological approaches to food and eating. World review of nutrition and dietetics, 55, 1-40. https://doi.org/10.1159/000415556
  • OpenCritic. (2025). Yakuza: Like a Dragon, https://opencritic.com/game/8628/yakuza-like-a-dragon
  • Özkarakaş, E., & Atılgan, N. Ş. (2023). Dijital oyunlar içeriğinin kültürel miras bağlamında incelenmesi ve gölge oyunu değerlendirmesi. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi, (34), 898-911. https://doi.org/10.29000/rumelide.1317112
  • Seyitoğlu, F., & Ivanov, S. (2020). A conceptual study of the strategic role of gastronomy in tourism destinations. International Journal of Gastronomy and Food Science, 21, 100230. https://doi.org/10.1016/j.ijgfs.2020.100230
  • Sio, K. P., Fraser, B., & Fredline, L. (2024). A contemporary systematic literature review of gastronomy tourism and destination image. Tourism Recreation Research, 49(2), 312-328. https://doi.org/10.1080/02508281.2021.1997491
  • Sutton, J., & Austin, Z. (2015). Qualitative research: Data collection, analysis, and management. The Canadian journal of hospital pharmacy, 68(3), 226. https://doi.org/10.4212/cjhp.v68i3.1456
  • Tor, H., & Irmak, T. Y. (2022). Dijital oyun fenomeninin sosyolojisi. Sosyal, Beşeri ve İdari Bilimler Dergisi, 5(12), 1798-1817. https://doi.org/10.26677/TR1010.2022.1160
  • UNWTO. (2013). Tourism highlights (2013 ed.). Madrid, Spain: United Nations World Tourism Organization.
  • Utanır Karaduman, A. (2023). Sosyolojik Bir Olgu Olarak Yemek; Yemek ve Toplumsal Anlamı, Asia Minor Studies, 11(1), 107-115. https://doi.org/10.17067/asm.1215302
  • Valkenburg, P. M., & Piotrowski, J. T. (2017). Plugged in: how media attract and affect youth. Yale University Press. https://doi.org/10.12987/yale/9780300218879.001.0001
  • van Gaal, S., De Lange, F. P., &Cohen, M. X. (2012). The role of consciousness in cognitive control and decision making. Frontiers in Human Neuroscience, 6, 121. https://doi.org/10.3389/fnhum.2012.00121
  • Weinberger, J., & Westen, D. (2008). RATS, we should have used Clinton: Subliminal priming in political campaigns. Political Psychology, 29(5), 631-651. https://doi.org/10.1111/j.1467-9221.2008.00658.x

Cultural Representation at the Intersection of Gastronomy, Gaming, and Tourism: Insights from Player Experiences

Yıl 2026, Cilt: 10 Sayı: 1, 349 - 371, 27.03.2026
https://doi.org/10.32572/guntad.1832477
https://izlik.org/JA55EY99EL

Öz

Understanding how gastronomic elements in digital games shape player perception, and how these elements relate to cultural representation, destination image, and tourist curiosity, constitutes the central focus of this study. Gastronomy-related scenes from Yakuza: Like a Dragon and Grand Theft Auto V were examined through visual content analysis, while qualitative data obtained from semi-structured interviews with players who experienced both games were analyzed using MAXQDA-based thematic procedures. The findings reveal that gastronomy in digital games functions not merely as an aesthetic component but as a multilayered representational medium that reinforces cultural identity and influences destination image. Moreover, authenticity, cultural cues, and visual presentation were found to stimulate gastronomic curiosity and a desire to experience related foods in real life. By addressing the limited body of research on gastronomic representation in digital games, this study provides one of the first comprehensive examinations of how in-game food imagery contributes to cultural transmission and shapes tourism-related attitudes and behaviors.

Kaynakça

  • Aarts, H., Custers, R., & Marien, H. (2008). Preparing and motivating behavior outside of awareness. Science, 319(5870), 1639-1639. https://doi.org/10.1126/science.1150432
  • Akgün Şahin, C. (2021). Destinasyon markalaşmasında gastronomik kimlik ve gastronomik deneyimin önemi: Moda semtinde bir araştırma. [Yüksek Lisans Tezi, İstanbul Üniversitesi].https://tez.yok.gov.tr/UlusalTezMerkezi/TezGoster?key=tqUiYt63sTQLTpozMJ92QnKa0eR_hLYNnmLJExHU5GLGybrKv7vwnurNOjxsPiuB
  • Baltacı, A. (2018). Nitel Araştırmalarda örnekleme yöntemleri ve örnek hacmi sorunsalı üzerine kavramsal bir inceleme. Bitlis Eren Üniversitesi Sosyal Bilimler Dergisi, 7(1), 231-274. https://izlik.org/JA98FN96XR
  • Batu, M., & Tos, O. (2017). Tüketim kültürü odağında modernizm ve postmodernizmin karşılaştırılması. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 5(2), 991–1023. https://doi.org/10.19145/e-gifder.296888
  • Bengtsson, M. (2016). How to plan and perform a qualitative study using content analysis. NursingPlus open, 2, 8-14. https://doi.org/10.1016/j.npls.2016.01.001
  • Bisogni, C. A., Connors, M., Devine, C. M., & Sobal, J. (2002). Who we are and how we eat: A qualitative study of identities in food choice. Journal of Nutrition Education and Behavior, 34(3), 128-139. https://doi.org/10.1016/S1499-4046(06)60082-1
  • Brusk, J. (2014). Steps towards creating socially competent game characters. [Doktora Tezi, University of Gothenburg]. http://hdl.handle.net/2077/34774
  • Ch’ng, E., Li, Y., Cai, S., & Leow, F.-T. (2020). The effects of VR environments on the acceptance, experience, and expectations of cultural heritage learning. Journal on Computing and Cultural Heritage, 13(1), 1–21. https://doi.org/10.1145/3352933
  • Creswell, J. W. (2013). Research Design: Research design: qualitative, quantitative, and mixed methods approaches (3rd ed.). SAGE Publications.
  • Dixit, S. K. (2020). The Routledge handbook of tourism experience management and marketing. Routledge, (1st Edition), 345-405 https://doi.org/10.4324/9780429203916
  • Dumont, J. (2018). Hi I’m Jonathan Dumont, creative director of Assassin’s Creed Odyssey, Ask Me Anything! [Online forum post]. Reddit. https://www.reddit.com/r/assassinscreed/comments/8suomv/hi_im_jonathan_dumont_creative_director_of/
  • Dwyer, L., & Kim, C. (2003). Destination competitiveness: determinants and indicators. Current Issues in Tourism, 6(5), 369-414. https://doi.org/10.1080/13683500308667962
  • Fischler, C. (1988). Food, self and identity. Social Science Information, 27(2), 275-292. https://doi.org/10.1177/053901888027002005
  • Fontaine, D. (2020). Landscape in computer games-The examples of GTA V and Watch Dogs 2. Modern approaches to the visualization of landscapes (s. 293–306) içinde. Springer VS, Wiesbaden
  • Glagowski, P. (2018). Glagowski, P. (2018, 2 Eylül). Shenmue and Yakuza are really not that similar. Destructoid. https://www.destructoid.com/shenmue-and-yakuza-are-really-not-that-similar/
  • Griswold, W. (1999). Cultures and societies in a changing world. Sage, (Fourth Edition), 446-449 https://doi.org/10.1007/BF01205989
  • Hamada, S., Wilk, R., Logan, A., Minard, S., & Trubek, A. (2015). The future of food studies. Food, Culture & Society, 18(1), 167-186. https://doi.org/10.2752/175174415X14101814953846
  • Hassin, R. R. (2013). Yes it can: On the functional abilities of the human unconscious. Perspectives on Psychological Science, 8(2), 195-207. https://doi.org/10.1177/1745691612460684
  • Hassin, R. R., Ferguson, M. J., Shidlovski, D., & Gross, T. (2007). Subliminal exposure to national flags affects political thought and behavior. Proceedings of the National Academy of Sciences, 104(50), 19757-19761. https://doi.org/10.1073/pnas.0704679104
  • Hsu, F. C., & Scott, N. (2020). Food experience, place attachment, destination image and the role of food-related personality traits. Journal of Hospitality and Tourism Management, 44, 79-87. https://doi.org/10.1016/j.jhtm.2020.05.010
  • Karslı, C., & Candemir, A. (2023). Destinasyon markalaşmasında gastronomi turizminin etkisinin incelenmesi: İzmir ili örneği. Doğuş Üniversitesi Dergisi, 24(1), 273–292. https://doi.org/10.31671/dogus.1234567
  • Kızılkaya, E. (2010). Bilgisayar oyunlarında ideolojik söylem ve anlatı. [Yüksek lisans tezi, Marmara Üniversitesi]. https://tez.yok.gov.tr/UlusalTezMerkezi/TezGoster?key=veR1mHu9yoWjwcVUjCEoPHB5EyaJHXeFFSjDkawqXCu0fLS9QB1CPMuuCX_1LFW_
  • Kleinheksel, A. J., Rockich-Winston, N., Tawfik, H., & Wyatt, T. R. (2020). Demystifying content analysis. American Journal of Pharmaceutical Education, 84(1), 7113. https://doi.org/10.5688/ajpe7113
  • Kovalenko, A., Dias, Á., Pereira, L., & Simões, A. (2023). Gastronomic experience and consumer behavior: Analyzing the influence on destination image. Foods, 12(2), 315. https://doi.org/10.3390/foods12020315
  • Loguidice, B., & Barton, M. (2012). Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Routledge, (1st Edition), 24-86. https://doi.org/10.4324/9780080880136
  • Metacritic. (2025). Grand Theft Auto V [Video oyunu incelemesi]. Metacritic, https://www.metacritic.com/game/grand-theft-auto-v/
  • Monahan, J. L., Murphy, S. T., & Zajonc, R. B. (2000). Subliminal mere exposure: Specific, general, and diffuse effects. Psychological Science, 11(6), 462-466. https://doi.org/10.1111/1467-9280.00289
  • Mora, D., Solano-Sanchez, M. A., López-Guzmán, T., & Moral-Cuadra, S. (2021). Gastronomic experiences as a key element in the development of a tourist destination. International Journal of Gastronomy and Food Science, 25, 100405. https://doi.org/10.1016/j.ijgfs.2021.100405
  • Murcott, A. (1988). Sociological and social anthropological approaches to food and eating. World review of nutrition and dietetics, 55, 1-40. https://doi.org/10.1159/000415556
  • OpenCritic. (2025). Yakuza: Like a Dragon, https://opencritic.com/game/8628/yakuza-like-a-dragon
  • Özkarakaş, E., & Atılgan, N. Ş. (2023). Dijital oyunlar içeriğinin kültürel miras bağlamında incelenmesi ve gölge oyunu değerlendirmesi. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi, (34), 898-911. https://doi.org/10.29000/rumelide.1317112
  • Seyitoğlu, F., & Ivanov, S. (2020). A conceptual study of the strategic role of gastronomy in tourism destinations. International Journal of Gastronomy and Food Science, 21, 100230. https://doi.org/10.1016/j.ijgfs.2020.100230
  • Sio, K. P., Fraser, B., & Fredline, L. (2024). A contemporary systematic literature review of gastronomy tourism and destination image. Tourism Recreation Research, 49(2), 312-328. https://doi.org/10.1080/02508281.2021.1997491
  • Sutton, J., & Austin, Z. (2015). Qualitative research: Data collection, analysis, and management. The Canadian journal of hospital pharmacy, 68(3), 226. https://doi.org/10.4212/cjhp.v68i3.1456
  • Tor, H., & Irmak, T. Y. (2022). Dijital oyun fenomeninin sosyolojisi. Sosyal, Beşeri ve İdari Bilimler Dergisi, 5(12), 1798-1817. https://doi.org/10.26677/TR1010.2022.1160
  • UNWTO. (2013). Tourism highlights (2013 ed.). Madrid, Spain: United Nations World Tourism Organization.
  • Utanır Karaduman, A. (2023). Sosyolojik Bir Olgu Olarak Yemek; Yemek ve Toplumsal Anlamı, Asia Minor Studies, 11(1), 107-115. https://doi.org/10.17067/asm.1215302
  • Valkenburg, P. M., & Piotrowski, J. T. (2017). Plugged in: how media attract and affect youth. Yale University Press. https://doi.org/10.12987/yale/9780300218879.001.0001
  • van Gaal, S., De Lange, F. P., &Cohen, M. X. (2012). The role of consciousness in cognitive control and decision making. Frontiers in Human Neuroscience, 6, 121. https://doi.org/10.3389/fnhum.2012.00121
  • Weinberger, J., & Westen, D. (2008). RATS, we should have used Clinton: Subliminal priming in political campaigns. Political Psychology, 29(5), 631-651. https://doi.org/10.1111/j.1467-9221.2008.00658.x
Toplam 40 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Turizm (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Yağız Batuhan Eraslan 0000-0001-8047-5943

Serkan Çalışkan 0000-0002-4996-8640

Gönderilme Tarihi 29 Kasım 2025
Kabul Tarihi 28 Şubat 2026
Yayımlanma Tarihi 27 Mart 2026
DOI https://doi.org/10.32572/guntad.1832477
IZ https://izlik.org/JA55EY99EL
Yayımlandığı Sayı Yıl 2026 Cilt: 10 Sayı: 1

Kaynak Göster

APA Eraslan, Y. B., & Çalışkan, S. (2026). Gastronomi, Oyun ve Turizm Kesişiminde Kültürel Temsil: Oyuncu Deneyimlerinden Bulgular. Güncel Turizm Araştırmaları Dergisi, 10(1), 349-371. https://doi.org/10.32572/guntad.1832477

Değerli Araştırmacılar,

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