Araştırma Makalesi
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Auteurs and authorities in Turkish video game industry

Yıl 2025, Sayı: 2, 42 - 60, 23.12.2025

Öz

The study investigates the functioning of creative processes in the video game industry, which has emerged as one of the most prominent sectors in contemporary entertainment. It explores the applicability of the classical auteur theory to the video game medium and aims to examine how creative authority operates within company structures. To this end, in-depth qualitative interviews with fifteen industry professionals from three Turkish video game companies of varying scales to collect insights from the participants regarding creativity and authority. The findings indicate that creative authority within the sector is largely exercised by institutional or managerial entities rather than by individual creators. Arguing that the classical individual-centric theory is insufficient, the study demonstrates an authority structure in the modern industry that prioritizes financial imperatives, such as market trends and budget concerns, over individual creativity, thereby constraining the latter. Accordingly, this study proposes a new conceptual framework, the auteur-ity theory, which merges “auteur” with “authority” to explain this tension and analyze how corporate hierarchies and market demands shape the creative processes. This study aims to contribute to game studies by providing a production-focused analysis.

Etik Beyan

This article is based on the field research findings of the author’s master’s thesis entitled “Rethinking the Concepts of Auteur and Authority in Creative Actors in the Turkish Video Game Industry” prepared under the supervision of Assist. Prof. Selver Dikkol Akçay in the Department of Radio, Television and Cinema at Başkent University’s Institute of Social Sciences. This research has been conducted with the “informed consent” of the participants and “ethical committee approval” in accordance with the decision dated 10.03.2025 and numbered 17162298.600-89 of the Social and Human Sciences and Arts Field Research Board of the Başkent University Academic Evaluation Coordination Office.

Kaynakça

  • Aarseth, E. (2004). The game and its name: What is a game auteur? T. Grodal, B. Larsen & I. T. Laursen (Ed.), Visual authorship: Creativity and intentionality in media (s. 261-269). Museum Tusculanums.
  • Banks, M. (2007). The politics of cultural work. Palgrave Macmillan.
  • Bowman, D. (2020). Breaking out stories and networks of interdependency: Using actor-network theory to trace emergent challenges to narrative norms in AAA and indie game development sectors (Ph.d. thesis). University of East Anglia, Norwich.
  • Bulut, E. (2021). A precarious game: The illusion of dream jobs in the video game industry. New technology, work and employment, 36(3), 429-431. https://doi.org/10.1111/ntwe.12189
  • Chalk, A. (2025, November 14). Rockstar is now under pressure from UK Parliament as protests grow and 220 employees demand fired workers be reinstated. PC Gamer. https://www.pcgamer.com/games/rockstar-is-now-under-pressure-from-uk-parliament-as-protests-grow-and-220-employees-demand-fired-workers-be-reinstated/
  • Cheng, Y. (2025). The impact of online games on creativity and the role of imagination. Frontiers, 19, 1-16. https://doi.org/10.3389/fnbeh.2025.1561548
  • Cote, A. C. C. & Harris, B. (2021). ‘Weekends became something other people did’: Understanding and intervening in the habitus of video game crunch. Convergence, 27(1), 161-176. https://doi.org/10.1177/1354856520913865
  • Creswell, J. W. & Creswell, J. D. (2009). Research design: Qualitative, quantitative, and mixed methods approaches. Sage.
  • Demirbaş, Y. K. (2022). Video game auteur. Dora.
  • Donovan, T. (2010). Replay: The history of video games. Yellow Ant.
  • Eckert, K. (2024, July 7). Why the current AAA game development model is unsustainable. Medium. https://medium.com/@krose.eckert/why-the-current-aaa-development-model-is-unsustainable-1d8fdf06be36
  • Falkener, E. (1892). Games ancient and oriental and how to play them. Longmans, Green.
  • Gaming in Türkiye. (2023). Türkiye game market 2023 report. https://www.gaminginturkey.com/en/turkiye-game-market-2023-report/#:~:text=The%20number%20of%20active%20gamers,were%20preferred%20on%20mobile%20devices
  • Hillier, J. (1985). Cahiers du cinema -The 1950s: Neo-realism, Hollywood, new wave. Harvard University.
  • Hosie, E. (2013, July 26). The architects: video gaming’s auteurs. IGN. https://www.ign.com/articles/2013/07/26/the-architects-video-gamings-auteurs
  • Huizinga, J. (1949). Homo ludens: A study of the play-element in culture. Routledge & Kegan Paul.
  • Hussain, S. (2025, April 26). How the video game industry is changing. Investopedia. https://www.investopedia.com/articles/investing/053115/how-video-game-industry-changing.asp
  • Kent, S. L. (2001). The ultimate history of video games from Pong to Pokémon and beyond- the story behind the craze that touched our lives and changed the world. Three Rivers.
  • Keogh, B. (2019). The cultural field of video game production in Australia. Games and culture, 16(1), 116-135. https://doi.org/10.1177/1555412019873746
  • Kerr, A. (2017). Global games production, circulation and policy in the networked era. Routledge.
  • Monnens, D. & Goldberg, M. (2015). Space odyssey: the long journey of Spacewar! from MIT to computer labs around the world. Kinephanos. https://www.kinephanos.ca/2015/space-odyssey-the-long-journey-of-spacewar-from-mit-to-computer-labs-around-the-world/
  • Murray, H. J. R. (1978). A history of board: Games other than chess. Hacker Art.
  • Plantec, Y. & Christofferson, A. (2025). Squeezed in the middle: AAA gaming studios must adapt. Bain & Company. https://www.bain.com/insights/squeezed-in-the-middle-aaa-gaming-studios-must-adapt-gaming-report-2025/
  • Schreier, J. (2024). Play nice: the rise, fall, and future of Blizzard Entertainment. Grand Central.
  • Sheff, D. (1993). Game over: How Nintendo conquered the world. Vintage.
  • Tassi, P. (2025, January 7). The most expensive video game on record is this ‘Call Of Duty,’ says report. Forbes. https://www.forbes.com/sites/paultassi/2025/01/07/the-most-expensive-video-game-on-record-is-this-call-of-duty-says-report/
  • The Entertainment Software Association. (2024). 2024 Essential facts about the U.S. video game industry. https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2024-data/
  • Truffaut, F. (1954). Une certaine tendance au cinéma Français. Cahiers du cinéma, 31, 15-29.
  • Tüker, C., Yılmaz, E. & Çağıltay, K. (2015). Turkey. Mark J. P. Wolf (Ed.), Video games around the world (s. 565-578). MIT.
  • Vanderhoef II, J. R. (2016). An industry of indies: The new cultural economy of digital game production (Ph.d. thesis). University of California, Santa Barbara.
  • Weststar, J. & Dubois, L.-É. (2023). From crunch to grind: adopting servitization in project-based creative work. Work, employment & society, 37(4), 972-990. https://doi.org/10.1177/09500170211061228
  • Yin-Poole, W. (2024, May 7). Microsoft closes Redfall developer Arkane Austin, Hi-Fi Rush developer Tango Gameworks, and more in devastating cuts at Bethesda. IGN. https://www.ign.com/articles/microsoft-closes-redfall-developer-arkane-austin-hifi-rush-developer-tango-gameworks-and-more-in-devastating-cuts-at-bethesda.
  • Zackariasson, P., Walfisz, M. & Wilson, T. L. (2006). Management of creativity in video game development: A case study. Services marketing quarterly, 27(1), 73-97. https://doi.org/10.1300/J396v27n04_05

Türk oyun endüstrisinde yaratıcılar ve otoriteler

Yıl 2025, Sayı: 2, 42 - 60, 23.12.2025

Öz

Çalışma, günümüz eğlence sektörünün en öne çıkan sektörlerinden biri haline gelen video oyun endüstrisinde yaratıcı süreçlerin işleyişini incelemektedir. Klasik auteur teorisinin video oyun ortamına uygulanabilirliğini araştıran bu çalışma, şirket yapıları içinde yaratıcı otoritenin nasıl işlediğini incelemeyi amaçlamaktadır. Bu amaçla, yaratıcılık ve otorite konusunda derinlemesine görüş almak üzere, farklı ölçeklerdeki üç Türk video oyun şirketinden toplam on beş sektör profesyoneli ile niteliksel görüşmeler yapılmıştır. Bulgular, sektördeki yaratıcı süreçlerin büyük ölçüde bireysel yaratıcılardan ziyade kurumsal veya yönetimsel birimler tarafından yürütüldüğünü göstermektedir. Bireysel yaratıcılığı merkeze alan klasik teorinin yetersiz kaldığını savunan bu çalışma, pazar eğilimleri ve bütçe kaygıları gibi finansal çıkarlara öncelik veren bir yapıyı ortaya koymaktadır. Bu doğrultuda çalışma, “yaratıcı” (auteur) ile “otorite” (authority) kavramlarını birleştiren ve auteur-ity theory olarak adlandırılan yeni bir kavramsal çerçeve önermekte; bu yapının bireysel vizyonu kurumsal hiyerarşi ve pazar talepleri doğrultusunda nasıl kısıtladığını açıklamaktadır. Bu çalışma, oyun çalışmalarına üretim süreçleri odaklı bir analiz sunarak alana katkı sağlamayı hedeflemektedir.

Etik Beyan

This article is based on the field research findings of the author’s master’s thesis entitled “Rethinking the Concepts of Auteur and Authority in Creative Actors in the Turkish Video Game Industry” prepared under the supervision of Assist. Prof. Selver Dikkol Akçay in the Department of Radio, Television and Cinema at Başkent University’s Institute of Social Sciences. This research has been conducted with the “informed consent” of the participants and “ethical committee approval” in accordance with the decision dated 10.03.2025 and numbered 17162298.600-89 of the Social and Human Sciences and Arts Field Research Board of the Başkent University Academic Evaluation Coordination Office.

Kaynakça

  • Aarseth, E. (2004). The game and its name: What is a game auteur? T. Grodal, B. Larsen & I. T. Laursen (Ed.), Visual authorship: Creativity and intentionality in media (s. 261-269). Museum Tusculanums.
  • Banks, M. (2007). The politics of cultural work. Palgrave Macmillan.
  • Bowman, D. (2020). Breaking out stories and networks of interdependency: Using actor-network theory to trace emergent challenges to narrative norms in AAA and indie game development sectors (Ph.d. thesis). University of East Anglia, Norwich.
  • Bulut, E. (2021). A precarious game: The illusion of dream jobs in the video game industry. New technology, work and employment, 36(3), 429-431. https://doi.org/10.1111/ntwe.12189
  • Chalk, A. (2025, November 14). Rockstar is now under pressure from UK Parliament as protests grow and 220 employees demand fired workers be reinstated. PC Gamer. https://www.pcgamer.com/games/rockstar-is-now-under-pressure-from-uk-parliament-as-protests-grow-and-220-employees-demand-fired-workers-be-reinstated/
  • Cheng, Y. (2025). The impact of online games on creativity and the role of imagination. Frontiers, 19, 1-16. https://doi.org/10.3389/fnbeh.2025.1561548
  • Cote, A. C. C. & Harris, B. (2021). ‘Weekends became something other people did’: Understanding and intervening in the habitus of video game crunch. Convergence, 27(1), 161-176. https://doi.org/10.1177/1354856520913865
  • Creswell, J. W. & Creswell, J. D. (2009). Research design: Qualitative, quantitative, and mixed methods approaches. Sage.
  • Demirbaş, Y. K. (2022). Video game auteur. Dora.
  • Donovan, T. (2010). Replay: The history of video games. Yellow Ant.
  • Eckert, K. (2024, July 7). Why the current AAA game development model is unsustainable. Medium. https://medium.com/@krose.eckert/why-the-current-aaa-development-model-is-unsustainable-1d8fdf06be36
  • Falkener, E. (1892). Games ancient and oriental and how to play them. Longmans, Green.
  • Gaming in Türkiye. (2023). Türkiye game market 2023 report. https://www.gaminginturkey.com/en/turkiye-game-market-2023-report/#:~:text=The%20number%20of%20active%20gamers,were%20preferred%20on%20mobile%20devices
  • Hillier, J. (1985). Cahiers du cinema -The 1950s: Neo-realism, Hollywood, new wave. Harvard University.
  • Hosie, E. (2013, July 26). The architects: video gaming’s auteurs. IGN. https://www.ign.com/articles/2013/07/26/the-architects-video-gamings-auteurs
  • Huizinga, J. (1949). Homo ludens: A study of the play-element in culture. Routledge & Kegan Paul.
  • Hussain, S. (2025, April 26). How the video game industry is changing. Investopedia. https://www.investopedia.com/articles/investing/053115/how-video-game-industry-changing.asp
  • Kent, S. L. (2001). The ultimate history of video games from Pong to Pokémon and beyond- the story behind the craze that touched our lives and changed the world. Three Rivers.
  • Keogh, B. (2019). The cultural field of video game production in Australia. Games and culture, 16(1), 116-135. https://doi.org/10.1177/1555412019873746
  • Kerr, A. (2017). Global games production, circulation and policy in the networked era. Routledge.
  • Monnens, D. & Goldberg, M. (2015). Space odyssey: the long journey of Spacewar! from MIT to computer labs around the world. Kinephanos. https://www.kinephanos.ca/2015/space-odyssey-the-long-journey-of-spacewar-from-mit-to-computer-labs-around-the-world/
  • Murray, H. J. R. (1978). A history of board: Games other than chess. Hacker Art.
  • Plantec, Y. & Christofferson, A. (2025). Squeezed in the middle: AAA gaming studios must adapt. Bain & Company. https://www.bain.com/insights/squeezed-in-the-middle-aaa-gaming-studios-must-adapt-gaming-report-2025/
  • Schreier, J. (2024). Play nice: the rise, fall, and future of Blizzard Entertainment. Grand Central.
  • Sheff, D. (1993). Game over: How Nintendo conquered the world. Vintage.
  • Tassi, P. (2025, January 7). The most expensive video game on record is this ‘Call Of Duty,’ says report. Forbes. https://www.forbes.com/sites/paultassi/2025/01/07/the-most-expensive-video-game-on-record-is-this-call-of-duty-says-report/
  • The Entertainment Software Association. (2024). 2024 Essential facts about the U.S. video game industry. https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2024-data/
  • Truffaut, F. (1954). Une certaine tendance au cinéma Français. Cahiers du cinéma, 31, 15-29.
  • Tüker, C., Yılmaz, E. & Çağıltay, K. (2015). Turkey. Mark J. P. Wolf (Ed.), Video games around the world (s. 565-578). MIT.
  • Vanderhoef II, J. R. (2016). An industry of indies: The new cultural economy of digital game production (Ph.d. thesis). University of California, Santa Barbara.
  • Weststar, J. & Dubois, L.-É. (2023). From crunch to grind: adopting servitization in project-based creative work. Work, employment & society, 37(4), 972-990. https://doi.org/10.1177/09500170211061228
  • Yin-Poole, W. (2024, May 7). Microsoft closes Redfall developer Arkane Austin, Hi-Fi Rush developer Tango Gameworks, and more in devastating cuts at Bethesda. IGN. https://www.ign.com/articles/microsoft-closes-redfall-developer-arkane-austin-hifi-rush-developer-tango-gameworks-and-more-in-devastating-cuts-at-bethesda.
  • Zackariasson, P., Walfisz, M. & Wilson, T. L. (2006). Management of creativity in video game development: A case study. Services marketing quarterly, 27(1), 73-97. https://doi.org/10.1300/J396v27n04_05
Toplam 33 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Medya Endüstrisi Çalışmaları, Bilgisayar Oyunları ve Animasyon
Bölüm Araştırma Makalesi
Yazarlar

Yiğit Tarlabölen 0009-0005-4591-1769

Gönderilme Tarihi 17 Ekim 2025
Kabul Tarihi 1 Aralık 2025
Yayımlanma Tarihi 23 Aralık 2025
Yayımlandığı Sayı Yıl 2025 Sayı: 2

Kaynak Göster

APA Tarlabölen, Y. (2025). Auteurs and authorities in Turkish video game industry. im: İletişim ve medya çalışmaları dergisi(2), 42-60.

im: İletişim ve medya çalışmaları dergisi CC BY-NC 4.0 ile lisanslanmaktadır