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Leisure in the Digital Age: An Analysis of the Movie “Ready Player One” in the Context of Digitalisation of Leisure

Yıl 2024, , 431 - 462, 15.03.2024
https://doi.org/10.56720/mevzu.1428798

Öz

In this study, the transformative effect of virtual reality and the digitalisation of leisure are examined through the analysis of the movie “Ready Player One”. The detailed exploration of how individuals’ leisure experiences are digitalised and shaped in the virtual reality platform known as OASIS forms the main objective of this study. Based on document analysis, this research consists of three parts. The first part is focused on the digitalisation of leisure within the context of the plot and spatial construction of the movie. By analyzing the representations of production and power relations in the physical and virtual worlds depicted in the movie, it is revealed how individuals’ leisure experiences are shaped in OASIS through cultural references embedded in the digital realm. The consequences of excessive immersion in virtual reality, including addiction, social isolation, the blurring of boundaries between physical and virtual reality, and the effects of digitalisation on leisure, social dynamics, and socioeconomic inequalities are explored in the second part. In the third part, the potential of virtual reality environments like OASIS to facilitate social change and transformation is examined, and the social implications of the digitalisation of leisure in a broader context are discussed. The need for a detailed investigation of the power dynamics inherent in digital spaces and their impact on social inequalities is emphasized. This study aims to deeply understand the immersive and transformative effects of digital leisure. It acknowledges the positive effects brought about by the digitalisation of leisure while also addressing ethical and social issues such as equal access to virtual environments, individual empowerment, and well-being. By examining the narrative, social dynamics, and societal effects of virtual reality depicted in the movie “Ready Player One”, this study offers an exploratory perspective on the digitalisation of leisure in today's digitalised society. Understanding the possibilities and consequences of the digitalisation of leisure is crucial in our increasingly digitalised world, where new technologies shape our leisure experiences and social interactions.

Kaynakça

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  • Bai, Zechen vd. “Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Volleyball Games”. Computer Animation and Virtual Worlds 32/3-4 (2021). https://doi.org/10.1002/cav.2008
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  • Domsch, Sebastian. “Reading Player One. Interfaces Between Video Games and Literature”. Media Ecologies of Literature. ed. Susanne Bayerlipp vd. 168-183. New York, London: Bloomsbury Publishing, 2023.
  • Dwivedi, Yogesh K. vd. “Metaverse Beyond the Hype: Multidisciplinary Perspectives on Emerging Challenges, Opportunities, and Agenda for Research, Practice, and Policy”. International Journal of Information Management 66 (2022), 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542
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  • Fuller, Heather R. vd. “The Convoy Model and Later-Life Family Relationships”. Journal of Family Theory & Review 12/2 (2020), 126-146. https://doi.org/10.1111/jftr.12376
  • Gale, Trace - Devine, Mary Ann. “Advancing Understanding of Digital Well-being at the Intersection of Technology and Leisure”. Journal of Leisure Research 54/5 (2023), 667-683. https://doi.org/10.1080/00222216.2023.2247295
  • Goffman, Erving. (2016). Günlük Yaşamda Benliğin Sunumu. çev. Barış Cezar. İstanbul: Metis Yayınları, 2016.
  • Guo, Hong vd. “Selling Virtual Currency in Digital Games: Implications for Gameplay and Social Welfare”. Information Systems Research 30/2 (2019), 430-446. https://doi.org/10.1287/isre.2018.0812
  • Guo, Kaihua. “Application of Virtual Reality Technology in the Development of Game Industry”. Highlights in Science, Engineering and Technology 15 (2022), 102-106. https://doi.org/10.54097/hset.v15i.2210
  • Hamari, Juho vd. “Why Do Players Buy In-Game Content? An Empirical Study on Concrete Purchase Motivations”. Computers in Human Behavior 68 (2017), 538-546. http://doi.org/10.1016/j.chb.2016.11.045
  • Harth, Jonathan. “Empathy with Non-Player Characters? An Empirical Approach to the Foundations of Human/Non-Human Relationships”. Journal of Virtual Worlds Research 10/2 (2017). https://doi.org/10.4101/jvwr.v10i2.7272
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Dijital Çağda Boş Zaman: Boş Zaman Olgusunun Dijitalleşmesi Bağlamında “Ready Player One” Filminin İncelenmesi

Yıl 2024, , 431 - 462, 15.03.2024
https://doi.org/10.56720/mevzu.1428798

Öz

Çalışma kapsamında sanal gerçekliğin dönüştürücü etkisi ve boş zama-nın dijitalleşmesi, “Ready Player One” filmi üzerinden irdelenmektedir. Bireylerin boş zaman deneyimlerinin OASIS olarak bilinen sanal gerçeklik platformunda nasıl dijitalleştirildiği ve şekillendirildiğinin detaylı bir şekilde ortaya konulması, bu çalışmanın amacını oluşturmaktadır. Doküman analizinden yararlanılan bu araştırma, üç bölümden oluşmaktadır. Birinci bölümde filmin olay örgüsü ve mekânsal kurgusu bağlamında boş zamanın dijitalleşmesine odaklanılmakta, filmde tasvir edilen gerçeklik ile sanal ortamdaki üretim ve güç ilişkilerinin temsilleri çözümlenerek, bireylerin boş zaman deneyimlerinin dijital alana gömülü kültürel referanslar aracılığıyla OASIS'te nasıl şekillendirildiği ortaya konulmaktadır. İkinci bölümde bağımlılık, sosyal izolasyon, fizikî ve sanal gerçeklik arasındaki sınırların bulanıklaşması ve dijitalleşmenin boş zaman, sosyal dinamikler ve sosyoekonomik eşitsizlikler üzerindeki etkileri de dahil olmak üzere sanal gerçekliğe kendini aşırı derecede kaptırmanın sonuçları keşfedilmektedir. Üçüncü bölümde ise OASIS gibi sanal gerçeklik ortamlarının sosyal değişim ve dönüşümü kolaylaştırma potansiyeli incelenmekte ve boş zamanın dijitalleşmesinin sosyal etkileri daha geniş bir bağlamda ele alınmaktadır. Ayrıca dijital ortamların doğasında var olan güç dinamiklerinin sosyal eşitsizlikler üzerindeki etkilerinin detaylı bir şekilde araştırılması gerektiğinin altı çizilmektedir. Dijital boş zamanın sürükleyici ve dönüştürücü etkilerinin derinlemesine anlaşılmasına odaklanılan bu çalışmada boş zamanın dijitalleşmesinin getirdiği olumlu etkileri dikkate alınmakta, aynı zamanda sanal ortamlara eşit erişim, bireysel güçlenme ve iyi oluş gibi etik ve toplumsal konulara da değinilmektedir. "Ready Player One" filminde tasvir edilen sanal gerçeklik anlatısı, sosyal dinamikler ve toplumsal etkilerin ele alınması sayesinde bu çalışma, günümüzün dijitalleşen toplumunda boş zamanın dijitalleşmesine dair keşfedici bir bakış açısı sunmaktadır. Boş zamanın dijitalleşmesinin olanak ve sonuçlarının anlaşılması, yeni teknolojilerin boş zaman deneyimleri ve sosyal etkileşimleri şekillendirme biçimlerinin anlaşılması açısından önem arz etmektedir.

Kaynakça

  • Alraja, Mansour Naser vd. “The Financial Access, ICT Trade Balance and Dark and Bright Sides of Digitalization Nexus in OECD Countries”. Eurasian Economic Review 13 (2023), 177-209. https://doi.org/10.1007/s40822-023-00228-w
  • Assländer, Lorenz - Streuber, Stephan. “Virtual Reality as a Tool for Balance Research: Eyes Open Body Sway is Reproduced in Photo-Realistic, but Not in Abstract Virtual Scenes”. PLoS One 15/10 (2020), e0241479. https://doi.org/10.1371/journal.pone.0241479
  • Bai, Zechen vd. “Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Volleyball Games”. Computer Animation and Virtual Worlds 32/3-4 (2021). https://doi.org/10.1002/cav.2008
  • Barut Tuğtekin, Esra - Dursun, Özcan Özgür. “Examining Virtual Identity Profiles of Social Network Users with Respect to Certain Variables”. Pegem Eğitim ve Öğretim Dergisi 10/2 (2020), 427-464. http://doi.org/10.14527/pegegog.2020.015
  • Baudrillard, Jean. Simülarklar ve Simülasyon. çev. Oğuz Adanır. Ankara: Doğu Batı Yayınları, 2011.
  • Bibri, Simon Elias. “The Social Shaping of the Metaverse as an Alternative to the Imaginaries of Data-Driven Smart Cities: A Study in Science, Technology, and Society”. Smart Cities 5/3 (2022), 832-874. https://doi.org/10.3390/smartcities5030043
  • Bourdieu, Pierre. "Forms of Capital". Handbook of Theory and Research for the Sociology of Education. ed. John Richardson. 241–258. Westport: Greenwood Press, 1986.
  • Castells, Manuel. The Information Age: Economy, Society and Culture, End of Millenium. New York: Blackwell Publishers, 2001.
  • Chang, Shan-Mei. “The Mediation Effects of Gaming Motives Between Game Involvement and Problematic Internet Use: Escapism, Advancement and Socializing”. Computers & Education 122 (2018), 43-53. https://doi.org/10.1016/j.compedu.2018.03.007
  • Cheah, Isaac vd. “Motivations of Playing Digital Games: A Review and Research Agenda”. Psychology and Marketing 39/5 (2021), 937-950. https://doi.org/10.1002/mar.21631
  • Cheng, Fa-Chang - Wang, Yu Shan. “The Do Not Track Mechanism for Digital Footprint Privacy Protection in Marketing Applications”. Journal of Business Economics and Management 19/2 (2018), 253-267. https://doi.org/10.3846/jbem.2018.5200
  • Cottle, Simon. “Media and the Arab Uprisings of 2011”. Journalism 12/5 (2011), 647-659. https://doi.org/10.1177/1464884911410017
  • Coyle, Diane. “Do‐it‐yourself Digital: the Production Boundary, the Productivity Puzzle and Economic Welfare”. Economica 86/344 (2019), 750-774. https://doi.org/10.1111/ecca.12289
  • Domsch, Sebastian. “Reading Player One. Interfaces Between Video Games and Literature”. Media Ecologies of Literature. ed. Susanne Bayerlipp vd. 168-183. New York, London: Bloomsbury Publishing, 2023.
  • Dwivedi, Yogesh K. vd. “Metaverse Beyond the Hype: Multidisciplinary Perspectives on Emerging Challenges, Opportunities, and Agenda for Research, Practice, and Policy”. International Journal of Information Management 66 (2022), 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542
  • Elnur, Ahmet. “Boş Zaman Olgusunun Dijitalleşmesini Üçüncü Mekân Bağlamında Yeniden Düşünmek”. Dijitalleşme Bağlamında Birey, Toplum ve İletişim. ed. Yusuf Zafer Can Uğurhan. 243-256. Konya: Eğitim Yayınevi, 2022.
  • Farris, Anelise. “Identity through Performance and Play: Ernest Cline’s Ready Player One”. The Phoenix Papers 3/1 (2017), 214-221.
  • Fuller, Aidan vd. “Digital Twin: Enabling Technologies, Challenges and Open Research”. IEEE Access 8 (2020), 108952-108971. https://doi.org/10.1109/ACCESS.2020.2998358
  • Fuller, Heather R. vd. “The Convoy Model and Later-Life Family Relationships”. Journal of Family Theory & Review 12/2 (2020), 126-146. https://doi.org/10.1111/jftr.12376
  • Gale, Trace - Devine, Mary Ann. “Advancing Understanding of Digital Well-being at the Intersection of Technology and Leisure”. Journal of Leisure Research 54/5 (2023), 667-683. https://doi.org/10.1080/00222216.2023.2247295
  • Goffman, Erving. (2016). Günlük Yaşamda Benliğin Sunumu. çev. Barış Cezar. İstanbul: Metis Yayınları, 2016.
  • Guo, Hong vd. “Selling Virtual Currency in Digital Games: Implications for Gameplay and Social Welfare”. Information Systems Research 30/2 (2019), 430-446. https://doi.org/10.1287/isre.2018.0812
  • Guo, Kaihua. “Application of Virtual Reality Technology in the Development of Game Industry”. Highlights in Science, Engineering and Technology 15 (2022), 102-106. https://doi.org/10.54097/hset.v15i.2210
  • Hamari, Juho vd. “Why Do Players Buy In-Game Content? An Empirical Study on Concrete Purchase Motivations”. Computers in Human Behavior 68 (2017), 538-546. http://doi.org/10.1016/j.chb.2016.11.045
  • Harth, Jonathan. “Empathy with Non-Player Characters? An Empirical Approach to the Foundations of Human/Non-Human Relationships”. Journal of Virtual Worlds Research 10/2 (2017). https://doi.org/10.4101/jvwr.v10i2.7272
  • Healy, David vd. “Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: A Protocol for a Systematic Review and Thematic Synthesis”. International Journal of Qualitative Methods 20 (2021). https://doi.org/10.1177/16094069211009682
  • Hidayat, Dika Shafira - Munjid, Achmad. “Elite Domination and Lower Class Resistance in Ernest Cline’s Ready Player One”. Lexicon 7/1 (2020), 106-116. https://doi.org/10.22146/lexicon.v7i1.64589
  • Ho, Jeffrey C. F. “Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game Performance”. Multimodal Technologies and Interaction 4/1 (2020). https://doi.org/10.3390/mti4010001
  • Hofman-Kohlmeyer, Magdalena. “Why People Join Virtual Worlds of Computer Games? Qualitative Research Amongst Polish Users”. CBU International Conference Proceedings. 7. 130-136. 2019. https://doi.org/10.12955/cbup.v7.1352
  • Hu, Long vd. “Ready Player One: UAV-Clustering-Based Multi-Task Offloading for Vehicular VR/AR Gaming”. IEEE Network 33/3 (2019), 42-48. https://doi.org/10.1109/mnet.2019.1800357
  • Huang, Lan‐Ying - Hsieh, Ying‐Jiun. “Predicting Online Game Loyalty Based on Need Gratification and Experiential Motives”. Internet Research 21/5 (2011), 581-598. https://doi.org/10.1108/10662241111176380
  • Huang, Ruilu. “Space, Body and Humanities: Aesthetic Construction and Cultural Expression of Cyberpunk Films”. 3rd International Conference on Art Studies: Science, Experience, Education (ICASSEE 2019). 645-651. 2019. https://doi.org/10.2991/icassee-19.2019.137
  • Jones, Peter - Comfort, Daphne. “A Commentary on the Leading Information Technology Companies' Approaches to Corporate Social Responsibility”. Journal of Public Affairs 21/3 (2020). https://doi.org/10.1002/pa.2564
  • Koohang, Alex vd. “Shaping the Metaverse into Reality: A Holistic Multidisciplinary Understanding of Opportunities, Challenges, and Avenues for Future Investigation”. Journal of Computer Information Systems 63/3 (2023), 735-765. https://doi.org/10.1080/08874417.2023.2165197
  • Laor, Tal. “The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go”. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 14/2 (2020). https://doi.org/10.5817/CP2020-2-6
  • Lee, Seungmin vd. “The Psychological Effects of Playing Exergames: A Systematic Review”. Cyberpsychology Behavior and Social Networking 20/9 (2017), 513-532. https://doi.org/10.1089/cyber.2017.0183
  • Lim, Chong-U - Harrell, D. Fox. “Comparing Clustering Approaches for Modeling Players' Values through Avatar Construction”. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 11/5. 22-28. 2021. https://doi.org/10.1609/aiide.v11i5.12845
  • Lyubiviy, Yaroslav - Samchuk, Roman. “Virtualization of Identity in the Context of Self-Realization of a Personality”. Anthropological Measurements of Philosophical Research 18 (2020), 102-112. https://doi.org/10.15802/ampr.v0i18.221397
  • Martončik, Marcel - Lokša, Ján. “Do World of Warcraft (MMORPG) Players Experience Less Loneliness and Social Anxiety in the Online World (Virtual Environment) Than in the Real World (Offline)?” Computers in Human Behavior 56 (2016), 127–134. http://doi.org/10.1016/j.chb.2015.11.035
  • McGillivray, David - Mahon, James. “Distributed Digital Capital: Digital Literacies and Everyday Media Practices”. Media Practice and Education 22/3 (2021), 196-210. https://doi.org/10.1080/25741136.2021.1899628
  • McStay, Andrew. “The Metaverse: Surveillant Physics, Virtual Realist Governance, and the Missing Commons”. Philosophy & Technology 36/13 (2023). https://doi.org/10.1007/s13347-023-00613-y
  • Micheli, Marina vd. “Digital Footprints: An Emerging Dimension of Digital Inequality”. Journal of Information Communication and Ethics in Society 16/3 (2018), 242-251. https://doi.org/10.1108/jices-02-2018-0014
  • Murtini, Dewi Tri - Ambalegin, Ambalegin. “Declarative Speech Act Found in Steven Spielberg’s “Ready Player One””. Linguistik: Jurnal Bahasa dan Sastra 7/1 (2022), 143-151. http://doi.org/10.31604/linguistik.v7i1.143-151
  • Neumann, Gustaf vd. “Introduction to the Minitrack on End-user Empowerment in the Digital Age”. Proceedings of the 53rd Hawaii International Conference on System Sciences. 4099-4101. 2020. https://doi.org/10.24251/hicss.2020.501
  • Numata, Takashi vd. “Achieving Affective Human-Virtual Agent Communication by Enabling Virtual Agents to Imitate Positive Expressions”. Scientific Reports 10/1 (2020), 5977. https://doi.org/10.1038/s41598-020-62870-7
  • Palomo Beltrán, Clementina - Reséndiz Vázquez, Aleyda. “The Space Between the Screen and Architecture”. Arquitecturas del Sur 40/61 (2022), 70-85. https://doi.org/10.22320/07196466.2022.40.061.05
  • Park, Sang-Min - Kim, Young-Gab. “A Metaverse: Taxonomy, Components, Applications, and Open Challenges”. IEEE Access 10 (2022), 4209-4251. https://doi.org/10.1109/ACCESS.2021.3140175
  • Peters, Gareth vd. “Trends in Cryptocurrencies and Blockchain Technologies: A Monetary Theory and Regulation Perspective”. Journal of Financial Perspectives 3/3 (2015), 92-113. https://dx.doi.org/10.2139/ssrn.2646618
  • Prinsen, Eian - Schofield, Damian. “Video Game Escapism During Quarantine”. Computer and Information Science, 14/4 (2021), 36-46. https://doi.org/10.5539/cis.v14n4p36
  • Rafif, Muhammad Iman - Munjid, Achmad. “Questioning Popular Culture: Future Technology in Ready Player One”. Lexicon 8/2 (2022), 85-95. https://doi.org/10.22146/lexicon.v8i2.74316
  • Ragnedda, Massimo - Mutsvairo, Bruce. “Demystifying the Digital Divide and Digital Leisure”. Digital Leisure Cultures: Critical Perspectives. ed. Sandro Carnicelli vd. 107-119. London, New York: Routledge, 2017.
  • Ren, Longfei vd. “A Study of Factors Influencing Chinese College Students' Intention of Using Metaverse Technology for Basketball Learning: Extending the Technology Acceptance Model”. Frontiers in Psychology 13 (2022), 1049972. https://doi.org/10.3389/fpsyg.2022.1049972
  • Robinson, Laura vd. “Digital Inequalities and Why They Matter”. Information, Communication & Society, 18/5 (2015), 569-582. https://doi.org/10.1080/1369118x.2015.1012532
  • Romanzi, Valentina. “Levels of Reality in Steven Spielberg’s Ready Player One: Utopia, Dystopia, and Retrotopia”. JAm It!: The Journal of American Studies in Italy 3 (2020), 163-173. https://doi.org/10.13135/2612-5641/4229
  • Royakkers, Lambèr vd. “Societal and Ethical Issues of Digitization”. Ethics and Information Technology 20/2 (2018), 127-142. https://doi.org/10.1007/s10676-018-9452-x
  • Savcı, Mustafa - Aysan, Ferda. “Technological Addictions and Social Connectedness: Predictor Effect of Internet Addiction, Social Media Addiction, Digital Game Addiction, and Smartphone Addiction on Social Connectedness”. Dusunen Adam: Journal of Psychiatry & Neurological Sciences 30/3 (2017), 202-216. https://doi.org/10.5350/DAJPN2017300304
  • Sawyer, Sarah. “Oh Me, Oh My! Identity Development Through Video Games”. Video Games and Well-being. ed. Rachel Kowert. 49–63. Cham: Palgrave Pivot, 2020.
  • Schultz, Callie Spencer - McKeown, Janet K. L. “Introduction to the Special Issue: Toward “Digital Leisure Studies””. Leisure Sciences 40/4 (2018), 223-238. https://doi.org/10.1080/01490400.2018.1441768
  • Seo, Yesol - Kang, Austin. “Negative Attributes of the Metaverse Based on Thematic Analysis of Movie “Belle” and “Ready Player One””. International Journal of Computer Graphics & Animation 13/1 (2023). https://doi.org/10.5121/ijcga.2023.13101
  • Sharma, Falguni vd. “Choosing the Path to Metaverse in HR”. Prayukti - Journal of Management Applications 3/1 (2023), 24-31. http://doi.org/10.52814/PJMA.2023.3104
  • Shin, Yu-Bin vd. “Development of an Effective Virtual Environment in Eliciting Craving in Adolescents and Young Adults with Internet Gaming Disorder”. PLoS One 13/4 (2018), e0195677. https://doi. org/10.1371/journal.pone.0195677
  • Spracklen, Karl. Digital Leisure, the Internet, and Popular Culture: Communities and Identities in a Digital Age. London: Palgrave Macmillan, 2015.
  • Thigo, Philip. “People, Technology, and Spaces: Towards a New Generation of Social Movements”. Journal of Contemporary African Studies, 31/2 (2013), 255-264. https://doi.org/10.1080/02589001.2013.783755
  • Verbeke, Alain - Hutzschenreuter, Thomas. “The Dark Side of Digital Globalization”. Academy of Management Perspectives 35/4 (2021), 606-621. https://doi.org/10.5465/amp.2020.0015
  • Wang, Yuntao vd. “A Survey on Metaverse: Fundamentals, Security, and Privacy”. IEEE Communications Surveys & Tutorials 25/1 (2023), 319-352. https://doi.org/10.1109/comst.2022.3202047
  • Wen, Yuanji vd. “Loss Aversion in Asymmetric Anti-Coordination Games”. Southern Economic Journal 88/4 (2022), 1549-1573. https://doi.org/10.1002/soej.12563
  • Wu, Shu-Ling - Hsu, Chiu-Ping. “Role of Authenticity in Massively Multiplayer Online Role-Playing Games (MMORPGs): Determinants of Virtual Item Purchase Intention”. Journal of Business Research 92 (2018), 242–249. https://doi.org/10.1016/j.jbusres.2018.07.035
  • Yang, Qinglin vd. “Fusing Blockchain and AI with Metaverse: A Survey”. IEEE Open Journal of the Computer Society 3 (2022), 122-136. https://doi.org/10.1109/OJCS.2022.3188249
Toplam 68 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Sosyoloji (Diğer)
Bölüm Makaleler
Yazarlar

Ahmet Elnur 0000-0002-3287-535X

Yayımlanma Tarihi 15 Mart 2024
Gönderilme Tarihi 31 Ocak 2024
Kabul Tarihi 9 Mart 2024
Yayımlandığı Sayı Yıl 2024

Kaynak Göster

ISNAD Elnur, Ahmet. “Dijital Çağda Boş Zaman: Boş Zaman Olgusunun Dijitalleşmesi Bağlamında ‘Ready Player One’ Filminin İncelenmesi”. Mevzu – Sosyal Bilimler Dergisi 11 (Mart 2024), 431-462. https://doi.org/10.56720/mevzu.1428798.

Mevzu – Sosyal Bilimler Dergisi Creative Commons Atıf-GayriTicari 4.0 Uluslararası Lisansı (CC BY NC) ile lisanslanmıştır.