Araştırma Makalesi
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Türk Oyun Sektöründe Alternatif Bir Finansman ve Pazarlama Modeli: Kitle Fonlaması

Yıl 2024, Sayı: 12, 195 - 224
https://doi.org/10.56720/mevzu.1474058

Öz

Bu makale, video oyunlarının geliştirilmesi için Türkiye'de Kickstarter ve Fonbulucu gibi kitle fonlaması platformlarının kullanımını ve etkisini araştırmaktadır. Kitle fonlaması, bağımsız Türk oyun geliştiricilerinin geleneksel finansal engelleri aşarak gerekli fonlamayı toplamalarını sağlayan hayati bir finansal araç olarak ortaya çıkmıştır. Çalışma, 2013 ile 2023 yılları arasında bu platformlarda yer alan çeşitli projeleri analiz ederken, fonlama miktarları, başarı oranları ve kampanya sonrası sonuçlar gibi unsurları incelemektedir. Bulgular, kitle fonlamasının Türk video oyunu endüstrisinde girişimcilik faaliyetlerini teşvik etmede daha önce var olmamış önemli bir rol oynadığını, yatırımlarda belirgin bir artış gösterildiğini ve çok sayıda projenin hayata geçmesini sağladığını ortaya koymaktadır. Fonlama hedeflerine ulaşmada yaşanan zorluklar ve projelerin gecikmeleri gibi sorunlara rağmen, kitle fonlaması geliştiricilere kritik pazar imkanları ve finansal kaynaklar sağlamıştır. Bu çalışma, gelişmekte olan pazarlarda video oyun geliştirme sektöründe alternatif finansmanın anlaşılmasına katkıda bulunmaktadır.

Kaynakça

  • Andreev, N. Yu. vd. “Legal aspects of ways to monetize rights in the computer games industry”. Law Enforcement Review 7/1 (22 Mart 2023), 83-92. https://doi.org/10.52468/2542-1514.2023.7(1).83-92
  • Aprianingsih, Atik vd. “The Willingness of Motivations to Fund The Visual Game Project: A Case Study in Crowdfunding From Visual Novel Game – Xagia Wars”. Indonesian Journal of Business and Entrepreneurship. https://doi.org/10.17358/ijbe.8.1.116
  • Aygoren, Oguzhan - Koch, Stefan. “Community Support or Funding Amount: Actual Contribution of Reward- Based Crowdfunding to Market Success of Video Game Projects on Kickstarter”. Sustainability 13/16 (16 Ağustos 2021), 9195. https://doi.org/10.3390/su13169195
  • BBC. “The Statue of Liberty and America’s Crowdfunding Pioneer”. BBC News (25 Nisan 2013), blm. Magazine. https://www.bbc.com/news/magazine-21932675
  • Belleflamme, Paul vd. “The Economics of Crowdfunding Platforms”. Information Economics and Policy 33 (Aralık 2015), 11-28. https://doi.org/10.1016/j.infoecopol.2015.08.003
  • Can, Reyhan - Başaran, Nizamettin. “YENİ BİR FİNANSMAN MODELİ: KİTLE FONLAMASI”. Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi 4/2 (2020), 55-66.
  • Fathiyah Razan, Khansa - Widyastuti, Arie. “Exploring Success Factors in Indonesian Equity Crowdfunding”. Journal of Digital Innovation Studies, 21-39. https://doi.org/10.24198/digits.v1i1.38468
  • Ferreira, Francisco - Pereira, Leandro. “Success Factors in a Reward and Equity Based Crowdfunding Campaign”. 2018 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC). 1-8. Stuttgart: IEEE, 2018. https://doi.org/10.1109/ICE.2018.8436308
  • Fron, Janine vd. “The Hegemony of Play.” DiGRA Conference, 2007. https://ict.usc.edu/pubs/The%20Hegemony%20of%20Play.pdf
  • Gamereactor. “GC08: Mount and Blade”. 29 Eylül 2008. Erişim 31 Mayıs 2024. https://www.gamereactor.se/video/3130/GC08+Mount+and+Blade/
  • Get2Gaming. “Star Citizen Enters Guinness Book of World Records”. Get2Gaming (blog), 03 Ekim 2014. https://blog.go2games.com/starcitizen
  • Gil, Ricard - Warzynski, Frederic. “Vertical Integration, Exclusivity, and Game Sales Performance in the US Video Game Industry”. The Journal of Law, Economics, and Organization 31/suppl_1 (Nisan 2014), i143-i168. https://doi.org/10.1093/jleo/ewu006
  • José Planells, Antonio. “Video Games and the Crowdfunding Ideology: From the Gamer-Buyer to the Prosumer- Investor”. Journal of Consumer Culture 17/3 (Kasım 2017), 620-638. https://doi.org/10.1177/1469540515611200
  • Jozani, Mohsen vd. “Crowdfunding Project Success for Game Developers: Evidence from Kickstarter and Steam”, 2022. https://doi.org/10.24251/HICSS.2022.536
  • Kepenek, Emek Barış. “Entrepreneurial mindset in video gaming sector: evi-dence from Turkey”. Ankara Üniversitesi SBF Dergisi 73/2 (2018), 643-666. https://doi.org/10.1501/SBFder_0000002512
  • Kepenek, Emek Barış. “Türkiye Dijital Oyun Sektöründe Nitelikli İşgücü Sorunsalı: Sosyo-Ekonomik Bir Bakış”. Politik Ekonomik Kuram 4/2 (17 Aralık 2020), 296-309. https://doi.org/10.30586/pek.808117
  • Kickstarter. “Double Fine Adventure”. Kickstarter. 17 Kasım 2016. Erişim 31 Mayıs 2024. https://www.kickstarter.com/projects/doublefine/double-fine-adventure
  • Knowledge at Wharton. “Can You Spare a Quarter? Crowdfunding Sites Turn Fans into Patrons of the Arts”. Erişim 31 Mayıs 2024. https://knowledge.wharton.upenn.edu/article/can-you-spare-a-quarter-crowdfunding- sites-turn-fans-into-patrons-of-the-arts/
  • Martin, Chase Bowen - Deuze, Mark. “The Independent Production of Culture: A Digital Games Case Study”. Games and Culture 4/3 (Temmuz 2009), 276-295. https://doi.org/10.1177/1555412009339732
  • Molina, Brett. “Microsoft to acquire ‘Minecraft’ maker Mojang for $2.5B”. USA TODAY. 15 Eylül 2015. Erişim 31 Mayıs 2024. https://www.usatoday.com/story/tech/gaming/2014/09/15/microsoft-minecraft/15658383/
  • Mollick, Ethan R. - Kuppuswamy, Venkat. “After the Campaign: Outcomes of Crowdfunding”. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.2376997
  • Onur, Mediha Nur - Değirmenci, Öznur. “Crowdfunding - Kitle Fonla-ması”. T.C. Başbakanlık Hazine Müsteşarlığı Çalışma Raporları 2015-7/Haziran 2015 (2015), 1-18. https://ms.hmb.gov.tr/uploads/2018/11/Crowdfunding- %E2%80%93-Kitle-Fonlamas%C4%B1.pdf
  • Politowski, Cristiano vd. “Learning from the Past: A Process Recommenda-tion System for Video Game Projects Using Postmortems Experiences”. Information and Software Technology 100 (Ağustos 2018), 103-118. https://doi.org/10.1016/j.infsof.2018.04.003
  • Rezvani, Sergio - Hayat, Tsahi. “Kickstarter’s Video Game Production Revolution”, 04 Nisan 2022. SocArXiv. Erişim 22 Nisan 2024. https://doi.org/10.31235/osf.io/cnw5z
  • Roberts Space Industries. “Stretch Goals - Roberts Space Industries | Follow the Development of Star Citizen and Squadron 42”. Stretch Goals - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42. Erişim 31 Mayıs 2024. https://robertsspaceindustries.com/funding-goals
  • Song, Yang vd. “Mining and Investigating the Factors Influencing Crowdfunding Success”. Technological Forecasting and Social Change 148 (Kasım 2019), 119723. https://doi.org/10.1016/j.techfore.2019.119723
  • Strickler, Yancey - Benenson, Fred. “The Year of the Game”. Kickstarter. 06 Eylül 2012. Erişim 31 Mayıs 2024. https://www.kickstarter.com/blog/the-year-of-the-game
  • Tezateser, Burak. “A Retrospective on the Kickstarter Success of Monochro-ma”. 22 Ekim 2013. Erişim 31 Mayıs 2024. https://www.gamedeveloper.com/business/a-retrospective-on-the-kickstarter-success-of- monochroma
  • Tyni, Heikki. “Double Duty: Crowdfunding and the Evolving Game Production Network”. Games and Culture 15/2 (Mart 2020), 114-137. https://doi.org/10.1177/1555412017748108
  • Weber, Clarissa E. vd. “After Successful Fundraising: How Overfunding and Category Spanning Affect the Release and Audience-Perceived Quality of Crowdfunded Products”. Small Business Economics 61/3 (Ekim 2023), 1009-1026. https://doi.org/10.1007/s11187-022-00721-7
  • Zhao, Ying vd. “Crowdfunding Industry—History, Development, Policies, and Potential Issues”. Journal of Public Affairs 19/1 (Şubat 2019), e1921. https://doi.org/10.1002/pa.1921
  • “2022 Türkiye Startup Ekosistemi Yatırım Raporu - StartupCentrum”. Erişim 31 Mayıs 2024. https://startupcentrum.com/tr/rapor/2022-turkish-startup-ecosystem-investment-report
  • BBC News. “Marillion ‘Understood Where the Internet Was Going Early On’” (01 Eylül 2013), blm. Entertainment & Arts. https://www.bbc.com/news/entertainment-arts-23881382
  • Statista. “Topic: Video Game Industry”. Erişim 31 Mayıs 2024. https://www.statista.com/topics/868/video- games/
  • “Türkiye Oyun Sektörü Raporu 2022”. Erişim 31 Mayıs 2024. https://www.turkiyeoyunsektoruraporu.com/tr/turkiye-oyun-sektoru-raporu-2022/

An Alternative Financing and Marketing Model in the Turkish Gaming Sector: Crowdfunding

Yıl 2024, Sayı: 12, 195 - 224
https://doi.org/10.56720/mevzu.1474058

Öz

This paper investigates the use and impact of crowdfunding platforms such as Kickstarter and Fonbulucu for the development of video games in Turkey. Crowdfunding has emerged as a crucial financial tool that enables independent Turkish game developers to overcome traditional financial barriers and gather the necessary funding. The study analyzes various projects hosted on these platforms from 2013 to 2023, examining factors such as funding amounts, success rates, and post-campaign outcomes. The findings reveal that crowdfunding has played an unprecedented significant role in promoting entrepreneurial activities in the Turkish video game industry, showing a notable increase in investments and enabling the launch of numerous projects. Despite challenges such as difficulties in reaching funding goals and delays in projects, crowdfunding has provided developers with critical market opportunities and financial resources. This study contributes to the understanding of alternative financing in the digital game development sector in emerging markets.

Kaynakça

  • Andreev, N. Yu. vd. “Legal aspects of ways to monetize rights in the computer games industry”. Law Enforcement Review 7/1 (22 Mart 2023), 83-92. https://doi.org/10.52468/2542-1514.2023.7(1).83-92
  • Aprianingsih, Atik vd. “The Willingness of Motivations to Fund The Visual Game Project: A Case Study in Crowdfunding From Visual Novel Game – Xagia Wars”. Indonesian Journal of Business and Entrepreneurship. https://doi.org/10.17358/ijbe.8.1.116
  • Aygoren, Oguzhan - Koch, Stefan. “Community Support or Funding Amount: Actual Contribution of Reward- Based Crowdfunding to Market Success of Video Game Projects on Kickstarter”. Sustainability 13/16 (16 Ağustos 2021), 9195. https://doi.org/10.3390/su13169195
  • BBC. “The Statue of Liberty and America’s Crowdfunding Pioneer”. BBC News (25 Nisan 2013), blm. Magazine. https://www.bbc.com/news/magazine-21932675
  • Belleflamme, Paul vd. “The Economics of Crowdfunding Platforms”. Information Economics and Policy 33 (Aralık 2015), 11-28. https://doi.org/10.1016/j.infoecopol.2015.08.003
  • Can, Reyhan - Başaran, Nizamettin. “YENİ BİR FİNANSMAN MODELİ: KİTLE FONLAMASI”. Osmaniye Korkut Ata Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi 4/2 (2020), 55-66.
  • Fathiyah Razan, Khansa - Widyastuti, Arie. “Exploring Success Factors in Indonesian Equity Crowdfunding”. Journal of Digital Innovation Studies, 21-39. https://doi.org/10.24198/digits.v1i1.38468
  • Ferreira, Francisco - Pereira, Leandro. “Success Factors in a Reward and Equity Based Crowdfunding Campaign”. 2018 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC). 1-8. Stuttgart: IEEE, 2018. https://doi.org/10.1109/ICE.2018.8436308
  • Fron, Janine vd. “The Hegemony of Play.” DiGRA Conference, 2007. https://ict.usc.edu/pubs/The%20Hegemony%20of%20Play.pdf
  • Gamereactor. “GC08: Mount and Blade”. 29 Eylül 2008. Erişim 31 Mayıs 2024. https://www.gamereactor.se/video/3130/GC08+Mount+and+Blade/
  • Get2Gaming. “Star Citizen Enters Guinness Book of World Records”. Get2Gaming (blog), 03 Ekim 2014. https://blog.go2games.com/starcitizen
  • Gil, Ricard - Warzynski, Frederic. “Vertical Integration, Exclusivity, and Game Sales Performance in the US Video Game Industry”. The Journal of Law, Economics, and Organization 31/suppl_1 (Nisan 2014), i143-i168. https://doi.org/10.1093/jleo/ewu006
  • José Planells, Antonio. “Video Games and the Crowdfunding Ideology: From the Gamer-Buyer to the Prosumer- Investor”. Journal of Consumer Culture 17/3 (Kasım 2017), 620-638. https://doi.org/10.1177/1469540515611200
  • Jozani, Mohsen vd. “Crowdfunding Project Success for Game Developers: Evidence from Kickstarter and Steam”, 2022. https://doi.org/10.24251/HICSS.2022.536
  • Kepenek, Emek Barış. “Entrepreneurial mindset in video gaming sector: evi-dence from Turkey”. Ankara Üniversitesi SBF Dergisi 73/2 (2018), 643-666. https://doi.org/10.1501/SBFder_0000002512
  • Kepenek, Emek Barış. “Türkiye Dijital Oyun Sektöründe Nitelikli İşgücü Sorunsalı: Sosyo-Ekonomik Bir Bakış”. Politik Ekonomik Kuram 4/2 (17 Aralık 2020), 296-309. https://doi.org/10.30586/pek.808117
  • Kickstarter. “Double Fine Adventure”. Kickstarter. 17 Kasım 2016. Erişim 31 Mayıs 2024. https://www.kickstarter.com/projects/doublefine/double-fine-adventure
  • Knowledge at Wharton. “Can You Spare a Quarter? Crowdfunding Sites Turn Fans into Patrons of the Arts”. Erişim 31 Mayıs 2024. https://knowledge.wharton.upenn.edu/article/can-you-spare-a-quarter-crowdfunding- sites-turn-fans-into-patrons-of-the-arts/
  • Martin, Chase Bowen - Deuze, Mark. “The Independent Production of Culture: A Digital Games Case Study”. Games and Culture 4/3 (Temmuz 2009), 276-295. https://doi.org/10.1177/1555412009339732
  • Molina, Brett. “Microsoft to acquire ‘Minecraft’ maker Mojang for $2.5B”. USA TODAY. 15 Eylül 2015. Erişim 31 Mayıs 2024. https://www.usatoday.com/story/tech/gaming/2014/09/15/microsoft-minecraft/15658383/
  • Mollick, Ethan R. - Kuppuswamy, Venkat. “After the Campaign: Outcomes of Crowdfunding”. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.2376997
  • Onur, Mediha Nur - Değirmenci, Öznur. “Crowdfunding - Kitle Fonla-ması”. T.C. Başbakanlık Hazine Müsteşarlığı Çalışma Raporları 2015-7/Haziran 2015 (2015), 1-18. https://ms.hmb.gov.tr/uploads/2018/11/Crowdfunding- %E2%80%93-Kitle-Fonlamas%C4%B1.pdf
  • Politowski, Cristiano vd. “Learning from the Past: A Process Recommenda-tion System for Video Game Projects Using Postmortems Experiences”. Information and Software Technology 100 (Ağustos 2018), 103-118. https://doi.org/10.1016/j.infsof.2018.04.003
  • Rezvani, Sergio - Hayat, Tsahi. “Kickstarter’s Video Game Production Revolution”, 04 Nisan 2022. SocArXiv. Erişim 22 Nisan 2024. https://doi.org/10.31235/osf.io/cnw5z
  • Roberts Space Industries. “Stretch Goals - Roberts Space Industries | Follow the Development of Star Citizen and Squadron 42”. Stretch Goals - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42. Erişim 31 Mayıs 2024. https://robertsspaceindustries.com/funding-goals
  • Song, Yang vd. “Mining and Investigating the Factors Influencing Crowdfunding Success”. Technological Forecasting and Social Change 148 (Kasım 2019), 119723. https://doi.org/10.1016/j.techfore.2019.119723
  • Strickler, Yancey - Benenson, Fred. “The Year of the Game”. Kickstarter. 06 Eylül 2012. Erişim 31 Mayıs 2024. https://www.kickstarter.com/blog/the-year-of-the-game
  • Tezateser, Burak. “A Retrospective on the Kickstarter Success of Monochro-ma”. 22 Ekim 2013. Erişim 31 Mayıs 2024. https://www.gamedeveloper.com/business/a-retrospective-on-the-kickstarter-success-of- monochroma
  • Tyni, Heikki. “Double Duty: Crowdfunding and the Evolving Game Production Network”. Games and Culture 15/2 (Mart 2020), 114-137. https://doi.org/10.1177/1555412017748108
  • Weber, Clarissa E. vd. “After Successful Fundraising: How Overfunding and Category Spanning Affect the Release and Audience-Perceived Quality of Crowdfunded Products”. Small Business Economics 61/3 (Ekim 2023), 1009-1026. https://doi.org/10.1007/s11187-022-00721-7
  • Zhao, Ying vd. “Crowdfunding Industry—History, Development, Policies, and Potential Issues”. Journal of Public Affairs 19/1 (Şubat 2019), e1921. https://doi.org/10.1002/pa.1921
  • “2022 Türkiye Startup Ekosistemi Yatırım Raporu - StartupCentrum”. Erişim 31 Mayıs 2024. https://startupcentrum.com/tr/rapor/2022-turkish-startup-ecosystem-investment-report
  • BBC News. “Marillion ‘Understood Where the Internet Was Going Early On’” (01 Eylül 2013), blm. Entertainment & Arts. https://www.bbc.com/news/entertainment-arts-23881382
  • Statista. “Topic: Video Game Industry”. Erişim 31 Mayıs 2024. https://www.statista.com/topics/868/video- games/
  • “Türkiye Oyun Sektörü Raporu 2022”. Erişim 31 Mayıs 2024. https://www.turkiyeoyunsektoruraporu.com/tr/turkiye-oyun-sektoru-raporu-2022/
Toplam 35 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Dijital Oyun Tasarımı
Bölüm Makaleler
Yazarlar

Behnan Giray Selçuk 0000-0002-2027-4071

Yayımlanma Tarihi
Gönderilme Tarihi 26 Nisan 2024
Kabul Tarihi 10 Haziran 2024
Yayımlandığı Sayı Yıl 2024 Sayı: 12

Kaynak Göster

ISNAD Selçuk, Behnan Giray. “Türk Oyun Sektöründe Alternatif Bir Finansman Ve Pazarlama Modeli: Kitle Fonlaması”. Mevzu – Sosyal Bilimler Dergisi 12 (t.y.), 195-224. https://doi.org/10.56720/mevzu.1474058.

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