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Sanal topluluk platformu olarak Discord

Yıl 2021, Sayı: 7, 120 - 132, 30.06.2021

Öz

Geçmişten bugüne teknolojide ve iletişim teknolojilerinde yaşanan gelişmelerden etkilediği pek çok alan mevcuttur ve bu alanlardan biri de iletişimdir. Özellikle iletişim teknolojilerinde yaşanan gelişmeler ile bireylerin birbirleri ile olan iletişimleri de dönüşmüştür. İnternet teknolojisi ile temellenen yeni bir toplum yapısının oluştuğu bugünün ağ toplumlarında bireyler, söz konusu ağlar üzerinden zaman ve mekandan bağımsız bir biçimde birbirleriyle iletişimde bulunmaktadırlar. Ağ toplumunun bir sonucu olarak bireyler birbirleri ile sanal ortamlarda bir araya gelmekte ve sanal topluluklar oluşturmaktadırlar. Söz konusu sanal toplulukların oluşumunda çeşitli internet tabanlı platformlar kullanılmaktadır ve bu platformlardan biri de bugün popülerleşmeye devam eden Discord uygulamasıdır. Başlangıçta bireylerin oyun toplulukları oluşturarak oyun esnasında birbirleri ile iletişimde bulunmaları amacıyla oluşturulan Discord, bugün pek çok amaç doğrultusunda çeşitli topluluklar tarafından da kullanılmaktadır. Söz noktadan hareketle bu çalışma kapsamında, sanal topluluk platformu olarak doğrudan Discord uygulamasına yönelik makale ve bildiri türündeki akademik yayınlara yönelik literatür taramasında bulunulmuş ve literatürde konunun ele alınmış biçimi ile ilgili bulgular ortaya koyularak literatürdeki boşluklar tespit edilmiştir. Çalışmanın sonuçlarına göre literatürde Discord’a yönelik gerçekleştirilmiş çalışmalar eğitim ve öğretim, oyun toplulukları, ekip çalışmaları ve moderasyon olmak üzere dört başlık altında toplanmaktadır. Bununla birlikte Discord’un sosyal topluluk platformu olarak kişilerarası iletişim, kitle iletişimi, grup iletişimi gibi iletişim boyutlarıyla ele alınmadığına yönelik olarak literatürde bir boşluk olduğu da görülmektedir.

Kaynakça

  • Anderson, M. (2019). Discord and the Harbormen gaming community. Erişim adresi (16 Nisan 2021): https://mayajanae.com/wp-content/uploads/2020/01/Discord-and-the-Harbormen-Gaming-Community.pdf
  • Aydın, A. E., Marangoz, M. & Fırat, A. (2015). Tüketim kültürü çalışmaları üzerine bir literatür taraması. Tüketici ve Tüketim Araştırmaları Dergisi (Journal of Consumer and Consumption Research), 7(1), 23-40.
  • Bagozzi, R. P. & Dholakia, U. M. (2002). Intentional social action in virtual communities. Journal of Interactive Marketing, 16(2), 2-21.
  • Bernhardt, A. (2020). Discord’s impact on online gaming communities. Debating Communities and Networks 11, 11-29 May.
  • Carver, C. (1999). Building a virtual community for a tele-learning environment. IEEE Communications Magazine, (37)3, 114-118.
  • Demirci, A. (2014). Literatür taraması. Y. Arı & İ. Kaya (Ed.), Coğrafya Araştırma Yöntemleri (s. 73-108) içinde, Balıkesir: Coğrafyacılar Derneği.
  • Discord. (t.y.). Discord Application. Erişim adresi (11 Nisan 2021): https://discord.com/
  • Ertuğrul, M. (2019). Kapsamlı gelirin değer ilişkisine yönelik uluslararası literatür taraması. Mali Çözüm, 29(155), 55-80.
  • Erickson, T. (1997). Social interaction on the net: virtual community as participatory genre. In Proceedings of the Thirtieth Hawaii International Conference on System Sciences, 6, 13-21.
  • Fonseca Cacho, J. (2020). Using Discord to improve student communication, engagement, and performance. UNLV Best Teaching Practices Expo. 95.
  • Hagel, J. & Armstrong, A. G. (1996). The real value of on-line communities. Harvard Business Review, May-June, 134-141.
  • Jiang, J. A., Kiene, C., Middler, S., Brubaker, J. R. & Fiesler, C. (2019). Moderation challenges in voice-based online communities on discord. Proceedings of the ACM on Human-Computer Interaction, 3(CSCW) 1-23.
  • Kozinets, R. V. (1999). E-tribalized marketing? The strategic implications of virtual communities of consumption. European Management Journal, 17(3). 252-264.
  • Kozinets, R. V. (2010). Netnography: Doing ethnographic research online, London: Sage Publications Ltd.
  • Kuşluvan, S. & Eren, D. (2011). İşgörenlerin kişilik özelliği olarak hizmet verme yatkınlığı ve ölçümü: Bir literatür taraması. Anatolia: Turizm Araştırmaları Dergisi, 22(2), 139-153.
  • Lee, F. S., Vogel, D. & Limayem, M. (2003). Virtual community informatics: A review and research agenda. Journal of Information Technology Theory and Application (JITTA), 5(1), 47-61.
  • Lacher, L. (2018). Using Discord to understand and moderate collaboration and teamwork. Proceedings of the 49th ACM Technical Symposium on Computer Science Education, 1107-1107.
  • Lacher, L. L. & Biehl, C. (2019). Investigating team effectiveness using Discord: A case study using a gaming collaboration tool for the CS classroom. In International Conference Frontiers in Education 2019: CS and CE, (15)1, 199-204.
  • Lea, B. R., Yu, W. B., Maguluru, N. & Nichols, M. (2006). Enhancing business networks using social network based virtual communities. Industrial Management & Data Systems, 106(1), 121-138.
  • McMillan, D. W. & Chavis, D. M. (1986). Sense of community: A definition and theory. Journal of Community Psychology, 14, 6-23.
  • Mock, K. (2019). Experiences using Discord as platform for online tutoring and building a CS community. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education, 1284-1284.
  • Ramadhan, A. (2021). Student’s response toward utilizing discord application as an online learning media in learning speaking at senior high school. ISLLAC: Journal of Intensive Studies on Language, Literature, Art, and Culture, 5(1), 42-47.
  • Rheingold, H. (1993). A slice of life in my virtual community. L.M. Harasim (Ed.), Global Networks: Computers and International Communication (s. 57-80) içinde, Cambridge: The MIT Press.
  • Romm, C. & Clarke, R. J. (1995). Virtual community research themes: A preliminary draft for a comprehensive model. Proceedings of the 6th Australasian Conference On Information Systems, Perth.
  • Rothaermel, F. & Sugiyama, S. (2001). Virtual internet communities and commercial success: Individual and community-level theories grounded in the atypical case of timezone.com, Journal of Management, (27)3, 297-312.
  • Schwartz, D. (2021). Using Discord to facilitate student engagement. UNLV Best Teaching Practices Expo. 122.
  • Sicilia, M. & Palazon, M. (2008). Brand communities on the internet: A case study of Coca-Cola’s Spanish virtual community. Corporate Communications: An International Journal, 1(3), 55- 270.
  • Sridhar Balasubramanian, V. M. (2001). The economic leverage of the virtual community. International Journal of Electronic Commerce, 5(3), 103-138.
  • Stolterman, E., Ågren, P. O. & Croon, A. (2000). Virtual communities: Why and how they are studied. Erişim adresi (29 Nisan 2021): http://citeseerx. ist. psu. edu/viewdoc/download.
  • TDK (t.y.). Topluluk. Erişim adresi (29 Nisan 2021): https://sozluk.gov.tr/
  • Wulanjani, A. N. (2018). Discord application: Turning a voice chat application for gamers into a virtual listening class. In English Language and Literature International Conference (ELLiC) Proceedings, 2, 115-119.
  • Wahyuningsih, E. & Baidi, B. (2021). Scrutinizing the potential use of Discord application as a digital platform amidst emergency remote learning. Journal of Educational Management and Instruction (JEMIN), 1(1), 9-18.
  • Van Dijk, J. (2018). Ağ toplumu. İstanbul: Epsilon Yayıncılık.
  • Yanıklar, C. (2014). Sanal topluluklar ve geleneksel topluluklar arasındaki farklılıkların sosyolojik bir analizi. Sosyoloji Araştırmaları Dergisi, 17(1), 158-190.
  • Yücel, A. & Coşkun, P. (2018). Nöropazarlama literatür incelemesi. Fırat Üniversitesi Sosyal Bilimler Dergisi, 28(2), 157-177.

Discord as a virtual community platform

Yıl 2021, Sayı: 7, 120 - 132, 30.06.2021

Öz

There are many areas affected by the developments in technology and communication technologies from the past to the present, and one of these areas is communication. Especially with the developments in communication technologies, the communication of individuals with each other has also transformed. In today's network societies, where a new social structure based on internet technology is formed, individuals communicate with each other independently of time and place over these networks. As a result of the network society, individuals come together with each other in virtual environments and form virtual communities. Various internet-based platforms are used in the formation of these virtual communities, and one of these platforms is the Discord application, which continues to become popular today. Discord, which was originally created for individuals to communicate with each other during the game by creating game communities, is also used by various communities for many purposes today. Within the scope of this study, the literature was reviewed for academic publications in the form of articles and papers directly related to the Discord application as a virtual community platform, and the gaps in the literature were identified by presenting the findings about the way the subject was discussed in the literature. According to the results of the study, the studies conducted for Discord in the literature are grouped under four headings: education and training, game communities, teamwork and moderation. However, it is also seen that there is a gap in the literature as Discord is not addressed as a social community platform with communication dimensions such as interpersonal communication, mass communication, group communication.

Kaynakça

  • Anderson, M. (2019). Discord and the Harbormen gaming community. Erişim adresi (16 Nisan 2021): https://mayajanae.com/wp-content/uploads/2020/01/Discord-and-the-Harbormen-Gaming-Community.pdf
  • Aydın, A. E., Marangoz, M. & Fırat, A. (2015). Tüketim kültürü çalışmaları üzerine bir literatür taraması. Tüketici ve Tüketim Araştırmaları Dergisi (Journal of Consumer and Consumption Research), 7(1), 23-40.
  • Bagozzi, R. P. & Dholakia, U. M. (2002). Intentional social action in virtual communities. Journal of Interactive Marketing, 16(2), 2-21.
  • Bernhardt, A. (2020). Discord’s impact on online gaming communities. Debating Communities and Networks 11, 11-29 May.
  • Carver, C. (1999). Building a virtual community for a tele-learning environment. IEEE Communications Magazine, (37)3, 114-118.
  • Demirci, A. (2014). Literatür taraması. Y. Arı & İ. Kaya (Ed.), Coğrafya Araştırma Yöntemleri (s. 73-108) içinde, Balıkesir: Coğrafyacılar Derneği.
  • Discord. (t.y.). Discord Application. Erişim adresi (11 Nisan 2021): https://discord.com/
  • Ertuğrul, M. (2019). Kapsamlı gelirin değer ilişkisine yönelik uluslararası literatür taraması. Mali Çözüm, 29(155), 55-80.
  • Erickson, T. (1997). Social interaction on the net: virtual community as participatory genre. In Proceedings of the Thirtieth Hawaii International Conference on System Sciences, 6, 13-21.
  • Fonseca Cacho, J. (2020). Using Discord to improve student communication, engagement, and performance. UNLV Best Teaching Practices Expo. 95.
  • Hagel, J. & Armstrong, A. G. (1996). The real value of on-line communities. Harvard Business Review, May-June, 134-141.
  • Jiang, J. A., Kiene, C., Middler, S., Brubaker, J. R. & Fiesler, C. (2019). Moderation challenges in voice-based online communities on discord. Proceedings of the ACM on Human-Computer Interaction, 3(CSCW) 1-23.
  • Kozinets, R. V. (1999). E-tribalized marketing? The strategic implications of virtual communities of consumption. European Management Journal, 17(3). 252-264.
  • Kozinets, R. V. (2010). Netnography: Doing ethnographic research online, London: Sage Publications Ltd.
  • Kuşluvan, S. & Eren, D. (2011). İşgörenlerin kişilik özelliği olarak hizmet verme yatkınlığı ve ölçümü: Bir literatür taraması. Anatolia: Turizm Araştırmaları Dergisi, 22(2), 139-153.
  • Lee, F. S., Vogel, D. & Limayem, M. (2003). Virtual community informatics: A review and research agenda. Journal of Information Technology Theory and Application (JITTA), 5(1), 47-61.
  • Lacher, L. (2018). Using Discord to understand and moderate collaboration and teamwork. Proceedings of the 49th ACM Technical Symposium on Computer Science Education, 1107-1107.
  • Lacher, L. L. & Biehl, C. (2019). Investigating team effectiveness using Discord: A case study using a gaming collaboration tool for the CS classroom. In International Conference Frontiers in Education 2019: CS and CE, (15)1, 199-204.
  • Lea, B. R., Yu, W. B., Maguluru, N. & Nichols, M. (2006). Enhancing business networks using social network based virtual communities. Industrial Management & Data Systems, 106(1), 121-138.
  • McMillan, D. W. & Chavis, D. M. (1986). Sense of community: A definition and theory. Journal of Community Psychology, 14, 6-23.
  • Mock, K. (2019). Experiences using Discord as platform for online tutoring and building a CS community. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education, 1284-1284.
  • Ramadhan, A. (2021). Student’s response toward utilizing discord application as an online learning media in learning speaking at senior high school. ISLLAC: Journal of Intensive Studies on Language, Literature, Art, and Culture, 5(1), 42-47.
  • Rheingold, H. (1993). A slice of life in my virtual community. L.M. Harasim (Ed.), Global Networks: Computers and International Communication (s. 57-80) içinde, Cambridge: The MIT Press.
  • Romm, C. & Clarke, R. J. (1995). Virtual community research themes: A preliminary draft for a comprehensive model. Proceedings of the 6th Australasian Conference On Information Systems, Perth.
  • Rothaermel, F. & Sugiyama, S. (2001). Virtual internet communities and commercial success: Individual and community-level theories grounded in the atypical case of timezone.com, Journal of Management, (27)3, 297-312.
  • Schwartz, D. (2021). Using Discord to facilitate student engagement. UNLV Best Teaching Practices Expo. 122.
  • Sicilia, M. & Palazon, M. (2008). Brand communities on the internet: A case study of Coca-Cola’s Spanish virtual community. Corporate Communications: An International Journal, 1(3), 55- 270.
  • Sridhar Balasubramanian, V. M. (2001). The economic leverage of the virtual community. International Journal of Electronic Commerce, 5(3), 103-138.
  • Stolterman, E., Ågren, P. O. & Croon, A. (2000). Virtual communities: Why and how they are studied. Erişim adresi (29 Nisan 2021): http://citeseerx. ist. psu. edu/viewdoc/download.
  • TDK (t.y.). Topluluk. Erişim adresi (29 Nisan 2021): https://sozluk.gov.tr/
  • Wulanjani, A. N. (2018). Discord application: Turning a voice chat application for gamers into a virtual listening class. In English Language and Literature International Conference (ELLiC) Proceedings, 2, 115-119.
  • Wahyuningsih, E. & Baidi, B. (2021). Scrutinizing the potential use of Discord application as a digital platform amidst emergency remote learning. Journal of Educational Management and Instruction (JEMIN), 1(1), 9-18.
  • Van Dijk, J. (2018). Ağ toplumu. İstanbul: Epsilon Yayıncılık.
  • Yanıklar, C. (2014). Sanal topluluklar ve geleneksel topluluklar arasındaki farklılıkların sosyolojik bir analizi. Sosyoloji Araştırmaları Dergisi, 17(1), 158-190.
  • Yücel, A. & Coşkun, P. (2018). Nöropazarlama literatür incelemesi. Fırat Üniversitesi Sosyal Bilimler Dergisi, 28(2), 157-177.
Toplam 35 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları
Bölüm Araştırma Makaleleri
Yazarlar

Zeynep Özcan 0000-0002-5490-4721

Sezgin Savaş 0000-0003-2141-1055

Yayımlanma Tarihi 30 Haziran 2021
Gönderilme Tarihi 1 Mayıs 2021
Yayımlandığı Sayı Yıl 2021 Sayı: 7

Kaynak Göster

APA Özcan, Z., & Savaş, S. (2021). Sanal topluluk platformu olarak Discord. NOSYON: Uluslararası Toplum Ve Kültür Çalışmaları Dergisi(7), 120-132.

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