Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2020, Cilt: 1 Sayı: 1, 45 - 72, 29.12.2020

Öz

Kaynakça

  • Adorno, T. W. (2001). The Culture Industry: Selected essays on mass culture. J. M. Bernstein (Ed.). New York: Routledge.
  • Adorno, T. W., Rabinbach, A. G. (1975). Culture Industry Reconsidered. Durham: Duke University Press.
  • Bergman, A. (2009). Conspicuous Consumption - A study of prestige-related consumer behavior. Sweden: Lund University Publications.
  • Counter Strike Blog, (2020). “About CS:GO”. Retrieved from: https://blog.counter- strike.net/index.php/about/, (date accessed: 06.06.2020).
  • Dholakia, N., Zhang, D. (2004). “Online qualitative research in the age of e-commerce: data sources and approaches [27 paragraphs]”. Forum: Qualitative Social Research, 5(2), Art. 29, http://nbn-resolving.de/urn:nbn:de:0114-fqs0402299. (date accessed: 06.06.2020 ).
  • Greeneve, D. M., Joseph, D. (2015). “The Digital Spatial Fix”. tripleC, Volume 13, No 2, p. 223-247. Hadzinsky, C. (2014). “A Look into the Industry of Video Games Past, Present, and Yet to Come”. CMC Senior Theses, Paper 842, USA: Claremont.
  • Hancock, D.R., Algozzine, B. (2006). Doing case study research: a practical guide for beginners researchers. New York: Teachers College.
  • Hltv, (2020). “Live matches”. Retrieved from: https://www.hltv.org/matches, (date accessed: 11.06.2020).
  • Horkheimer, M., Adorno, T. W. (2002). Dialectic Of Enlightenment: Philosophical Fragments. California: Standford University Press.
  • Kara, T. (2014). “Kültür Endüstrisi Kavramı Çerçevesinde Medya Ürünleri: Eleştirel Yaklaşım”. The Turkish Online Journal of Design, Art and Communication –TOJDAC, January 2014, Volume 4, Issue 1, p. 51-60.
  • Klinger, M. (2012). “A summary of Adorno and Horkheimer’s quite interesting and staggeringly pretentious views on Art”. Retrieved from: https://themaxklinger.wordpress.com/2012/11/27/a-summary-of-adorno-and-horkheimers-slightly-interesting-and-staggeringly-pretentious-views-on-art/, (date accessed: 06.06.2020).
  • Liquipedia, (2020). “S-Tier Tournaments (formerly known as Premier Tournaments)” Retrieved from: https://liquipedia.net/counterstrike/S-Tier_Tournaments, (date accessed: 06.06.2020).
  • Lizardi, R. (2012). “DLC: Perpetual Commodification of the Video Game”. Democratic Communiqué, Volume 25, No 1, p. 33-45.
  • Newzoo, (2020). “Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018”, Retrieved from: https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018- mobile-games-take-half/, (date accessed: 11.06.2020).
  • O’Kane, C. (2013). Fetishism and Social Domination in Marx, Lukács, Adorno and Lefebvre. (Published PHD thesis) A University of Sussex, Doctor of Philosophy Centre for Social and Political Thought University Of Sussex, March 2013.
  • Overmars, M. (2012). “A Brief History of Computer Games”. Retrieved from: https://www.stichtingspel.org/sites/default/files/history_of_games.pdf, (date accessed: 11.06.2020).
  • Örmeci, O. (2008). Popüler Kültür. (First Edition), Ankara: Elips Kitap.
  • Pcgames, (2020). “CS:GO player count tops Dota 2’s all-time record for the first time ever”. Retrieved from: https://www.pcgamesn.com/counter-strike-global-offensive/csgo-player-count-record, (date accessed: 06.06.2020).
  • Reddit, (2020). “Do skins really have an impact on performance in CS:GO?” Retrieved from: https://www.reddit.com/r/GlobalOffensive/comments/49nxkx/do_skins_really_have_an_impact_on_performance_in/, (date accessed: 06.06.2020).
  • Statista, (2020). “Age breakdown of video game players in the United States in 2019”. Retrieved from: https://www.statista.com/statistics/189582/age-of-us-video-game-players-since-2010/, (date accessed: 06.06.2020).
  • Steam, (2020). “Community Market”. Retrieved from: https://steamcommunity.com/market/, (date accessed: 06.06.2020).
  • Steam, (2020). “Steam is the ultimate destination for playing, discussing, and creating games.”. Retrieved from: https://store.steampowered.com/about/, (date accessed: 06.06.2020).
  • Steam, (2020). “Skins make you play better”. Retrieved from: https://steamcommunity.com/app/730/discussions/0/35221584608303298/, (date accessed: 06.06.2020).
  • Steamcharts, (2020). “An ongoing analysis of Steam's concurrent players.”. Retrieved from: https://steamcharts.com/app/730, (date accessed: 06.06.2020).
  • Steamcharts Bannerlord, (2020). “Mount & Blade II: Bannerlord”. Retrieved from: https://steamcharts.com/app/261550, (date accessed: 06.06.2020).
  • Steam User Profile, (2020). “Pesymace”. Retrieved from: https://steamcommunity.com/profiles/76561198263675840/, (date accessed: 06.06.2020).
  • Steam Xantares Profile, (2020). “Xantares;”. Retrieved from: https://steamcommunity.com/profiles/76561198044118796, (date accessed: 06.06.2020).
  • Teng, Z., Li, Y., Liu, Y. (2014). “Online gaming, internet addiction, and aggression in Chinese male students: The mediating role of low self-control”. International Journal of Psychological Studies, 6(2), p. 89-97.
  • Valve, (2020). “At Valve we make games, Steam, and hardware.”. Retrieved from: https://www.valvesoftware.com/tr/about, (date accessed: 06.06.2020).
  • Varoufakis, Y. (2012). “It All Began with a Strange E-Mail”. Retrieved from: http://blogs.valvesoftware.com/economics/it-all-began-with-a-strange-email/, (date accessed: 06.06.2020).
  • Weplay, (2020). “Counter-Strike: Global Offensive Weapons - Top 5 Rifles” Retrieved from: https://weplay.tv/news/counter-strike-global-offensive-weapons-top-5-rifles-19195, (date accessed: 06.06.2020).
  • Witkin, R. W. (2004). Adorno on Popular Culture. London and New York: Routledge Taylor & Francis Group.
  • Yamamoto, K., McArthur V. (2015, October). “Digital economies and trading in counter strike global offensive: How virtual items are valued to real world currencies in an online barter-free market” Conference Paper, 2015 IEEE Games Entertainment Media Conference (GEM), Toronto.
  • Yazan, B. (2015). “Three approaches to case study methods in education: Yin, Merriam, and Stake”. The qualitative report, 20(2), p. 134-152.
  • Yıldırım, A., Şimşek, H. (2016). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. (10th Edition). Ankara: Seçkin Yayıncılık.
  • Yin, R. K. (1984) Case Study Research - Design And Methods. Beverly Hills: Sage Publications.
  • Youtube, (2020). “Russian guy goes crazy when he sees my AWP Dragon Lore”. Retrieved from: https://www.youtube.com/watch?v=YMY0teDE4bc, (date accessed: 06.06.2020).
  • Zainal, Z. (2007). “Case study as a research method”. Jurnal Kemanusiaan, 5(1), p. 1-6.
  • Picture 3.1 AWP weapon with its white icon on right side of screen, given to the player at the beginning, Captured in CS:GO game directly by researcher himself
  • Picture 3.2 Operation Phoenix Case that includes AWP Asiimov & In-game display of AWP Asiimov (small AWP icon on the right indicates that it belongs to the red category skins), Retrieved from: https://steamcommunity.com/market/listings/730/Operation%20Phoenix%20Weapon%20Case, (date accessed: 06.06.2020).
  • Picture 3.3 Sales chart of AWP Asiimov in the market (Showing the prices of March 14 2014 and May 25 2020), Retrieved from: https://steamcommunity.com/market/listings/730/StatTrak%E2%84%A2%20AWP%20%7C%20Asiimov%20%28Field-Tested%29, (date accessed: 06.06.2020).
  • Picture 3.4 When you search for StatTrak™ AWP | Asiimov in the CS:GO’s market (the price list and the quantity number of the weapon available on market). Retrieved from:https://steamcommunity.com/market/search?category_730_ItemSet%5B0%5D=any&category_730_ProPlayer%5B0%5D=any&category_730_StickerCapsule%5B0%5D=any&category_730_TournamentTeam%5B0%5D=any&category_730_Weapon%5B0%5D=any&appid=730&q=StatTrak%E2%84%A2+AWP+%7C+Asiimov, (date accessed: 06.06.2020).
  • Picture 3.5 Minimum 3 prices of “AK-47 | Wild Lotus” so far ($1238, $1293, $1362), Retrieved from:https://steamcommunity.com/market/listings/730/AK47%20%7C%20Wild%20Lotus%20%28Field-Tested%29 (date accessed: 06.06.2020).
  • Picture 3.6. 2012-2021Global Games Market, Retrieved from: https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018- mobile-games-take-half/, (date accessed: 11.06.2020).

Commodity Fetishism in Computer Games: In-Game Item Consumptions of Counter Strike: Global Offensive Players

Yıl 2020, Cilt: 1 Sayı: 1, 45 - 72, 29.12.2020

Öz

This research aims at what is the motive behind computer game player’s specific in-game item consumptions. The reason for adopting this aim is, game companies sell some in-game items which are not functionally helping the player. In older games like World of Warcraft, Knight Online, players would buy the in-game items to make their game characters stronger. That is, those items had function in terms of better game playing. However, players of the CounterStrike: Global Offensive, buy some in-game items that are not useful for any purpose in the game. Thus, I wanted to make a research on the relation between commodity fetishism and consumption motives of gamers towards these items. In-game items became a significant case because digital markets in some games brought new in-game consumption cultures along. Some of these consumption cultures are examples to commodity fetishism approach. There are few studies exploring in-game items with no function in literature. This study explores these items in detail and uses a method that was not used for this purpose before. That is why this study is
important and original. The qualitative descriptive analysis method was conducted to find out players commenting about in-game items on Steam&Reddit forums. As a result, I detected that game companies make more profit through these digital markets and gamers' consumption motives correlate with commodity fetishism. In the comments the players stated that in-game items provide them psychological boost, self-confidence and feeling better, and they even have associated items with the placebo effect.

Kaynakça

  • Adorno, T. W. (2001). The Culture Industry: Selected essays on mass culture. J. M. Bernstein (Ed.). New York: Routledge.
  • Adorno, T. W., Rabinbach, A. G. (1975). Culture Industry Reconsidered. Durham: Duke University Press.
  • Bergman, A. (2009). Conspicuous Consumption - A study of prestige-related consumer behavior. Sweden: Lund University Publications.
  • Counter Strike Blog, (2020). “About CS:GO”. Retrieved from: https://blog.counter- strike.net/index.php/about/, (date accessed: 06.06.2020).
  • Dholakia, N., Zhang, D. (2004). “Online qualitative research in the age of e-commerce: data sources and approaches [27 paragraphs]”. Forum: Qualitative Social Research, 5(2), Art. 29, http://nbn-resolving.de/urn:nbn:de:0114-fqs0402299. (date accessed: 06.06.2020 ).
  • Greeneve, D. M., Joseph, D. (2015). “The Digital Spatial Fix”. tripleC, Volume 13, No 2, p. 223-247. Hadzinsky, C. (2014). “A Look into the Industry of Video Games Past, Present, and Yet to Come”. CMC Senior Theses, Paper 842, USA: Claremont.
  • Hancock, D.R., Algozzine, B. (2006). Doing case study research: a practical guide for beginners researchers. New York: Teachers College.
  • Hltv, (2020). “Live matches”. Retrieved from: https://www.hltv.org/matches, (date accessed: 11.06.2020).
  • Horkheimer, M., Adorno, T. W. (2002). Dialectic Of Enlightenment: Philosophical Fragments. California: Standford University Press.
  • Kara, T. (2014). “Kültür Endüstrisi Kavramı Çerçevesinde Medya Ürünleri: Eleştirel Yaklaşım”. The Turkish Online Journal of Design, Art and Communication –TOJDAC, January 2014, Volume 4, Issue 1, p. 51-60.
  • Klinger, M. (2012). “A summary of Adorno and Horkheimer’s quite interesting and staggeringly pretentious views on Art”. Retrieved from: https://themaxklinger.wordpress.com/2012/11/27/a-summary-of-adorno-and-horkheimers-slightly-interesting-and-staggeringly-pretentious-views-on-art/, (date accessed: 06.06.2020).
  • Liquipedia, (2020). “S-Tier Tournaments (formerly known as Premier Tournaments)” Retrieved from: https://liquipedia.net/counterstrike/S-Tier_Tournaments, (date accessed: 06.06.2020).
  • Lizardi, R. (2012). “DLC: Perpetual Commodification of the Video Game”. Democratic Communiqué, Volume 25, No 1, p. 33-45.
  • Newzoo, (2020). “Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018”, Retrieved from: https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018- mobile-games-take-half/, (date accessed: 11.06.2020).
  • O’Kane, C. (2013). Fetishism and Social Domination in Marx, Lukács, Adorno and Lefebvre. (Published PHD thesis) A University of Sussex, Doctor of Philosophy Centre for Social and Political Thought University Of Sussex, March 2013.
  • Overmars, M. (2012). “A Brief History of Computer Games”. Retrieved from: https://www.stichtingspel.org/sites/default/files/history_of_games.pdf, (date accessed: 11.06.2020).
  • Örmeci, O. (2008). Popüler Kültür. (First Edition), Ankara: Elips Kitap.
  • Pcgames, (2020). “CS:GO player count tops Dota 2’s all-time record for the first time ever”. Retrieved from: https://www.pcgamesn.com/counter-strike-global-offensive/csgo-player-count-record, (date accessed: 06.06.2020).
  • Reddit, (2020). “Do skins really have an impact on performance in CS:GO?” Retrieved from: https://www.reddit.com/r/GlobalOffensive/comments/49nxkx/do_skins_really_have_an_impact_on_performance_in/, (date accessed: 06.06.2020).
  • Statista, (2020). “Age breakdown of video game players in the United States in 2019”. Retrieved from: https://www.statista.com/statistics/189582/age-of-us-video-game-players-since-2010/, (date accessed: 06.06.2020).
  • Steam, (2020). “Community Market”. Retrieved from: https://steamcommunity.com/market/, (date accessed: 06.06.2020).
  • Steam, (2020). “Steam is the ultimate destination for playing, discussing, and creating games.”. Retrieved from: https://store.steampowered.com/about/, (date accessed: 06.06.2020).
  • Steam, (2020). “Skins make you play better”. Retrieved from: https://steamcommunity.com/app/730/discussions/0/35221584608303298/, (date accessed: 06.06.2020).
  • Steamcharts, (2020). “An ongoing analysis of Steam's concurrent players.”. Retrieved from: https://steamcharts.com/app/730, (date accessed: 06.06.2020).
  • Steamcharts Bannerlord, (2020). “Mount & Blade II: Bannerlord”. Retrieved from: https://steamcharts.com/app/261550, (date accessed: 06.06.2020).
  • Steam User Profile, (2020). “Pesymace”. Retrieved from: https://steamcommunity.com/profiles/76561198263675840/, (date accessed: 06.06.2020).
  • Steam Xantares Profile, (2020). “Xantares;”. Retrieved from: https://steamcommunity.com/profiles/76561198044118796, (date accessed: 06.06.2020).
  • Teng, Z., Li, Y., Liu, Y. (2014). “Online gaming, internet addiction, and aggression in Chinese male students: The mediating role of low self-control”. International Journal of Psychological Studies, 6(2), p. 89-97.
  • Valve, (2020). “At Valve we make games, Steam, and hardware.”. Retrieved from: https://www.valvesoftware.com/tr/about, (date accessed: 06.06.2020).
  • Varoufakis, Y. (2012). “It All Began with a Strange E-Mail”. Retrieved from: http://blogs.valvesoftware.com/economics/it-all-began-with-a-strange-email/, (date accessed: 06.06.2020).
  • Weplay, (2020). “Counter-Strike: Global Offensive Weapons - Top 5 Rifles” Retrieved from: https://weplay.tv/news/counter-strike-global-offensive-weapons-top-5-rifles-19195, (date accessed: 06.06.2020).
  • Witkin, R. W. (2004). Adorno on Popular Culture. London and New York: Routledge Taylor & Francis Group.
  • Yamamoto, K., McArthur V. (2015, October). “Digital economies and trading in counter strike global offensive: How virtual items are valued to real world currencies in an online barter-free market” Conference Paper, 2015 IEEE Games Entertainment Media Conference (GEM), Toronto.
  • Yazan, B. (2015). “Three approaches to case study methods in education: Yin, Merriam, and Stake”. The qualitative report, 20(2), p. 134-152.
  • Yıldırım, A., Şimşek, H. (2016). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. (10th Edition). Ankara: Seçkin Yayıncılık.
  • Yin, R. K. (1984) Case Study Research - Design And Methods. Beverly Hills: Sage Publications.
  • Youtube, (2020). “Russian guy goes crazy when he sees my AWP Dragon Lore”. Retrieved from: https://www.youtube.com/watch?v=YMY0teDE4bc, (date accessed: 06.06.2020).
  • Zainal, Z. (2007). “Case study as a research method”. Jurnal Kemanusiaan, 5(1), p. 1-6.
  • Picture 3.1 AWP weapon with its white icon on right side of screen, given to the player at the beginning, Captured in CS:GO game directly by researcher himself
  • Picture 3.2 Operation Phoenix Case that includes AWP Asiimov & In-game display of AWP Asiimov (small AWP icon on the right indicates that it belongs to the red category skins), Retrieved from: https://steamcommunity.com/market/listings/730/Operation%20Phoenix%20Weapon%20Case, (date accessed: 06.06.2020).
  • Picture 3.3 Sales chart of AWP Asiimov in the market (Showing the prices of March 14 2014 and May 25 2020), Retrieved from: https://steamcommunity.com/market/listings/730/StatTrak%E2%84%A2%20AWP%20%7C%20Asiimov%20%28Field-Tested%29, (date accessed: 06.06.2020).
  • Picture 3.4 When you search for StatTrak™ AWP | Asiimov in the CS:GO’s market (the price list and the quantity number of the weapon available on market). Retrieved from:https://steamcommunity.com/market/search?category_730_ItemSet%5B0%5D=any&category_730_ProPlayer%5B0%5D=any&category_730_StickerCapsule%5B0%5D=any&category_730_TournamentTeam%5B0%5D=any&category_730_Weapon%5B0%5D=any&appid=730&q=StatTrak%E2%84%A2+AWP+%7C+Asiimov, (date accessed: 06.06.2020).
  • Picture 3.5 Minimum 3 prices of “AK-47 | Wild Lotus” so far ($1238, $1293, $1362), Retrieved from:https://steamcommunity.com/market/listings/730/AK47%20%7C%20Wild%20Lotus%20%28Field-Tested%29 (date accessed: 06.06.2020).
  • Picture 3.6. 2012-2021Global Games Market, Retrieved from: https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018- mobile-games-take-half/, (date accessed: 11.06.2020).
Toplam 44 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Bölgesel Çalışmalar
Bölüm Araştırma Makaleleri
Yazarlar

Aykut Tamir 0000-0001-7659-1167

Yayımlanma Tarihi 29 Aralık 2020
Gönderilme Tarihi 21 Haziran 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 1 Sayı: 1

Kaynak Göster

APA Tamir, A. (2020). Commodity Fetishism in Computer Games: In-Game Item Consumptions of Counter Strike: Global Offensive Players. Sosyal Mucit Academic Review, 1(1), 45-72.