Araştırma Makalesi

DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES

Sayı: 89 3 Mart 2022
PDF İndir
EN

DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES

Öz

According to simulation theory, individuals live and work in hyperreality. Digitalization transforms the real into simulacra as the world morph into a virtual world. Individuals are represented by their digital twins in the digital world where new possibilities endure. Digital twins transport individuals to the digital world as virtual representatives of real ones. Life in the digital world is almost indistinguishable from reality. It is additionally conceivable to play games in this new environment. Playing games is a crucial determinant in educational life and meeting various needs such as training and relish in adulthood. With the acceleration of digitalization, playing games are transumed to an actor. Digital gaming brings an opportunity for talented individuals to generate an income through social network broadcasting. It is an environment that has emerged in which individuals may meet digitally rather than physically. In this environment, individuals may mentally organize all sports activities as playing chess, face their opponents in the computer environment, and gather fans. In such digital platforms as Twitch and YouTube, gamers may demonstrate e-sports skills to the related audience. Furthermore, advertising in digital games is a win-to-win method to reach generation Z. Digital gamers who broadcast through the social network may monetize their online gaming activities. This research focuses on digital gaming and advertising. Results of the study in which is conducted with a qualitative method with eight interviewers are provided. Participants selected are among individuals who display and monetize their digital gaming skills on the Twitch platform. The findings briefly indicate that individuals who play digital games are achievement-oriented, have a sense of competing, and seize opportunities. According to the results, it can be seen as the digital gamers and gaming industry are new to the Turkish gaming business and face some disadvantages along with opportunities.

Anahtar Kelimeler

Digital game, Advertisement, Simulation, E-sports, Competition.

Kaynakça

  1. 99firms-Content. (2021). YouTube Demographic. Web: https://99firms.com/blog/youtube- demographics/#gref adresinden 07 Temmuz 2021’de alınmıştır.
  2. Altınöz, M. (2009). Yetenek yönetimi. Ankara: Nobel Yayınevi.
  3. Altunbaş, H. (2001). Yeni medya ve interaktif reklamcılık. Kurgu dergisi, 18, 369-384. Aral, N. (2000). Çocuk gelişiminde oyunun önemi. Çağdas Eğitim Dergisi, 25(265), 15- 17.
  4. Aslam, S. (2021). YouTube by the numbers: Stats, demographics and fun facts. Web: https://www.omnicoreagency.com/youtube-statistics/ adresinden 10 Temmuz 2021 tarihinde alınmıştır.
  5. Avcıoglu, G. S. (2011). Yapısal kimlikten seçimlik kimliğe; kimliğin medya aracılığıyla yeniden üretimi. Uluslararası İnsani Bilimleri Dergisi, 8(2), 359-370.
  6. Baudrillard,J. (2015a). Sessiz yıgınların gölgesinde. (2nd Ed). (Trans. O.Adanır).Ankara: Doğu Batı Yayınları.
  7. Baudrillard,J. (2015b). Şeytana satılan ruh ya da kötülüğün egemenliği. (4th. Ed). (Trans. O. Adanir). Ankara: Dogu Bati Yayinlari.
  8. Bélisle, J. F. and Bodur, H. O. (2010). Avatars as information: Perception of consumers based on their Avatars in virtual worlds. Psychology & Marketing, 28(7), 741- 765.
  9. Benli, U. (2018). Sunuş (Introduction). Dijital oyun bağımlılığı çalıştayı. Web: https:// www.guvenliweb.org.tr/dosya/usxdh.pdf adresinden 15 Temmuz 2021’de alınmıştır.
  10. Caillois, R. (2001). Man, play and games. Chicago: University of Illinois Press. Cambridge-Dictionary. (2021). Definition of simulation. Web: https://dictionary. cambridge.org/tr/s%C3%B6zl%C3%BCk/ingilizce/simulation adresinden 12 Nisan 2021’de alınmıştır.

Kaynak Göster

APA
Sağlam, M., & Karanfiloğlu, M. (2022). DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES. EKEV Akademi Dergisi, 89, 157-176. https://izlik.org/JA45WT22PZ
AMA
1.Sağlam M, Karanfiloğlu M. DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES. EKEV Akademi Dergisi. 2022;(89):157-176. https://izlik.org/JA45WT22PZ
Chicago
Sağlam, Murat, ve Mehmet Karanfiloğlu. 2022. “DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES”. EKEV Akademi Dergisi, sy 89: 157-76. https://izlik.org/JA45WT22PZ.
EndNote
Sağlam M, Karanfiloğlu M (01 Mart 2022) DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES. EKEV Akademi Dergisi 89 157–176.
IEEE
[1]M. Sağlam ve M. Karanfiloğlu, “DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES”, EKEV Akademi Dergisi, sy 89, ss. 157–176, Mar. 2022, [çevrimiçi]. Erişim adresi: https://izlik.org/JA45WT22PZ
ISNAD
Sağlam, Murat - Karanfiloğlu, Mehmet. “DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES”. EKEV Akademi Dergisi. 89 (01 Mart 2022): 157-176. https://izlik.org/JA45WT22PZ.
JAMA
1.Sağlam M, Karanfiloğlu M. DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES. EKEV Akademi Dergisi. 2022;:157–176.
MLA
Sağlam, Murat, ve Mehmet Karanfiloğlu. “DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES”. EKEV Akademi Dergisi, sy 89, Mart 2022, ss. 157-76, https://izlik.org/JA45WT22PZ.
Vancouver
1.Murat Sağlam, Mehmet Karanfiloğlu. DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES. EKEV Akademi Dergisi [Internet]. 01 Mart 2022;(89):157-76. Erişim adresi: https://izlik.org/JA45WT22PZ