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BİLGİSAYAR OYUNLARI İDEOLOJİ İÇERİR Mİ? Eğitsel ve Ticari Oyunlara Bakış

Yıl 2008, Cilt: 6 Sayı: 3, 523 - 544, 01.09.2008

Öz

Günümüzde medya insan hayatının vazgeçilmez unsurlarından biridir ve bilgisayar
oyunları da önemli bir medya aracı olarak kabul edilmektedir. Bu oyunlar, özellikle genç
neslin, boş zamanlarını değerlendirdikleri etkinlik aracı olarak kabul görmektedirler. 21’inci
yüzyılda, insanların her türlü medya aracını kendi fikir ve ideolojilerinin propagandası
olarak kullanmaları teknolojinin ve özellikle medya araçlarının önemini daha da arttırmıştır.
Bilgisayar oyunları da sahip oldukları eğlence ve ilgi çekici özellikleri nedeniyle içeriklerine
yerleştirilecek her hangi bir ideoloji ya da fikir akımını en etkili bir biçimde hedef kitleye
ulaştıracak medya araçlarının başında gelebilmektedir. Bu çalışmada, günümüzün en popüler
teknolojik gelişmelerinden birisi olan bilgisayar oyunlarının ideolojik açıdan incelenmesi ve
analizi yapılmaktadır. Mevcut bilgisayar oyunlarının hangi ideolojik yaklaşımı temsil ettikleri
ve ticari ve eğitsel bilgisayar oyunlarının ideoloji bakımından irdelenmesi, çalışmanın temel
konusudur.

Kaynakça

  • Aguilera, M. ve Mendez, A. (2003). Video games and education, ACM Computers in Entertainment, 1(1).
  • Alessi, S. M. ve Trollip, S. R. (2001). Multimedia for learning: methods & development (3rd Ed.). Allyn & Bacon. Needham Heights: Massachusetts.
  • Althusser, L. (2001). Lenin and philosophy and other essays. Trans. Ben Brewster. New York: Monthly Review P.
  • Birdsall, W. F. (1996). The internet and the ideology of information technology. INET’96 Conference. Montreal, Canada.
  • Demir, N. K. (2005). TV reklâmlarında aile ideolojisinin meşrulaştırılması. Ege Üniversitesi Yeni Düşünceler Dergisi.
  • Frasca, G. (2000). Ephemeral games: ıs it barbaric to design videogames after auschwitz? Published ib Cybertext Yearbook.
  • Funk, J. B. (2003). How children experience playing video games. Proceedings of Acm International Conference, 1–14.
  • Galloway, A. R. (2004). Social realism in gaming. The International Journal of Computer Game Research, 4(1).
  • Garite, M. (2003). The ideology of interactivity (or, video games and the taylorization of leisure). DIGRA 2003 Conference, University of Utrecht, The Netherlands.
  • Gee, J. P. (2004). Learning by design: games as learning machines. Interactive Educational Multimedia, 8, 15–23.
  • Gottschalk, S. (1995). Videology: Video-games as postmodern sites/sights of ideological representation. Symbolic Interaction, 18(1), 1–18.
  • Güzel, M. (2006). Küreselleşme, internet ve gençlik kültürü. Küresel İletişim Dergisi, (1).
  • Honga, J. C. ve Liub, M. C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, 245–258.
  • İnal, A. (2003). Medyanın “etkisi” sorunsalına başka bir bakış. İçinde: Medya ve toplum (Ed. Sevda Alankuş). İstanbul: IPS İletişim Vakfı Yayınları.
  • Kirriemuir, J. (2002). Video gaming and digital learning technologies: Relevance and opportunities. Dlib Magazine.
  • Leonard, D. (2003). Live in your world, play in ours: Race, video games, and consuming the other. Studies in Media & Information Literacy Education, 3(4).
  • Nalçaoğlu, H. (2003). Medya ve toplum ilişkisini anlamak üzere bir çerçeve. İçinde: Medya ve toplum (Ed. Sevda Alankuş). İstanbul: IPS İletişim Vakfı Yayınları.
  • Natale, M. J. (2002). The effect of a male-oriented computer gaming culture on careers in the computer industry, Computers and Society, 32(2), 24–31.
  • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43–58.
  • Schaefer, S. ve Warren, J. (2004). Teaching computer game design and construction. Computer-Aided Design, 36, 1501–1510.
  • Shaffer D. W., Squire, K. R., Halverson, R. ve Gee, J. P. (2005). Video games and the future of learning. WCER Working paper.
  • Sicart, M. (2003). Family values: Ideology, computer games & the sims. DIGRA 2003 Conference, University of Utrecht, The Netherlands.
  • Sisler, V. (2005). Videogames and politics. Presented in international centre for art and new technologies, Prague.
  • Squire, K. (2003). Video games in education. International Journal of Intelligent Games & Simulation, 2(1).
  • Squire, K. (2006). Games as ideological worlds. [Çevrimiçi] http://www.academiccolab.org/resources/documents/edreacher-submitted.pdf.
  • Smith, L. ve Mann, S. (2002). Playing the Game: A model for Gameness in Interactive Game Based Learning. Proceedings of the 15th Annual NACCQ.
  • Turvey, K. (2006). Towards deeper learning through creativity within online communities in primary education. Computers & Education, 46, 309–321.
  • Warnes, C. (2005). Baldur’s gate and history: Race and alignment in digital role playing games. DIGRA 2005 Conference, Vancouver, British Columbia, Canada.
  • Weise, M. (2003). How videogames express ideas. DIGRA 2003 Conference, University of Utrecht, The Netherlands.

DO COMPUTER GAMES INCLUDE IDEOLOGY? Attitude Towards the Educational and Commercial Games

Yıl 2008, Cilt: 6 Sayı: 3, 523 - 544, 01.09.2008

Öz

Today media is inevitable for human life, and computer games are acknowledged as
important tools of media. These games are considered as media tools that young generation
use in their spare time. In the 21st century, technology and media become noticeably
important because people use media and technology to propagandize their own opinions and
ideologies. Computer games are the leading media tools to reach the targeted population
since their entertaining and interesting features can make possible to place any type of
ideology or opinion. For this purpose, this study analyzes the computer games as the most
popular technological innovations based on ideological point of view. The main themes of the
study are whether the existing games represent an ideology and analysis of commercial and
educational games with regard to ideological perspective.

Kaynakça

  • Aguilera, M. ve Mendez, A. (2003). Video games and education, ACM Computers in Entertainment, 1(1).
  • Alessi, S. M. ve Trollip, S. R. (2001). Multimedia for learning: methods & development (3rd Ed.). Allyn & Bacon. Needham Heights: Massachusetts.
  • Althusser, L. (2001). Lenin and philosophy and other essays. Trans. Ben Brewster. New York: Monthly Review P.
  • Birdsall, W. F. (1996). The internet and the ideology of information technology. INET’96 Conference. Montreal, Canada.
  • Demir, N. K. (2005). TV reklâmlarında aile ideolojisinin meşrulaştırılması. Ege Üniversitesi Yeni Düşünceler Dergisi.
  • Frasca, G. (2000). Ephemeral games: ıs it barbaric to design videogames after auschwitz? Published ib Cybertext Yearbook.
  • Funk, J. B. (2003). How children experience playing video games. Proceedings of Acm International Conference, 1–14.
  • Galloway, A. R. (2004). Social realism in gaming. The International Journal of Computer Game Research, 4(1).
  • Garite, M. (2003). The ideology of interactivity (or, video games and the taylorization of leisure). DIGRA 2003 Conference, University of Utrecht, The Netherlands.
  • Gee, J. P. (2004). Learning by design: games as learning machines. Interactive Educational Multimedia, 8, 15–23.
  • Gottschalk, S. (1995). Videology: Video-games as postmodern sites/sights of ideological representation. Symbolic Interaction, 18(1), 1–18.
  • Güzel, M. (2006). Küreselleşme, internet ve gençlik kültürü. Küresel İletişim Dergisi, (1).
  • Honga, J. C. ve Liub, M. C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, 245–258.
  • İnal, A. (2003). Medyanın “etkisi” sorunsalına başka bir bakış. İçinde: Medya ve toplum (Ed. Sevda Alankuş). İstanbul: IPS İletişim Vakfı Yayınları.
  • Kirriemuir, J. (2002). Video gaming and digital learning technologies: Relevance and opportunities. Dlib Magazine.
  • Leonard, D. (2003). Live in your world, play in ours: Race, video games, and consuming the other. Studies in Media & Information Literacy Education, 3(4).
  • Nalçaoğlu, H. (2003). Medya ve toplum ilişkisini anlamak üzere bir çerçeve. İçinde: Medya ve toplum (Ed. Sevda Alankuş). İstanbul: IPS İletişim Vakfı Yayınları.
  • Natale, M. J. (2002). The effect of a male-oriented computer gaming culture on careers in the computer industry, Computers and Society, 32(2), 24–31.
  • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43–58.
  • Schaefer, S. ve Warren, J. (2004). Teaching computer game design and construction. Computer-Aided Design, 36, 1501–1510.
  • Shaffer D. W., Squire, K. R., Halverson, R. ve Gee, J. P. (2005). Video games and the future of learning. WCER Working paper.
  • Sicart, M. (2003). Family values: Ideology, computer games & the sims. DIGRA 2003 Conference, University of Utrecht, The Netherlands.
  • Sisler, V. (2005). Videogames and politics. Presented in international centre for art and new technologies, Prague.
  • Squire, K. (2003). Video games in education. International Journal of Intelligent Games & Simulation, 2(1).
  • Squire, K. (2006). Games as ideological worlds. [Çevrimiçi] http://www.academiccolab.org/resources/documents/edreacher-submitted.pdf.
  • Smith, L. ve Mann, S. (2002). Playing the Game: A model for Gameness in Interactive Game Based Learning. Proceedings of the 15th Annual NACCQ.
  • Turvey, K. (2006). Towards deeper learning through creativity within online communities in primary education. Computers & Education, 46, 309–321.
  • Warnes, C. (2005). Baldur’s gate and history: Race and alignment in digital role playing games. DIGRA 2005 Conference, Vancouver, British Columbia, Canada.
  • Weise, M. (2003). How videogames express ideas. DIGRA 2003 Conference, University of Utrecht, The Netherlands.
Toplam 29 adet kaynakça vardır.

Ayrıntılar

Diğer ID JA35DE84SY
Bölüm Makaleler
Yazarlar

Yavuz İnal Bu kişi benim

Ercan Kiraz Bu kişi benim

Yayımlanma Tarihi 1 Eylül 2008
Gönderilme Tarihi 1 Eylül 2008
Yayımlandığı Sayı Yıl 2008 Cilt: 6 Sayı: 3

Kaynak Göster

APA İnal, Y., & Kiraz, E. (2008). BİLGİSAYAR OYUNLARI İDEOLOJİ İÇERİR Mİ? Eğitsel ve Ticari Oyunlara Bakış. Türk Eğitim Bilimleri Dergisi, 6(3), 523-544.

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