Araştırma Makalesi
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Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın

Yıl 2020, , 201 - 219, 26.06.2020
https://doi.org/10.35235/uicd.726960

Öz

Günümüzde dijital oyunlar, çeşitlilik ve katılım konusuna ilişkin giderek artan bir ilginin ve söylemin odak noktası haline gelmiştir. Tüm dünyada hacmi ekonomik olarak günden güne büyüyen oyun sektöründe üretim, işgücü ve emek ele alınması gereken önemli konular arasında yer almaktadır. Ancak bilinmektedir ki dijital oyun üretimindeki kadın katılımı hala oldukça düşük seviyededir. Dijital oyun sektöründe çalışan kadıların, içerik üretimi, oyun deneyim, kodlama, seviye tasarlama veya mekanik gibi alanlardan ziyade sıklıkla daha az teknik olan pazarlama ve beşeri ilişkileri içeren alanlarda faaliyet gösterdiği görülmektedir. Bu sebeple, muhafazakar bir üretim kültürü içinde gelişen dijital oyun sektörünü kadın üreticiler gözünden değerlendirmek ve üretimdeki kadın azlığının sebeplerini tartışmak önem kazanmaktadır.
Bu çalışma, Türkiye’deki dijital oyun sektöründeki görünür kadın figürler aracılığıyla oyun kültürü ve yapımındaki boşluklar ve çelişkilerin ortaya koyduğu zorlukları tartışmayı amaçlamaktadır. Bu sebeple amaçlı örneklem esasına göre seçilen ve Türkiye’de oyun sektörü içinde aktif olarak yer alan kadın oyun geliştiricilerle yarı yapılandırılmış soru formu üzerinden görüşmeler gerçekleştirilmiştir. Sektördeki kadın istihdamına ve üretimdeki emek sürecine dair elde edilen veriler, var olan ve planlanan çalışmaların geleceğine ışık tutulmasına yardımcı olmayı amaç edinmektedir. 

Kaynakça

  • Adamkiewicz, Aleksander. 2012. “No, You Can’t Make Video Games.” Gamasutra. Erişim Tarihi: 02.02.2020. http://www.gamasutra.com/blogs/AleksanderAdamkiewicz/20120703/173489/ No_You_Cant_Make_Video_Games.php
  • Ankara Kalkınma Ajansı Dijital Oyun Sektörü Raporu. 2016. Erişim Tarihi: 05.03.2020. http://www.ankaraka.org.tr/tr/%20dijital-oyun-sektoru-raporu_3414.html
  • Anthropy, Anna. 2012. Rise of the Videogame Zinesters. New York, NY: Seven Stories Press.
  • Clegg, Sue and Trayhurn, Deborah. 2000. “Gender and Computing: Not The Same Old Problem”. British Educational Research Journal, 26(1), pp.75-89.
  • Creswell, John. 2013. Nitel Araştırma Yöntemleri. Çeviren: Mesut Bütün ve Selçuk Beşir Demir. Ankara: Siyasal Kitapevi.
  • Dyer-Witheford, Nick and De Peuter, Greig. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis, MN: University of Minnesota Press. Entertainment Software Association. 2012. “Essential Facts about the Computer and Video Game Industry.” Erişim Tarihi: 10.02.2020. http://www.theesa.com/facts/pdfs/esa_ef_2012.pdf
  • Faulkner, Wendy. 2001. “The Technology Question in Feminism: A View From Feminist Technology Studies”. Women's Studies International Forum, 24(1), pp. 79-95.
  • Faulkner, Wendy. 2007. “Nuts and Bolts and People: Gender­Troubled Engineering Identities”. Social Studies of Science, 37(3), pp.331-356.
  • Game Developer Gender Distribution Worldwide. 2019. Erişim Tarihi: 15.02.2020. https://www.statista.com/statistics/453634/game-developer-gender-distribution-worldwide/. Game Developer Indeks. 2019. Erişim Tarihi: 03.01.2020. https://static1.squarespace.com/static/5a61edb7a803bb7a65252b2d/t/5db812f3df1a2166b947a58a/1572344586626/GDI19_web.pdf
  • Gamedevmap 2.0. 2020. Erişim Tarihi: 10.03.2020 https://www.gamedevmap.com/index.php
  • Griffiths, Marie; Moore, Karenza and Richardson, Helen. 2007. “Celebrating Heterogeneity?: A Survey of Female ICT Professionals in England”. Information, Communication and Society, 10(3), pp. 338-357.
  • Hürriyet. 2018. “Türk Oyun Pazarı 1 Milyar Doları Aştı”. Erişim Tarihi: 03.03.2020. https://www.hurriyet.com.tr/teknoloji/turk-oyun-pazari-1-milyar-dolari-asti-40874521
  • Jenson, Jeniffer and De Castell, Suzanne. (2011). “God Trick, Good Trick, Bad Trick, New Trick: Reassembling the Production Line.” In Tricky Women: Women in Animation, edited by Birgitt Wagner and Waltraud Grausgruber, 145–158. Marburg, Germany: Schuren Verlag.
  • Kafai, Yasmin. B. and Peppler, Kylie. 2011. “Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production.” Review of Research in Education, 35 (1), pp. 89 – 119.
  • Kelan, Elisabeth. K. 2007. “Tools and Toys: Communicating Gendered Positions Towards Technology”. Information, Communication and Society, 10(3), pp. 358-383.
  • Kram, K. E., and Hampton, Marshall, 1998. “When Women Lead: The Visibility ­ Vulnerability Spiral”. In The Psychodynamics of Leadership, edited by Edward Klein, Faith Gabelnick and Peter Herr, Madison: Psychosocial Press.
  • MacDonald, Keza. 2020. “Not So White, Male And Straight: The Video Games Industry is Changing” Erişim Tarihi: 10.03.2020. https://www.theguardian.com/games/2020/feb/19/video-games-industry-diversity-women-people-of-colour
  • Natale, Marc. J. 2002. “The Effect of a Male­Orientated Computer Gaming Culture On Careers in The Computer Industry”, Computers and Society, 32 (2), pp. 24­31.
  • Newell, Sue. (2002) Creating The Healthy Organisations: Well-Being, Diversity and Ethics at Work. London: Cengage Learning
  • Newzoo Global Oyun Pazarı Raporu. 2019. Erişim Tarihi: 05.01.2020. https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues
  • Oyunder. Erişim Tarihi: 05.02.2020. http://www.oyunder.org/women-in-games/
  • Prescott, Julie and Bogg, Jan. 2011. “Segregation In A Male Dominated Industry: Women Working in The Computer Games Industry”. Internation Journal of Gender, Science and Tecnology, 3(1), pp. 205-227.
  • Ramanan, Chella. 2017. “The Video Game Industry Has a Diversity problem—But It Can Be Fixed.” Erişim Tarihi: 05.03.2020. https://www.theguardian.com/technology/2017/mar/15 /video-game-industry-diversity-problem-women-non-white-people
  • Shirinian, Ara. 2012. “Ten Years of Salary Surveys: An Aggregate Analysis of Game Developers’ Salaries from 2001–2010” Game Developer Magazine, 19 (2).
  • The Global Gender Gap Report. 2020. Erişim Tarihi: 12.02.2020. http://www3.weforum.org/docs/WEF_GGGR_2020.pdf
  • Wajcman, Judy. 2000. “Reflections On Gender And Technology Studies: In What State Is The Art?”. Social Studies of Science, vol. 30(3), pp. 447­-464.
  • Westecott, E. (2013). “Independent Game Development as Craft.” Loading . . . Journal of the Canadian Game Studies Association 7 (11), pp. 78–91.
  • Wilson, Fiona. 2003. “Can Compute, Won't Compute: Women's Participation in The Culture of Computing”. New Technology, Work and Employment, 18(2), pp.127-142.
  • Women in Games. Erişim Tarihi: 05.02.2020. http://www.womeningames.org/about
  • YÖK Atlas, Erişim Tarihi: 13.03.2020 https://yokatlas.yok.gov.tr/lisans-bolum.php?b=18004
  • Yükseköğretim Bilgi Yönetim Sistemi. Erişim Tarihi: 13.03.2020. https://istatistik.yok.gov.tr/

Women in Digital Game Sector in the Context of Production and Labor

Yıl 2020, , 201 - 219, 26.06.2020
https://doi.org/10.35235/uicd.726960

Öz

Today, digital games are becoming the focus of increasing interest and discourse based on diversity and participation. All over the world economically handled production, labor and labor in the game industry growing day by day. It is still at low levels. The use of high-level production in this sector is becoming clearer than working in industrial management positions such as marketing and non-development roles, which are less technical than used in areas such as game experiences or mechanics. Especially in a conservative production culture, it is important to examine the options of digital gaming and to discuss the reasons for the lack of women in production.
This study appears in the digital games industry chose to play female figures in Turkey aims to put culture and debate the challenges and the emergence of gaps and contradictions in the making. Therefore purposive sampling to select on the basis of and actively involved in the women's game developers with the operasyonı women in the industry and options obtained on the labor locus of production in Turkey in the game industry, will help to shed light on the future direction of the existing and planned work.

Kaynakça

  • Adamkiewicz, Aleksander. 2012. “No, You Can’t Make Video Games.” Gamasutra. Erişim Tarihi: 02.02.2020. http://www.gamasutra.com/blogs/AleksanderAdamkiewicz/20120703/173489/ No_You_Cant_Make_Video_Games.php
  • Ankara Kalkınma Ajansı Dijital Oyun Sektörü Raporu. 2016. Erişim Tarihi: 05.03.2020. http://www.ankaraka.org.tr/tr/%20dijital-oyun-sektoru-raporu_3414.html
  • Anthropy, Anna. 2012. Rise of the Videogame Zinesters. New York, NY: Seven Stories Press.
  • Clegg, Sue and Trayhurn, Deborah. 2000. “Gender and Computing: Not The Same Old Problem”. British Educational Research Journal, 26(1), pp.75-89.
  • Creswell, John. 2013. Nitel Araştırma Yöntemleri. Çeviren: Mesut Bütün ve Selçuk Beşir Demir. Ankara: Siyasal Kitapevi.
  • Dyer-Witheford, Nick and De Peuter, Greig. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis, MN: University of Minnesota Press. Entertainment Software Association. 2012. “Essential Facts about the Computer and Video Game Industry.” Erişim Tarihi: 10.02.2020. http://www.theesa.com/facts/pdfs/esa_ef_2012.pdf
  • Faulkner, Wendy. 2001. “The Technology Question in Feminism: A View From Feminist Technology Studies”. Women's Studies International Forum, 24(1), pp. 79-95.
  • Faulkner, Wendy. 2007. “Nuts and Bolts and People: Gender­Troubled Engineering Identities”. Social Studies of Science, 37(3), pp.331-356.
  • Game Developer Gender Distribution Worldwide. 2019. Erişim Tarihi: 15.02.2020. https://www.statista.com/statistics/453634/game-developer-gender-distribution-worldwide/. Game Developer Indeks. 2019. Erişim Tarihi: 03.01.2020. https://static1.squarespace.com/static/5a61edb7a803bb7a65252b2d/t/5db812f3df1a2166b947a58a/1572344586626/GDI19_web.pdf
  • Gamedevmap 2.0. 2020. Erişim Tarihi: 10.03.2020 https://www.gamedevmap.com/index.php
  • Griffiths, Marie; Moore, Karenza and Richardson, Helen. 2007. “Celebrating Heterogeneity?: A Survey of Female ICT Professionals in England”. Information, Communication and Society, 10(3), pp. 338-357.
  • Hürriyet. 2018. “Türk Oyun Pazarı 1 Milyar Doları Aştı”. Erişim Tarihi: 03.03.2020. https://www.hurriyet.com.tr/teknoloji/turk-oyun-pazari-1-milyar-dolari-asti-40874521
  • Jenson, Jeniffer and De Castell, Suzanne. (2011). “God Trick, Good Trick, Bad Trick, New Trick: Reassembling the Production Line.” In Tricky Women: Women in Animation, edited by Birgitt Wagner and Waltraud Grausgruber, 145–158. Marburg, Germany: Schuren Verlag.
  • Kafai, Yasmin. B. and Peppler, Kylie. 2011. “Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production.” Review of Research in Education, 35 (1), pp. 89 – 119.
  • Kelan, Elisabeth. K. 2007. “Tools and Toys: Communicating Gendered Positions Towards Technology”. Information, Communication and Society, 10(3), pp. 358-383.
  • Kram, K. E., and Hampton, Marshall, 1998. “When Women Lead: The Visibility ­ Vulnerability Spiral”. In The Psychodynamics of Leadership, edited by Edward Klein, Faith Gabelnick and Peter Herr, Madison: Psychosocial Press.
  • MacDonald, Keza. 2020. “Not So White, Male And Straight: The Video Games Industry is Changing” Erişim Tarihi: 10.03.2020. https://www.theguardian.com/games/2020/feb/19/video-games-industry-diversity-women-people-of-colour
  • Natale, Marc. J. 2002. “The Effect of a Male­Orientated Computer Gaming Culture On Careers in The Computer Industry”, Computers and Society, 32 (2), pp. 24­31.
  • Newell, Sue. (2002) Creating The Healthy Organisations: Well-Being, Diversity and Ethics at Work. London: Cengage Learning
  • Newzoo Global Oyun Pazarı Raporu. 2019. Erişim Tarihi: 05.01.2020. https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues
  • Oyunder. Erişim Tarihi: 05.02.2020. http://www.oyunder.org/women-in-games/
  • Prescott, Julie and Bogg, Jan. 2011. “Segregation In A Male Dominated Industry: Women Working in The Computer Games Industry”. Internation Journal of Gender, Science and Tecnology, 3(1), pp. 205-227.
  • Ramanan, Chella. 2017. “The Video Game Industry Has a Diversity problem—But It Can Be Fixed.” Erişim Tarihi: 05.03.2020. https://www.theguardian.com/technology/2017/mar/15 /video-game-industry-diversity-problem-women-non-white-people
  • Shirinian, Ara. 2012. “Ten Years of Salary Surveys: An Aggregate Analysis of Game Developers’ Salaries from 2001–2010” Game Developer Magazine, 19 (2).
  • The Global Gender Gap Report. 2020. Erişim Tarihi: 12.02.2020. http://www3.weforum.org/docs/WEF_GGGR_2020.pdf
  • Wajcman, Judy. 2000. “Reflections On Gender And Technology Studies: In What State Is The Art?”. Social Studies of Science, vol. 30(3), pp. 447­-464.
  • Westecott, E. (2013). “Independent Game Development as Craft.” Loading . . . Journal of the Canadian Game Studies Association 7 (11), pp. 78–91.
  • Wilson, Fiona. 2003. “Can Compute, Won't Compute: Women's Participation in The Culture of Computing”. New Technology, Work and Employment, 18(2), pp.127-142.
  • Women in Games. Erişim Tarihi: 05.02.2020. http://www.womeningames.org/about
  • YÖK Atlas, Erişim Tarihi: 13.03.2020 https://yokatlas.yok.gov.tr/lisans-bolum.php?b=18004
  • Yükseköğretim Bilgi Yönetim Sistemi. Erişim Tarihi: 13.03.2020. https://istatistik.yok.gov.tr/
Toplam 31 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Aysel Çetinkaya 0000-0003-2526-323X

Yayımlanma Tarihi 26 Haziran 2020
Gönderilme Tarihi 25 Nisan 2020
Kabul Tarihi 18 Mayıs 2020
Yayımlandığı Sayı Yıl 2020

Kaynak Göster

APA Çetinkaya, A. (2020). Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın. Uluslararası İnsan Çalışmaları Dergisi, 3(5), 201-219. https://doi.org/10.35235/uicd.726960
AMA Çetinkaya A. Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın. Uluslararası İnsan Çalışmaları Dergisi. Haziran 2020;3(5):201-219. doi:10.35235/uicd.726960
Chicago Çetinkaya, Aysel. “Üretim Ve Emek Ekseninde Dijital Oyun Sektöründe Kadın”. Uluslararası İnsan Çalışmaları Dergisi 3, sy. 5 (Haziran 2020): 201-19. https://doi.org/10.35235/uicd.726960.
EndNote Çetinkaya A (01 Haziran 2020) Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın. Uluslararası İnsan Çalışmaları Dergisi 3 5 201–219.
IEEE A. Çetinkaya, “Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın”, Uluslararası İnsan Çalışmaları Dergisi, c. 3, sy. 5, ss. 201–219, 2020, doi: 10.35235/uicd.726960.
ISNAD Çetinkaya, Aysel. “Üretim Ve Emek Ekseninde Dijital Oyun Sektöründe Kadın”. Uluslararası İnsan Çalışmaları Dergisi 3/5 (Haziran 2020), 201-219. https://doi.org/10.35235/uicd.726960.
JAMA Çetinkaya A. Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın. Uluslararası İnsan Çalışmaları Dergisi. 2020;3:201–219.
MLA Çetinkaya, Aysel. “Üretim Ve Emek Ekseninde Dijital Oyun Sektöründe Kadın”. Uluslararası İnsan Çalışmaları Dergisi, c. 3, sy. 5, 2020, ss. 201-19, doi:10.35235/uicd.726960.
Vancouver Çetinkaya A. Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın. Uluslararası İnsan Çalışmaları Dergisi. 2020;3(5):201-19.

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