Araştırma Makalesi
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Gazeteciliğin Geleceği Açısından Second Life’daki Pratikler

Yıl 2020, Sayı: 8, 10 - 24, 28.08.2020

Öz

Sanal bir dünya olan Second Life’ın gazeteciliğin geleceği açısından sunduğu yenilikler ve fikirler, bu çalışma kapsamında değerlendirilmiştir. Bu çerçevede ilk olarak Second Life, ardından bu platform içerisindeki gazete ve dergiler gazeteciliğin geleceği açısından sundukları yeni pratikler bağlamında tartışılmıştır. Bu çerçevede dijital etnografi yöntemi benimsenmiş ve etnografi çalışmalarında benimsenen teknikler olan katılımcı gözlem ve derinlemesine görüşmeler gerçekleştirilmiştir. Bir buçuk aylık bir zaman dilimi boyunca sanal dünyada, insanlarla gerçekleştirilen çevrimiçi konuşmalar, ulaşılan sonuçlar ve tüm deneyimler kayıt altına alınmıştır. Araştırmanın sonucunda, Second Life’ın geleceğin gazeteciliği açısından ütopya sayılabilecek çok da olumlu bir geleceğe işaret etmediği; çünkü sanal dünyanın kullanıcılarının temel amacı olan eğlencenin, ücreti ödenmeyen emeği gizleyen bir rol oynadığı, ayrıca tamamen özgür bir ortamın mevcut olmadığı görülmüştür. Tüm bunlara karşın, Second Life içerisindeki medya kuruluşlarının gelecek açısından umut veren boyutları da olduğu gözlenmiştir. Sanal dünyada medya kuruluşlar, çalışma ortamının tamamen uzaktan olacağı daha özgür çalışma koşullarının mümkün olabileceği yakın geleceğe işaret etmektedir. Ayrıca, sanal dünya içerisinde azınlıklar ile ilgili sorunların dile getirilebiliyor olması umut vaat etmektedir.

Kaynakça

  • Aldrich, C. (2009a). Learning online with games, simulations, and virtual worlds: Strategies for online instruction (Vol. 23). John Wiley & Sons.
  • Aldrich, C. (2009b). Virtual worlds, simulations, and games for education: A unifying view. Innovate: Journal of Online Education, 5(5).
  • Alphavilleherald (2013), http://alphavilleherald.com/2012/10/dealing-with-mental-illness-in-second-life.html Erişim tarihi: 18.05.2013 20.15
  • Animesh, A., Pinsonneault, A., Yang, S. B., & Oh, W. (2011). An odyssey into virtual worlds: exploring the impacts of technological and spatial environments on intention to purchase virtual products. Mis Quarterly, 789-810.
  • Antonacci, D. M., & Modaress, N. (2008). Envisioning the educational possibilities of user-created virtual worlds. AACE journal, 16(2), 115-126.
  • Baker, S. C., Wentz, R. K., & Woods, M. M. (2009). Using virtual worlds in education: Second Life® as an educational tool. Teaching of Psychology, 36(1), 59-64.
  • Balkin, J. M. (2004a). Law and liberty in virtual worlds. NYL Sch. L. Rev., 49, 63.
  • Balkin, J. M. (2004b). Virtual liberty: Freedom to design and freedom to play in virtual worlds. Virginia law review, 2043-2098.
  • Barnes, S. (2007). Virtual worlds as a medium for advertising. ACM SIGMIS Database: the Database for Advances in Information Systems, 38(4), 45-55.
  • Boellstorff, T., Nardi, B., Pearce, C., & Taylor, T. L. (2012). Ethnography and virtual worlds: A handbook of method. Princeton University Press.
  • Brehm, A. (2013). Navigating the feminine in massively multiplayer online games: gender in World of Warcraft. Frontiers in psychology, 4, 903.
  • Brennen, B. (2009). “Thefuture of journalism” Journalism, 10, 300-302.
  • Businessinsider, http://www.businessinsider.com/2008/11/why-reuters-left-second-life-and-how-linden-lab-can-fix-it Erişim Tarihi: 08.06.2013 09.40
  • Calongne, C. M. (2008). Educational frontiers: Learning in a virtual world. Educause review, 43(5), 36-38.
  • Catterall, M., & Maclaran, P. (2002). Researching consumers in virtual worlds: A cyberspace odyssey. Journal of Consumer Behaviour: An International Research Review, 1(3), 228-237.
  • Consalvo, M., & Harper, T. (2009). The sexi(e)st of all: Avatars, gender, and online games. In Virtual Social Networks (98-113). Palgrave Macmillan, London.
  • Davis, A., Murphy, J. D., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2).
  • Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. In Handbook of research on educational communications and technology (723-734). Springer, New York, NY.
  • Dickey, M. D. (2003). Teaching in 3D: Pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning. Distance education, 24(1), 105-121.
  • Dickey, M. D. (2005). Three‐dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British journal of educational technology, 36(3), 439-451.
  • Duncan, I., Miller, A., & Jiang, S. (2012). A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 43(6), 949-964.
  • Eisenbeiss, M., Blechschmidt, B., Backhaus, K., & Freund, P. A. (2012). “The (real) world is not enough:” motivational drivers and user behavior in virtual worlds. Journal of Interactive Marketing, 26(1), 4-20.
  • Eschenbrenner, B., Nah, F. F. H., & Siau, K. (2008). 3-D virtual worlds in education: Applications, benefits, issues, and opportunities. Journal of Database Management (JDM), 19(4), 91-110.
  • Franceschi, K., Lee, R. M., Zanakis, S. H., & Hinds, D. (2009). Engaging group e-learning in virtual worlds. Journal of Management Information Systems, 26(1), 73-100.
  • Fuchs, C. (2015). Dijital emek ve Karl Marx. Çev: Tahir Emre Kalaycı ve Senem Oğuz. İstanbul: Nota Bene.
  • Guo, Y., & Barnes, S. (2007). Why people buy virtual items in virtual worlds with real money. ACM SIGMIS Database: the Database for Advances in Information Systems, 38(4), 69-76.
  • Guo, Y., & Barnes, S. (2011). Purchase behavior in virtual worlds: An empirical investigation in Second Life. Information & Management, 48(7), 303-312.
  • Hew, K. F., & Cheung, W. S. (2010). Use of three‐dimensional (3‐D) immersive virtual worlds in K‐12 and higher education settings: A review of the research. British journal of educational technology, 41(1), 33-55.
  • Huxley, A. (1932/ 2018). Cesur yeni dünya. İstanbul: Ithaki Yayınları.
  • Huxley, A. (1962/ 2017). Ada. Çev. Seniha Akar. İstanbul: İthaki Yayınları.
  • Ivory, J. D. (2006). Still a man's game: Gender representation in online reviews of video games. Mass Communication & Society, 9(1), 103-114.
  • Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009). Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169-182.
  • Kaplan, A. M., & Haenlein, M. (2009). The fairyland of Second Life: Virtual social worlds and how to use them. Business horizons, 52(6), 563-572.
  • Kaplan, A. M. ve Haenlein, M. (2010). “Users of theworld, unite! Thechallengesandopportunities of Social Media” Business Horizons, 53, 59- 68.
  • Kock, N. (2008). E-collaboration and e-commerce in virtual worlds: The potential of Second Life and World of Warcraft. International Journal of e-Collaboration (IJeC), 4(3), 1-13.
  • Lastowka, G. (2007). User-generated content and virtual worlds. Vand. J. Ent. & Tech. L., 10, 893.
  • Leong, J., J.,Kinross, J., Taylor, D. and Purkayastha, S. (2008). “Surgeons Have Held Conferences in Second Life” BMJ: British Medical Journal, 33(7).
  • Lui, T. W., Piccoli, G., & Ives, B. (2007). Marketing strategies in virtual worlds. ACM SIGMIS Database: the Database for Advances in Information Systems, 38(4), 77-80.
  • Malaby, T. (2006). Parlaying value: Capital in and beyond virtual worlds. Games and culture, 1(2), 141-162.
  • Mäntymäki, M., & Salo, J. (2011). Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel. Computers in Human Behavior, 27(6), 2088-2097.
  • Marsh, J. (2010). Young children’s play in online virtual worlds. Journal of early childhood research, 8(1), 23-39.
  • Mennecke, B., McNeill, D., Ganis, M., Roche, E. M., Bray, D. A., Konsynski, B., ... & Lester, J. (2008). Second life and other virtual worlds: A roadmap for research (follow-up article to the 2007 International Conference on Information Systems panel). Communications of the Association for Information Systems, 18(28).
  • Miller, G. (2007). “The Promise of Parallel Universes” Science, New Series, 317 (5843), 1341-1343.
  • Orland, B., Budthimedhee, K., & Uusitalo, J. (2001). Considering virtual worlds as representations of landscape realities and as tools for landscape planning. Landscape and urban planning, 54(1-4), 139-148.
  • Petrakou, A. (2010). Interacting through avatars: Virtual worlds as a context for online education. Computers & Education, 54(4), 1020-1027.
  • Riley, S. K. L., & STACY, K. (2008). Teaching in virtual worlds: Opportunities and challenges. Setting Knowledge Free: The Journal of Issues in Informing Science and Information Technology, 5(5), 127-135.
  • Shen, J., & Eder, L. B. (2009). Intentions to use virtual worlds for education. Journal of Information Systems Education, 20(2), 225.
  • Slnewser Facebook sayfası, https://www.facebook.com/slnewser/, Erişim Tarihi: 27.06.2020 23.36
  • Slnewser, http://slnewser.blogspot.com/p/meet-crew.html, Erişim Tarihi: 26.05.2013 19.40
  • Slnewserpeople, http://slnewserpeople.blogspot.com/2013/04/looking-back-end-of-second-life.html, Erişim Tarihi: 26.05.2013 19.40
  • Song, H., & Jung, J. (2015).Antecedents and Consequences of Gender Swapping in Online Games. Journal of Computer Mediated Communication.
  • Stott, D. (2007). “Learning the Second Way” BMJ: British MedicalJournal, 335 (7630), 1122-1123.
  • Uzun, K., & Aydin, C. H. (2012). The Use of Virtual Ethnography in Distance Education Research. Turkish Online Journal of Distance Education, 13(2), 212-225.
  • van Dijck, J. (2016). Senin gibi kullanıcılar mı? Kullanıcı türevli içerikteki failliği kuramlaştırmak. Çev: Bahar Ayaz. içinde Yeni Medya Kullanıcının Yükselişi, H. Hülür, & C. Yaşın (ed.), 162-170.
  • Verhagen, T., Feldberg, F., van den Hooff, B., Meents, S., & Merikivi, J. (2012). Understanding users’ motivations to engage in virtual worlds: A multipurpose model and empirical testing. Computers in Human Behavior, 28(2), 484-495.
  • Waddell, T. F., Ivory, J. D., Conde, R., Long, C., & McDonnell, R. (2014). White man’s virtual world: A systematic content analysis of gender and race in massively multiplayer online games. Journal For Virtual Worlds Research, 7(2).
  • Wang, H. Y., & Wang, Y. S. (2008). Gender differences in the perception and acceptance of online games. British journal of educational technology, 39(5), 787-806.
  • Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British journal of educational technology, 40(3), 414-426.
  • Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for gender: Gender roles and behaviors among online gamers. Journal of communication, 59(4), 700-725.
  • Yee, N., Harris, H., Jabon, M., & Bailenson, J. N. (2011). The expression of personality in virtual worlds. Social Psychological and Personality Science, 2(1), 5-12.
  • Zheng, D., Young, M. F., Wagner, M. M., & Brewer, R. A. (2009). Negotiation for action: English language learning in game‐based virtual worlds. The Modern Language Journal, 93(4), 489-511.

Practices in Second Life In Terms of the Future of Journalism

Yıl 2020, Sayı: 8, 10 - 24, 28.08.2020

Öz

The innovations and ideas presented by Second Life which is a virtual world, are evaluated in terms of the future of journalism within the scope of this study. In this context, First Second Life, and then newspapers and magazines within this platform were discussed in the context of the new practices they offer in terms of the future of journalism. In this framework, digital ethnography method was adopted, and participant observation and in-depth interviews were held, which are the techniques utilised in ethnography studies. Online conversations with people, achieved results, and all experiences were recorded in the virtual world for one and a half months. As a result of the research, it is observed that Second Life does not indicate a very positive future that can be considered as a utopia in terms of the future journalism: Because it is understood that entertainment, which is the main purpose of users of the virtual world, plays a role that hides unpaid labour, and there is no completely emancipated environment. Despite all this, it has been observed that media organisations within Second Life have promising dimensions for the future. In the virtual world, media organisations demonstrate a future where freer working conditions are possible within the working environment, which is entirely remote. Besides, the platform is hope-inspiring because issues related to minorities can be expressed in the virtual world.

Kaynakça

  • Aldrich, C. (2009a). Learning online with games, simulations, and virtual worlds: Strategies for online instruction (Vol. 23). John Wiley & Sons.
  • Aldrich, C. (2009b). Virtual worlds, simulations, and games for education: A unifying view. Innovate: Journal of Online Education, 5(5).
  • Alphavilleherald (2013), http://alphavilleherald.com/2012/10/dealing-with-mental-illness-in-second-life.html Erişim tarihi: 18.05.2013 20.15
  • Animesh, A., Pinsonneault, A., Yang, S. B., & Oh, W. (2011). An odyssey into virtual worlds: exploring the impacts of technological and spatial environments on intention to purchase virtual products. Mis Quarterly, 789-810.
  • Antonacci, D. M., & Modaress, N. (2008). Envisioning the educational possibilities of user-created virtual worlds. AACE journal, 16(2), 115-126.
  • Baker, S. C., Wentz, R. K., & Woods, M. M. (2009). Using virtual worlds in education: Second Life® as an educational tool. Teaching of Psychology, 36(1), 59-64.
  • Balkin, J. M. (2004a). Law and liberty in virtual worlds. NYL Sch. L. Rev., 49, 63.
  • Balkin, J. M. (2004b). Virtual liberty: Freedom to design and freedom to play in virtual worlds. Virginia law review, 2043-2098.
  • Barnes, S. (2007). Virtual worlds as a medium for advertising. ACM SIGMIS Database: the Database for Advances in Information Systems, 38(4), 45-55.
  • Boellstorff, T., Nardi, B., Pearce, C., & Taylor, T. L. (2012). Ethnography and virtual worlds: A handbook of method. Princeton University Press.
  • Brehm, A. (2013). Navigating the feminine in massively multiplayer online games: gender in World of Warcraft. Frontiers in psychology, 4, 903.
  • Brennen, B. (2009). “Thefuture of journalism” Journalism, 10, 300-302.
  • Businessinsider, http://www.businessinsider.com/2008/11/why-reuters-left-second-life-and-how-linden-lab-can-fix-it Erişim Tarihi: 08.06.2013 09.40
  • Calongne, C. M. (2008). Educational frontiers: Learning in a virtual world. Educause review, 43(5), 36-38.
  • Catterall, M., & Maclaran, P. (2002). Researching consumers in virtual worlds: A cyberspace odyssey. Journal of Consumer Behaviour: An International Research Review, 1(3), 228-237.
  • Consalvo, M., & Harper, T. (2009). The sexi(e)st of all: Avatars, gender, and online games. In Virtual Social Networks (98-113). Palgrave Macmillan, London.
  • Davis, A., Murphy, J. D., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2).
  • Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. In Handbook of research on educational communications and technology (723-734). Springer, New York, NY.
  • Dickey, M. D. (2003). Teaching in 3D: Pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning. Distance education, 24(1), 105-121.
  • Dickey, M. D. (2005). Three‐dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British journal of educational technology, 36(3), 439-451.
  • Duncan, I., Miller, A., & Jiang, S. (2012). A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 43(6), 949-964.
  • Eisenbeiss, M., Blechschmidt, B., Backhaus, K., & Freund, P. A. (2012). “The (real) world is not enough:” motivational drivers and user behavior in virtual worlds. Journal of Interactive Marketing, 26(1), 4-20.
  • Eschenbrenner, B., Nah, F. F. H., & Siau, K. (2008). 3-D virtual worlds in education: Applications, benefits, issues, and opportunities. Journal of Database Management (JDM), 19(4), 91-110.
  • Franceschi, K., Lee, R. M., Zanakis, S. H., & Hinds, D. (2009). Engaging group e-learning in virtual worlds. Journal of Management Information Systems, 26(1), 73-100.
  • Fuchs, C. (2015). Dijital emek ve Karl Marx. Çev: Tahir Emre Kalaycı ve Senem Oğuz. İstanbul: Nota Bene.
  • Guo, Y., & Barnes, S. (2007). Why people buy virtual items in virtual worlds with real money. ACM SIGMIS Database: the Database for Advances in Information Systems, 38(4), 69-76.
  • Guo, Y., & Barnes, S. (2011). Purchase behavior in virtual worlds: An empirical investigation in Second Life. Information & Management, 48(7), 303-312.
  • Hew, K. F., & Cheung, W. S. (2010). Use of three‐dimensional (3‐D) immersive virtual worlds in K‐12 and higher education settings: A review of the research. British journal of educational technology, 41(1), 33-55.
  • Huxley, A. (1932/ 2018). Cesur yeni dünya. İstanbul: Ithaki Yayınları.
  • Huxley, A. (1962/ 2017). Ada. Çev. Seniha Akar. İstanbul: İthaki Yayınları.
  • Ivory, J. D. (2006). Still a man's game: Gender representation in online reviews of video games. Mass Communication & Society, 9(1), 103-114.
  • Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009). Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169-182.
  • Kaplan, A. M., & Haenlein, M. (2009). The fairyland of Second Life: Virtual social worlds and how to use them. Business horizons, 52(6), 563-572.
  • Kaplan, A. M. ve Haenlein, M. (2010). “Users of theworld, unite! Thechallengesandopportunities of Social Media” Business Horizons, 53, 59- 68.
  • Kock, N. (2008). E-collaboration and e-commerce in virtual worlds: The potential of Second Life and World of Warcraft. International Journal of e-Collaboration (IJeC), 4(3), 1-13.
  • Lastowka, G. (2007). User-generated content and virtual worlds. Vand. J. Ent. & Tech. L., 10, 893.
  • Leong, J., J.,Kinross, J., Taylor, D. and Purkayastha, S. (2008). “Surgeons Have Held Conferences in Second Life” BMJ: British Medical Journal, 33(7).
  • Lui, T. W., Piccoli, G., & Ives, B. (2007). Marketing strategies in virtual worlds. ACM SIGMIS Database: the Database for Advances in Information Systems, 38(4), 77-80.
  • Malaby, T. (2006). Parlaying value: Capital in and beyond virtual worlds. Games and culture, 1(2), 141-162.
  • Mäntymäki, M., & Salo, J. (2011). Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel. Computers in Human Behavior, 27(6), 2088-2097.
  • Marsh, J. (2010). Young children’s play in online virtual worlds. Journal of early childhood research, 8(1), 23-39.
  • Mennecke, B., McNeill, D., Ganis, M., Roche, E. M., Bray, D. A., Konsynski, B., ... & Lester, J. (2008). Second life and other virtual worlds: A roadmap for research (follow-up article to the 2007 International Conference on Information Systems panel). Communications of the Association for Information Systems, 18(28).
  • Miller, G. (2007). “The Promise of Parallel Universes” Science, New Series, 317 (5843), 1341-1343.
  • Orland, B., Budthimedhee, K., & Uusitalo, J. (2001). Considering virtual worlds as representations of landscape realities and as tools for landscape planning. Landscape and urban planning, 54(1-4), 139-148.
  • Petrakou, A. (2010). Interacting through avatars: Virtual worlds as a context for online education. Computers & Education, 54(4), 1020-1027.
  • Riley, S. K. L., & STACY, K. (2008). Teaching in virtual worlds: Opportunities and challenges. Setting Knowledge Free: The Journal of Issues in Informing Science and Information Technology, 5(5), 127-135.
  • Shen, J., & Eder, L. B. (2009). Intentions to use virtual worlds for education. Journal of Information Systems Education, 20(2), 225.
  • Slnewser Facebook sayfası, https://www.facebook.com/slnewser/, Erişim Tarihi: 27.06.2020 23.36
  • Slnewser, http://slnewser.blogspot.com/p/meet-crew.html, Erişim Tarihi: 26.05.2013 19.40
  • Slnewserpeople, http://slnewserpeople.blogspot.com/2013/04/looking-back-end-of-second-life.html, Erişim Tarihi: 26.05.2013 19.40
  • Song, H., & Jung, J. (2015).Antecedents and Consequences of Gender Swapping in Online Games. Journal of Computer Mediated Communication.
  • Stott, D. (2007). “Learning the Second Way” BMJ: British MedicalJournal, 335 (7630), 1122-1123.
  • Uzun, K., & Aydin, C. H. (2012). The Use of Virtual Ethnography in Distance Education Research. Turkish Online Journal of Distance Education, 13(2), 212-225.
  • van Dijck, J. (2016). Senin gibi kullanıcılar mı? Kullanıcı türevli içerikteki failliği kuramlaştırmak. Çev: Bahar Ayaz. içinde Yeni Medya Kullanıcının Yükselişi, H. Hülür, & C. Yaşın (ed.), 162-170.
  • Verhagen, T., Feldberg, F., van den Hooff, B., Meents, S., & Merikivi, J. (2012). Understanding users’ motivations to engage in virtual worlds: A multipurpose model and empirical testing. Computers in Human Behavior, 28(2), 484-495.
  • Waddell, T. F., Ivory, J. D., Conde, R., Long, C., & McDonnell, R. (2014). White man’s virtual world: A systematic content analysis of gender and race in massively multiplayer online games. Journal For Virtual Worlds Research, 7(2).
  • Wang, H. Y., & Wang, Y. S. (2008). Gender differences in the perception and acceptance of online games. British journal of educational technology, 39(5), 787-806.
  • Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British journal of educational technology, 40(3), 414-426.
  • Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for gender: Gender roles and behaviors among online gamers. Journal of communication, 59(4), 700-725.
  • Yee, N., Harris, H., Jabon, M., & Bailenson, J. N. (2011). The expression of personality in virtual worlds. Social Psychological and Personality Science, 2(1), 5-12.
  • Zheng, D., Young, M. F., Wagner, M. M., & Brewer, R. A. (2009). Negotiation for action: English language learning in game‐based virtual worlds. The Modern Language Journal, 93(4), 489-511.
Toplam 61 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Kültürel çalışmalar
Bölüm Araştırma Makaleleri
Yazarlar

Bahar Kayıhan 0000-0001-5196-4350

Yayımlanma Tarihi 28 Ağustos 2020
Gönderilme Tarihi 1 Temmuz 2020
Yayımlandığı Sayı Yıl 2020 Sayı: 8

Kaynak Göster

APA Kayıhan, B. (2020). Gazeteciliğin Geleceği Açısından Second Life’daki Pratikler. Yeni Medya, 2020(8), 10-24.