Publication: Dijital oyun yapısı ve Z kuşağının oynama pratikleri
Abstract
Bu çalışmada hem oyun hem de oyuncu odaklı bir inceleme yaklaşımı benimsenmiş ve oyun incelemesinin kapsamını genişletmek hedeflenmiştir. Bu doğrultuda oyunu sosyokültürel bakış açısından ele alarak oyun dışı metakültürel boyutlar, oyunun bir iletişim mecrası olarak işlevi ve edebi bir tür sayılabilme kriterleri sihirli çember metaforu çerçevesinde irdelenmiştir. Çalışmada son 30 yıldır göze çarpan yapısalcı dilbilim yaklaşımı içindeki anlatı bilimi ile buna karşıt bir yönde duran ludolojinin ayrışma noktasına, oyun dışı etkileşim pratiklerine ve oynama deneyimlerine odaklanarak oyun ve oyuncu odaklı bir inceleme yapmak amaçlanmıştır. Dijital oyunların günümüzde en çok ilgi gördüğü Z kuşağı oyuncularıyla bir inceleme yapılarak kuşağa özgü özellikler çerçevesinde oyun oynama pratikleri incelenmiştir. Bu incelemedeki ana vurgu oyun yapısı ve oyunsal deneyime yapılmıştır. Araştırma sonuçları oyuna özgü sosyal etkileşim alanında oyuncu deneyim ve davranışlarının boyutlarının anlaşılabilmesi için oyun yapısını incelemenin önemini göstermiştir. Ayrıca oyun incelemesinin hem anlatı hem de ludoloji ekseninde yapılabileceğine dair bir yöntem ortaya koymuştur.
In this study, a game- and player-oriented review approach was adopted and it was aimed to expand the scope of game review. In this direction, the non-game meta-cultural dimensions, the function of the game as a communication medium and the criteria for being considered a literary genre were examined by considering the game from a sociocultural point of view in the frame of magic circle metaphor. In the study, it is aimed to make a game and player-oriented analysis by focusing on the divergence point of narratology within the structural linguistics approach, which has stood out for the last 30 years, and ludology, which stands in the opposite direction, non-game interaction practices and playing experiences. A study was made with the generation Z players, for whom digital games are the most popular today, and their game playing practices were examined within the framework of generation-specific features. The main emphasis in this review is on game structure and game experience. The results of the research showed the importance of examining the game structure in order to understand the dimensions of player experiences and behaviors in the field of game-specific social interaction. The analysis also revealed a method that shows that game analysis can be done on the axis of both narrative and ludology.
In this study, a game- and player-oriented review approach was adopted and it was aimed to expand the scope of game review. In this direction, the non-game meta-cultural dimensions, the function of the game as a communication medium and the criteria for being considered a literary genre were examined by considering the game from a sociocultural point of view in the frame of magic circle metaphor. In the study, it is aimed to make a game and player-oriented analysis by focusing on the divergence point of narratology within the structural linguistics approach, which has stood out for the last 30 years, and ludology, which stands in the opposite direction, non-game interaction practices and playing experiences. A study was made with the generation Z players, for whom digital games are the most popular today, and their game playing practices were examined within the framework of generation-specific features. The main emphasis in this review is on game structure and game experience. The results of the research showed the importance of examining the game structure in order to understand the dimensions of player experiences and behaviors in the field of game-specific social interaction. The analysis also revealed a method that shows that game analysis can be done on the axis of both narrative and ludology.
