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New Digital Colonialism Applications in the Context of Cultural Imperialism: GeForce NOW and Game Pass

Year 2024, , 135 - 153, 30.09.2024
https://doi.org/10.37215/bilar.1487367

Abstract

The background of every new creation and structure in information tools and their extension, communication technologies, is the hardware and software accumulation of developed countries, largely established by the Anglo-American community culture. For instance, over 25 millions of nvidia GeForce NOW users and more than 30 millions of Xbox Game Pass subscribers, which are among the communication media of the online gamer community in new media tools, are the result of the reproduction of the capitalist system itself in order to reach more masses by making use of this software accumulation in order to create dominance and to continue consumption. The applications where desktop colonialism operates, products off American-centered life culture, usage habits and imagination worlds are exported to and imitated by less developed countries, thus creating the phenomenon that Herbert Schiller defines as cultural imperialism and Thomas L. McPhail calls electronic colonialism. Consequently, in this study, the new marketing strategies of Microsoft and Nvidia, the dominant companies of the international digital economy, in the new media environment of online video gaming culture, are evaluated within the framework of the concepts of hegemony and consumer society within the marxist analysis methodology used by critical communication theories to investigate society and institutions.

References

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Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW ve Game Pass

Year 2024, , 135 - 153, 30.09.2024
https://doi.org/10.37215/bilar.1487367

Abstract

Bilişim araçları ve onların uzantısı olan iletişim teknolojilerindeki her yeni oluşum ve yapılanmanın arka planını, çoğunlukla Anglo-Amerikan topluluk kültürünün oluşturduğu gelişmiş ülkelerin donanımsal ve yazılımsal birikimi oluşturmaktadır. Bu yazılımsal birikimden faydalanarak daha fazla kitleye ulaşılarak hakimiyetin oluşması ve tüketimin devam edebilmesi amacıyla kapitalist sistemin kendini yeniden üretmesinin bir neticesiyle yeni medya araçları içindeki çevrim-içi oyuncu topluluğunun iletişim ortamlarından olan 25 milyondan fazla kullanıcılı Nvdia GeForce NOW ile 30 milyondan fazla kullanıcısıyla Xbox Game Pass uygulamaları örnek teşkil etmektedir. Masaüstü sömürgeciliğin işlediği bu uygulamalar ile Amerikan merkezli yaşam kültürü, kullanım alışkanlıkları ve hayal dünyaları olan ürünlerin daha az gelişmiş ülkelere ihraç edilerek bunların taklit edilmesinin sağlandığı ve böylece Herbert Schiller’in “kültür emperyalizm” olarak tanımladığı, Thomas L. McPhail’in ise “elektronik sömürgecilik” olarak adlandırdığı olgu oluşmaktadır. Bütün bu sıralananlar nedeniyle, çalışma kapsamında yeni medya ortamı olan çevrim-içi video oyunculuğu kültüründe uluslararası dijital ekonominin hakimlerinden olan Microsoft ve Nvidia firmalarının yeni pazarlama stratejileri olan çevrim-içi yazılımlar, eleştirel iletişim kuramlarının toplum ve kurumları araştırmak için kullandığı Marksist çözümleme yaklaşımı içerisinde bulunan hegemonya ve tüketim toplumu kavramları çerçevesinde ele alınarak değerlendirilmektedir.

Ethical Statement

Bu çalışma içerisinde herhangi bir etik ihlal ve yüzde 5 i geçen bir intihal bulunmamaktadır. Turnitin intihal raporu mevcuttur. İstenildiği takdirde gönderilecektir.

Supporting Institution

yok

Thanks

Yoğun çalışma temposu içerisinde kendilerini çoğu zaman ihmal ettiğim ve yeterli vakit ayıramadığım için fedakarlıklarından dolayı oğlum Ahmet Uğur Keser ve eşim Kadriye Yıldız Keser'e en içten sevgilerimle...

References

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  • Adam, C. ve Dercon, S. (2009). “The political economy of development: an assessment”. Oxford Review of Economic Policy, 25 (2): 173–189. https://doi.org/10.1093/oxrep/grp020
  • Amin, S. (2018). Emperyalizm ve Eşitsiz Gelişme. Lim S. (çev.): Yordam Kitap. İstanbul.
  • Andric, D. (2023). “How many people use GeForce Now? — 2024 statistics. Now you’re playing with GeForce power”. levvvel. Erişim adresi:https://levvvel.com/geforce-now-statistics/. Son Erişim Tarihi: 25.05.2024.
  • Bandopadhyay, S. (2008). “Fighting Homogenization: The Global Infiltration of Technology and the Struggle to Preserve Cultural Distinctiveness”.SSRN Electronic Journal. https://doi.org/10.2139/ssrn.1260898
  • Binark, M. ve Bayraktutan-Sütcü, G. (2008). Kültür endüstrisi ürünü olarak dijital oyun: Kalkedon Yayınları. İstanbul.
  • Bon, A., Dittoh, F., Lô, G., Pini, M., Bwana, R., WaiShiang, C., Kulathuramaiyer, N., Baart, A. (2022). “Decolonizing Technology and Society: A Perspective from the Global South”. Werthner, H., Prem, E., Lee, E.A., Ghezzi, C. (Ed.) Perspectives on Digital Humanism: Springer. Cham, 61–68. https://doi.org/10.1007/978-3-030-86144-5_9
  • Bouguettaya, A., Rezgui, A., Medjahed, B., Ouzzani, M. (2004). “Internet Computing Support for Digital Government”. Practical Handbook of Internet Computing, 1-14. https://doi.org/10.1201/9780203507223.ch2
  • Castells, M. (2004). The Network Society: A Cross-Cultural Perspective: Edward Elgar Publishing. Southern California
  • Chadha, K. ve Kavoori, A. (2000). “Media imperialism revisited: some findings from the Asian case”. Media, Culture & Society, 22 (4): 415–432. https://doi.org/10.1177/016344300022004003
  • Chen, X. ve Shen, S. (2021). “Review of the Impact of Cultural Imperialism in the Context of Globalization to the Film Industry”. Proceedings of the 2nd International Conference on Language, Art and Cultural Exchange (ICLACE 2021), 559. https://doi.org/10.2991/assehr.k.210609.041
  • Demont-Heinrich, C. (2008). “The Death of Cultural Imperialism — and Power Too?”. International Communication Gazette, 70 (5): 378–394. https://doi.org/10.1177/1748048508094289
  • Demont-Heinrich, C. (2011). “Cultural Imperialism Versus Globalization of Culture: Riding the Structure-Agency Dialectic in Global Communication and Media Studies”. Sociology Compass, 5(8): 666–678. https://doi.org/10.1111/j.1751-9020.2011.00401.x
  • Di, X. (2022). “The Rise of International and Local Media Outside the West: Really Helps Counter-hegemonic News?”. Asian Journal of Social Science Studies, 7 (8): 1. https://doi.org/10.20849/ajsss.v7i8.1261
  • Dorfman, A., ve Mattelart, A. (1975). How to Read Donald Duck: International General. New York.
  • Dunch, R. (2002). “Beyond Cultural Imperialism: Cultural Theory, Christian Missions, and Global Modernity”. History and Theory, 41 (3): 301–325. https://doi.org/10.1111/1468-2303.00208
  • Enzerberger, H. M. (1974). “The Consciousness Industry: On Literature Politics and the Media”. Seabury Press. New York.
  • Erdoğan, İ. (1995). Dünyanın Çarpık Düzeni Uluslararası İletişim: Kaynak Yayınları. İstanbul.
  • Erdoğan, İ. (2002). İletişimi Anlamak: Erk Yayınevi. Ankara.
  • Erdoğan, İ. ve Alemdar, K. (2005). Öteki Kuram: Kitle İletişim Kuram ve Araştırmalarının Tarihsel ve Eleştirel Bir Değerlendirmesi: Erk yayınevi. Ankara.
  • Flew, T. (2016). “Entertainment media, cultural power, and post-globalization: The case of China’s international media expansion and the discourse of soft power”. Global Media and China, 1 (4): 278–294. https://doi.org/10.1177/2059436416662037
  • Fromm, E. (1962). Beyond the Chains of Illusion: My Encounter with Marx and Freud: Simon & Schuster. New York.
  • Fuchs, C. (2009a). “Information and Communication Technologies: A Contribution to The Critic of Political Economy of The internet”. European Journal of Communication, 1: 69-87.
  • Fuchs, C. (2009b). “Some Theoretical Foundations of Critical Media Studies: Reflections on Karl Marx and the Media”. International Journal of Communication, 3: 369–402.
  • García, R. G., ve Birkinbine, B. (2018). “Cultural Imperialism Theories”. Oxford Bibliography. Retrieved October, 10, 2020. https://doi.org/10.1093/obo/9780199756841-0209
  • Geray, H. (2016). “İletişim Ağları ve Masaüstü Sömürgecilik”. Başaran, F., Geray H. (Ed.). İletişim Ağlarının Ekonomisi: Telekomünikasyon, kitle iletişimi, yazılım ve internet: Ütopya Yayınevi. Ankara, 189-216.
  • Gittinger, J. L. (2014). “Is there such a thing as cyberimperialism?”. Continuum: Journal of Media & Cultural Studies, 28 (4): 509–519. https://doi.org/10.1080/10304312.2014.907873
  • Isiani, M. C., Okonkwo, U. U., Anthonia Obi-Ani, N., Adu-Gyamfi, S. (2021). “Socio-Economic Transformations in Nigeria: The Role of Church Missionary Society (CMS) Schools and Social Stigmatization in Onitsha Province, 1904 – 1975”. Cogent Arts & Humanities, 8 (1). https://doi.org/10.1080/23311983.2021.1922154
  • Katamamwaringa, D. (2020). “An Assessment of Cultural Imperialism from Globalization: An Analysis of the Impact of Facebook Social Media in Kenya”. The International Journal of Humanities & Social Studies, 8 (9). https://doi.org/10.24940/theijhss/2020/v8/i9/hs2009-056
  • Kock, N. ve Nosek, J. T. (2005). “Expanding the Boundaries of E-Collaboration”. IEEE Transactions on Professional Communication, 48 (1): 1–9. https://doi.org/10.1109/tpc.2004.843272
  • Kraidy, M. M. (2002). “Hybridity in Cultural Globalization”. Communication Theory, 12 (3): 316–339. https://doi.org/10.1111/j.1468-2885.2002.tb00272.x
  • Kwet, M. (2019). “Digital colonialism: US empire and the new imperialism in the Global South”. Race & Class, 60 (4): 3–26. https://doi.org/10.1177/0306396818823172
  • Malan, C. W. (2022). “Development communication as part of culture”. Communicare, 17 (1): 49–87. https://doi.org/10.36615/jcsa.v17i1.1882
  • Mattelart, A. (1976). “Cultural imperialism in the multinationals’ age”. Instant Research on Peace and Violence, 6 (4): 160–174.
  • Maxwell, R. (2003). Herbert Schiller: Rowman & Littlefield. USA.
  • McChesney, R. (2007). The Communication Revolution: Critical Junctures and the Future of Media: The New Press. New York.
  • Mcluhan, M. (1967). The Mechanical Bride: Beacon. Boston.
  • McPhail, T. L. (1988). Electronic colonialism : the future of international broadcasting and communication: Sage. Newbury Park
  • Milanović, B. (2011). The haves and the have-nots : a brief and idiosyncratic history of global inequality: Basic Books. New York.
  • Ming, D. C. (2003). “Information Imperialism: The Unilateral Information Flow from Developed Countries to Developing Countries”. Media Asia, 30 (1): 11–21. https://doi.org/10.1080/01296612.2003.11726697
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There are 73 citations in total.

Details

Primary Language Turkish
Subjects Sociology (Other)
Journal Section Articles
Authors

Eren Keser 0000-0003-3810-0376

Publication Date September 30, 2024
Submission Date May 21, 2024
Acceptance Date August 27, 2024
Published in Issue Year 2024

Cite

APA Keser, E. (2024). Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW ve Game Pass. Bilim Armonisi, 7(1), 135-153. https://doi.org/10.37215/bilar.1487367
AMA Keser E. Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW ve Game Pass. bilar. September 2024;7(1):135-153. doi:10.37215/bilar.1487367
Chicago Keser, Eren. “Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW Ve Game Pass”. Bilim Armonisi 7, no. 1 (September 2024): 135-53. https://doi.org/10.37215/bilar.1487367.
EndNote Keser E (September 1, 2024) Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW ve Game Pass. Bilim Armonisi 7 1 135–153.
IEEE E. Keser, “Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW ve Game Pass”, bilar, vol. 7, no. 1, pp. 135–153, 2024, doi: 10.37215/bilar.1487367.
ISNAD Keser, Eren. “Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW Ve Game Pass”. Bilim Armonisi 7/1 (September 2024), 135-153. https://doi.org/10.37215/bilar.1487367.
JAMA Keser E. Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW ve Game Pass. bilar. 2024;7:135–153.
MLA Keser, Eren. “Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW Ve Game Pass”. Bilim Armonisi, vol. 7, no. 1, 2024, pp. 135-53, doi:10.37215/bilar.1487367.
Vancouver Keser E. Kültürel Emperyalizm Bağlamında Yeni Dijital Sömürgecilik Uygulamaları: GeForce NOW ve Game Pass. bilar. 2024;7(1):135-53.