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Konum Tabanlı Mobil Oyunlarda Oyun Emeğinin Metalaşması ve Hibrit Mekânın Toplumsal Üretimi

Year 2019, , 176 - 198, 15.06.2019
https://doi.org/10.17572//mj2019.1.176198

Abstract

Bu çalışma, dijital enformasyon ile fiziksel mekânı bir araya getiren konum tabanlı mobil oyunlarda (KTMO) oyun emeğinin ticari amaçlı sömürüsünü ortaya koymayı amaçlamaktadır. Araştırmada etnografik yöntem kullanılmış, Ingress (Prime) ve Pokémon GO! oyun gruplarına katılım sağlanarak katılımcı gözlem tekniğiyle veri toplanmıştır. KTMO’da oyun şirketleri ve reklam verenlerin oyun emeğini kullanım biçimlerini gösteren araştırma bulguları iki tema altında toplanmıştır. Birincisi, oyuncuları içerik üreticisi ve konum tabanlı reklamcılığın hedef kitlesi olarak kâr odağında konumlandırılarak, oyun emeğinin doğrudan metalaştırılmasıdır. İkincisi, oyun emeğiyle üretilen sosyal sermaye aracılığıyla gündelik yaşamı biçimlendirerek ve kent mekânını yeniden üreterek dolaylı yoldan ekonomik değer üretilmesidir.

References

  • Angrosino, M. (2008). Doing Ethnographic and Observational Research. London: Sage.
  • Banks, M. (2007). The Politics of Cultural Work. New York: Palgrave Macmillan.
  • Binark, M., & Bayraktutan-Sütcü, G. (2008). Kültür Endüstrisi Ürünü Olarak Dijital Oyun. İstanbul: Kalkedon.
  • Castells, M. (2005). Enformasyon Çağı: Ekonomi, Toplum ve Kültür-Ağ Toplumunun Yükselişi . (E. Kılıç, Çev.) İstanbul: İstanbul Bilgi Üniversitesi Yayınları.
  • de Souza e Silva, A. (2006). From Cyber to Hybrid: Mobile Technologies As Interfaces of Hybrid Spaces. Space & Culture , 9 (3), 261-278.
  • Dourish, P., & Bell, G. (2011). Divining A Digital Futura: Mess And Mythology In Ubiquitous Computing. London: MIT.
  • Evans, L. (2015). Locative Social Media: Place in the Digital Age. Basingstoke and New York: Palgrave Macmillan.
  • Frith, J. (2015). Smartphones as Locative Media. Cambridge: Polity.
  • Frith, J. (2017). The digital “lure”: Small businesses and Pokémon GO . Mobile Media & Communication , 5 (1), 51-54.
  • Fuchs, C. (2014). Sosyal Medya: Eleştirel Bir Giriş. (D. Saraçoğlu, & İ. Kalaycı, Çev.) İstanbul: NotaBene Yayınları .
  • Hesmondhalgh, D., & Baker, S. (2011). Creative Labour: Media Work in Three Cultural Industries. London: Routledge.
  • Hjorth, L., & de Souza e Silva, A. (2009). Playful Urban Spaces: A Historical Approach to Mobile Games. Simulation&Gaming , 1-24.
  • Humphreys, L. (2010). Mobile Social Networks And Urban Public Space . New Media & Society , 763-778 .
  • Humphreys, L., & Wilken, R. (2015). Social Media, Small Businesses and the Control of Information. Information, Communication & Society , 18 (3), 295-309.
  • Jegers, K. (2007). Pervasive Game Flow: Understanding Player Enjoyment In Pervasive Gaming. Computers in Entertainment , 5 (1), 1-11.
  • Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide . New York: New York Univesity Press.
  • Jin, D. (2016). Critical Interpretation of the Pokémon GO Phenomenon: The Intensification of New Capitalism and Free Labor . Mobile Media & Communication , 1-4.
  • Kücklich, J. (2005). Precarious Playbour: Modders and the Digital Games Industry. The Fibreculture , 5 (1).
  • Kaymas, S. (2016). Yeni Bağlamlarında Devam Eden Sorunlar: Dijital Kapitalizm ve Kullanıcı emeğini Yeniden Düşünmek. Intermedia , 3 (5), 320-343.
  • Lefebvre, H. (2014). Mekânın Üretimi. (I. Ergüden, Çev.) İstanbul: Sel.
  • Leppert, R. (2002). Sanatta Anlamın Görüntüsü İmgelerin Toplumsal İşlevi . (İ. Türkmen, Çev.) İstanbul: Ayrıntı Yayınları.
  • Luke, R. (2005). The Phoneur: Mobile Commerce and the Digital Pedagogies of the Wireless Web. P. Trifonas içinde, Communities of Difference: Culture, Language, Technology (s. 185-204). London: Palgrave MacMillan.
  • Mayra, F. (2016). Pokémon GO: Entering the Ludic Society. Mobile Media & Communication , 5 (1), 47-50.
  • McGonigal, J. (2011). Reality is Broken. New York: The Penguin Press.
  • Michael, K., & Clarke, R. (2012). Location Privacy Under Dire Threat as 'Uberveillance' Stalks the Streets. Precedent , 24-29.
  • Montola, M. (2011). A Ludological View On The Pervasive Mixed-Reality Game Research Paradigm. Personal and Ubiquitous Computing , 3-12.
  • Paavilainen, J., Korhonen, H., Alha, K., Stenros, J., Koskinen, E., & Mäyrä, F. (2017). The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream. Exertion, Sport, Bodies (s. 2493-2498). Denver: CHI 2017.
  • Richardson, I. (2010). Ludic Mobilities: The Corporealities of Mobile Gaming. Mobilities , 5 (4), 431-447.
  • Sabin, D. (2017, 02 28). The Secret History of 'Pokemon G0', as Told by Creator John Hanke. 03 02, 2019 tarihinde Inverse: https://www.inverse.com/article/28485-pokemon-go-secret-history-google-maps-ingress-john-hanke-updates adresinden alındı
  • Schwartz, R. (2015). Online Place Attachment: Exploring Technological Ties To Physical Places. A. de Souza e Silva, & M. Sheller içinde, Mobility and Locative Media: Mobile Communication in Hybrid Spaces (s. 85-100). NewYork: Routledge.
  • Spangler, T. (2018, 11 14). ‘Harry Potter: Wizards Unite’ Augmented-Reality Game to Launch in 2019. 03 01, 2019 tarihinde Variety: https://variety.com/2018/digital/news/harry-potter-wizards-unite-augmented-reality-game-to-launch-in-2019-1203028288/ adresinden alındı
  • Tokgöz, C. (2017). Konum Tabanlı Mobil Oyunlar ve Mekân Algısı: Ingress Üzerine Etnografik Bir Araştırma . İlef Dergisi , 4 (2).
  • Tokgöz, C., & Polat, B. (2018a). Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul. European Journal of Social Sciences , 12 (1), 120-129.
  • Tokgöz, C., & Polat, B. (2018b). Transmedya, Kolektif Anlatı ve Kent: Pokémon GO! Örneği. Yeni Düşünceler (9), 114-129.
  • van Dijck, J. (2009). Users like you? Theorizing agency in user-generated content . Media, Culture & Society , 41-58.

Commodification of Playbour in Location Based Mobile Games and Social Production of Hybrıd Spaces

Year 2019, , 176 - 198, 15.06.2019
https://doi.org/10.17572//mj2019.1.176198

Abstract

This study aims to demonstrate the commercial exploitation of playbour in location based mobile games (LBMGs) that merge digital information and physical spaces. Ethnographic method has been used in the research and the data were collected through participant observation technique by participating in Ingress (Prime) and Pokémon GO! game communities. The research findings, which show the playbour uses of game companies and advertisers, are grouped under two topics. The first is the direct commoditization of playbour by placing the players in the focus of profit as the modder and the target of location-based advertising. The second is to produce economic value indirectly by shaping everyday life and by reproducing of urban space, through social capital produced by playbour.

References

  • Angrosino, M. (2008). Doing Ethnographic and Observational Research. London: Sage.
  • Banks, M. (2007). The Politics of Cultural Work. New York: Palgrave Macmillan.
  • Binark, M., & Bayraktutan-Sütcü, G. (2008). Kültür Endüstrisi Ürünü Olarak Dijital Oyun. İstanbul: Kalkedon.
  • Castells, M. (2005). Enformasyon Çağı: Ekonomi, Toplum ve Kültür-Ağ Toplumunun Yükselişi . (E. Kılıç, Çev.) İstanbul: İstanbul Bilgi Üniversitesi Yayınları.
  • de Souza e Silva, A. (2006). From Cyber to Hybrid: Mobile Technologies As Interfaces of Hybrid Spaces. Space & Culture , 9 (3), 261-278.
  • Dourish, P., & Bell, G. (2011). Divining A Digital Futura: Mess And Mythology In Ubiquitous Computing. London: MIT.
  • Evans, L. (2015). Locative Social Media: Place in the Digital Age. Basingstoke and New York: Palgrave Macmillan.
  • Frith, J. (2015). Smartphones as Locative Media. Cambridge: Polity.
  • Frith, J. (2017). The digital “lure”: Small businesses and Pokémon GO . Mobile Media & Communication , 5 (1), 51-54.
  • Fuchs, C. (2014). Sosyal Medya: Eleştirel Bir Giriş. (D. Saraçoğlu, & İ. Kalaycı, Çev.) İstanbul: NotaBene Yayınları .
  • Hesmondhalgh, D., & Baker, S. (2011). Creative Labour: Media Work in Three Cultural Industries. London: Routledge.
  • Hjorth, L., & de Souza e Silva, A. (2009). Playful Urban Spaces: A Historical Approach to Mobile Games. Simulation&Gaming , 1-24.
  • Humphreys, L. (2010). Mobile Social Networks And Urban Public Space . New Media & Society , 763-778 .
  • Humphreys, L., & Wilken, R. (2015). Social Media, Small Businesses and the Control of Information. Information, Communication & Society , 18 (3), 295-309.
  • Jegers, K. (2007). Pervasive Game Flow: Understanding Player Enjoyment In Pervasive Gaming. Computers in Entertainment , 5 (1), 1-11.
  • Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide . New York: New York Univesity Press.
  • Jin, D. (2016). Critical Interpretation of the Pokémon GO Phenomenon: The Intensification of New Capitalism and Free Labor . Mobile Media & Communication , 1-4.
  • Kücklich, J. (2005). Precarious Playbour: Modders and the Digital Games Industry. The Fibreculture , 5 (1).
  • Kaymas, S. (2016). Yeni Bağlamlarında Devam Eden Sorunlar: Dijital Kapitalizm ve Kullanıcı emeğini Yeniden Düşünmek. Intermedia , 3 (5), 320-343.
  • Lefebvre, H. (2014). Mekânın Üretimi. (I. Ergüden, Çev.) İstanbul: Sel.
  • Leppert, R. (2002). Sanatta Anlamın Görüntüsü İmgelerin Toplumsal İşlevi . (İ. Türkmen, Çev.) İstanbul: Ayrıntı Yayınları.
  • Luke, R. (2005). The Phoneur: Mobile Commerce and the Digital Pedagogies of the Wireless Web. P. Trifonas içinde, Communities of Difference: Culture, Language, Technology (s. 185-204). London: Palgrave MacMillan.
  • Mayra, F. (2016). Pokémon GO: Entering the Ludic Society. Mobile Media & Communication , 5 (1), 47-50.
  • McGonigal, J. (2011). Reality is Broken. New York: The Penguin Press.
  • Michael, K., & Clarke, R. (2012). Location Privacy Under Dire Threat as 'Uberveillance' Stalks the Streets. Precedent , 24-29.
  • Montola, M. (2011). A Ludological View On The Pervasive Mixed-Reality Game Research Paradigm. Personal and Ubiquitous Computing , 3-12.
  • Paavilainen, J., Korhonen, H., Alha, K., Stenros, J., Koskinen, E., & Mäyrä, F. (2017). The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream. Exertion, Sport, Bodies (s. 2493-2498). Denver: CHI 2017.
  • Richardson, I. (2010). Ludic Mobilities: The Corporealities of Mobile Gaming. Mobilities , 5 (4), 431-447.
  • Sabin, D. (2017, 02 28). The Secret History of 'Pokemon G0', as Told by Creator John Hanke. 03 02, 2019 tarihinde Inverse: https://www.inverse.com/article/28485-pokemon-go-secret-history-google-maps-ingress-john-hanke-updates adresinden alındı
  • Schwartz, R. (2015). Online Place Attachment: Exploring Technological Ties To Physical Places. A. de Souza e Silva, & M. Sheller içinde, Mobility and Locative Media: Mobile Communication in Hybrid Spaces (s. 85-100). NewYork: Routledge.
  • Spangler, T. (2018, 11 14). ‘Harry Potter: Wizards Unite’ Augmented-Reality Game to Launch in 2019. 03 01, 2019 tarihinde Variety: https://variety.com/2018/digital/news/harry-potter-wizards-unite-augmented-reality-game-to-launch-in-2019-1203028288/ adresinden alındı
  • Tokgöz, C. (2017). Konum Tabanlı Mobil Oyunlar ve Mekân Algısı: Ingress Üzerine Etnografik Bir Araştırma . İlef Dergisi , 4 (2).
  • Tokgöz, C., & Polat, B. (2018a). Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul. European Journal of Social Sciences , 12 (1), 120-129.
  • Tokgöz, C., & Polat, B. (2018b). Transmedya, Kolektif Anlatı ve Kent: Pokémon GO! Örneği. Yeni Düşünceler (9), 114-129.
  • van Dijck, J. (2009). Users like you? Theorizing agency in user-generated content . Media, Culture & Society , 41-58.
There are 35 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Articles
Authors

Cemile Tokgöz Şahoğlu

Publication Date June 15, 2019
Submission Date September 3, 2018
Acceptance Date June 15, 2019
Published in Issue Year 2019

Cite

APA Tokgöz Şahoğlu, C. (2019). Konum Tabanlı Mobil Oyunlarda Oyun Emeğinin Metalaşması ve Hibrit Mekânın Toplumsal Üretimi. Moment Dergi, 6(1), 176-198. https://doi.org/10.17572//mj2019.1.176198