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İletişim, İdeoloji ve Oyun Teorisi İlişkisi: Evrimsel Oyunlar, Ciddi Oyunlar ve Strateji Oyunları

Yıl 2023, Cilt: 16 Sayı: 2, 323 - 353, 15.10.2023
https://doi.org/10.18094/josc.1283710

Öz

Oyunlar ve ideoloji başlangıçta birbirinden tamamen farklı şeyler gibi görünse de yapısal benzerlikleri nedeniyle aralarındaki ilişki toplumsal açıdan tartışmalı hale gelmektedir. Bu tartışma hem oyunların hem de ideolojilerin bilgi sistemleri olarak işlev görmesinden kaynaklanmaktadır. Bu araştırmanın amacı, oyunlar, ideoloji ve iletişim sistemleri arasındaki ilişkiyi toplumsal açıdan tartışmaya açmak, iletişim eylemini taklit eden enformasyon teknolojilerinin ideolojik amacını oyun teorisi çerçevesinde incelemektir. Araştırmada oyun teorisinin gelişimi, sosyal bilimlerle etkileşimi, oyunlar ve iletişim sistemleri arasındaki ilişki tarihsel materyalizm yöntemiyle analiz edilmiştir. Elde edilen verilere göre, 1) iletişim sistemleri ve oyun teorisi arasındaki yakınsama, egemen ideolojinin amaçlarına hizmet etmek üzere bilinçli bir şekilde tasarlanmıştır. Amacı toplumsal endişe ve korkuları tek bir sistem üzerinden kontrol ederek yönetmektir. 2) Toplumların ihtiyaçlarının süreklilik içerisinde izlenmesine olanak sağlayan iletişim sistemleri evrim teorisi, özel görelilik teorisi ve iletişimsel eylem kuramının birleşimiyle oluşturulmuştur. 3) Bu yöndeşmenin oluşturduğu mekanizma disiplinlerarası yöndeşmenin, sayısallaştırılmış bilgi üreten enformasyon teknolojilerinin ve tüm bu süreçlerin kullanıcıya görünmezliğinin sürdürülebilirliğini üretmektedir. 4) Somut (iletişim sistemleri) ve soyut (insani iletişim eylemi) bilgi sistemlerinin oyun teorisiyle birleştirilmesi, yeni iletişim teknolojilerinin oluşumunu ve toplumsal yönetimin bilgisini sağlamıştır. 5) Sonuç olarak, bu iki birleşen sistem aracılığıyla, kullanıcıların bu teknolojilerin sunduğu eylemsel imkanların amaç ve hedeflerini görmelerini engellemektedir. Böylece, sistemin sürekli olarak yeniden üretilmesi bireylerin bilinçsizce çalışmalarını teşvik etmektedir.

Kaynakça

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  • Fabricatore, C. (2007). Gameplay and game mechanics: A key to quality in videogames. OECD Expert Meeting on Videogames and Education. Santiago de Chile: OECD. https://www.oecd.org/education/ceri/39414829.pdf
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Relationship Between Communication, Ideology and Game Theory: Evolutionary Games, Serious Games, and Strategy Games

Yıl 2023, Cilt: 16 Sayı: 2, 323 - 353, 15.10.2023
https://doi.org/10.18094/josc.1283710

Öz

Although games and ideology may initially seem completely different, their relationship has become socially controversial due to their structural similarities. This debate arises from the fact that both games and ideologies function as information systems. The aim of this research is to open up the social discussion on the relationship between games, ideology, and communication systems. It seeks to examine the ideological purpose of information technologies that mimic communication actions within the framework of game theory. The development of game theory, its interaction with social sciences, and the relationship between games and communication systems have been analysed through the method of historical materialism. According to the data obtained, 1) the convergence between communication systems and game theory has been consciously designed to serve the objectives of the dominant ideology. Its aim is to manage societal concerns and fears by controlling them through a single system. 2) Communication systems, which allow for the continuous monitoring of societal needs, have been created through the combination of evolutionary theory, special relativity theory, and the theory of communicative action. 3) The mechanism created by this convergence generates the sustainability of interdisciplinary convergence, information technologies that produce digitized knowledge, and the invisibility of all these processes to the user. 4) The merging of concrete (communication systems) and abstract (human communication action) information systems with game theory has facilitated the emergence of new communication technologies and provided knowledge for social governance. 5) As a result, through these two merging systems, users are prevented from seeing the aims and goals of the action possibilities offered by these technologies. Thus, the continuous reproduction of the system encourages individuals to work unconsciously.

Kaynakça

  • Abt, C. C. (1987). Serious games. University Press of America.
  • Akbaba, S. (1999). A case study of and urban elementary principal dealing with unanticipated situation: Application of chaos theory . [Yayınlanmış doktora tezi. ABD: University of
  • Cincinnati].https://www.proquest.com/openview/4b19835a483bad54c950f1017736dc5a/1?pq-origsite=gscholar&cbl=18750&diss=y
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  • Biçici, F. (2016). Kaos teorisi, determinizm ve yeni bilim paradigması sürecinde sosyal bilimler ve turizm araştırmaları açısından önemi. Turizm Akademik Dergisi, 3(1), 29-38. https://dergipark.org.tr/tr/pub/touraj/issue/24968/263494
  • Chomsky , N., & Herman, E. (2011). Manufacturing consent the political economy of the mass media. Knopf Doubleday Publishing Group.
  • Commons , J. R. (1959). Institutional economics. The University of Winsconsin Press. https://babel.hathitrust.org/cgi/pt?id=mdp.49015000887415&view=1up&seq=5
  • Couldry, N. (2014). A necessary disenchantment: Myth, agency and injustice in a digital world. The Sociological Review, 64(4), 880-897. https://onlinelibrary.wiley.com/doi/abs/10.1111/1467-954X.12158
  • Darwin, C. (1909). Origins of spices. P F Collier & Son . https://rauterberg.employee.id.tue.nl/lecturenotes/DDM110%20CAS/Darwin-1859%20Origin%20of%20Species.pdf
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  • Ertürk, A. (2012). Kaos kuramı: Yönetim ve eğitimdeki yansımaları. Kastamonu Education Journal, 20(3), 849-868.
  • Fabricatore, C. (2007). Gameplay and game mechanics: A key to quality in videogames. OECD Expert Meeting on Videogames and Education. Santiago de Chile: OECD. https://www.oecd.org/education/ceri/39414829.pdf
  • Festinger, L. (1962). A theory of cognitive dissonance. Stanford University Press.
  • Foucault, M. (1978). The history of sexuality. (R. Hurley, Çev.) Pantheon Books. https://warwick.ac.uk/fac/arts/english/currentstudents/undergraduate/modules/fulllist/special/endsandbeginnings/foucaultrepressiveen278.pdf
  • Fuchs, C. (2014). Digital labour and Karl Marx. Routledge.
  • Fuchs, C. (2018). Digital demagogue: Authoritarian capitalism in the age of Trump and Twitter. Pluto Press.
  • Fuchs, C. (2020). Communication and capitalism: A critical theory. Routledge.
  • Gerbner, G., & Gross, L. (1976). Living with television: The violence profile. Journal of Communication, 26(2), 173–199. https://web.asc.upenn.edu/gerbner/Asset.aspx?assetID=276
  • Giddens, A. (1996). The consequences of modernity . Polity Press. https://voidnetwork.gr/wp- content/uploads/2016/10/The-Consequences-of-Modernity-by-Anthony-Giddens.pdf
  • Golding, P., & Murdock, G. (1997). The political economy of the media (C. 2). Elgar Cheltenham.
  • Habermas, J. (1996). İletişimsel eylem kuramı (Cilt 1). (M. Tüzel, Çev.) Kabalcı.
  • Hammer, J., & Black, J. (2009). Games and (preparation for future) learning. Educational Technology, 29(2), 29-34. https://www.jstor.org/stable/44429657
  • Hammerstein, P. (1988). What is evolutionary game theory? L. A. Dugatkin, & H. K. Reeve içinde, Game theory and animal behavior (s. 3-15). Oxford University Press.
  • Hybel, A. R. (2010). The power of ideology: From the Roman Empire to Al-Qaeda. Routledge.
  • Katz , E., Blumler, J. G., & Gurevitch, M. (1973). Uses and grafications research. The Public Opinion Quarterly, 37(4), 509-523. https://www.jstor.org/stable/2747854
  • Korman , G., & Klapper, M. (1978). Game theory's wartime connections and the study of industrial conflict. ILR Review, 32(1), 24-39. https://doi.org/10.2307/2522416
  • Lasswell, H. (1948). The structure and function of communication in society. L. Bryson içinde, The communication of ideas (s. 37-52). Institute for Religious and Social Studies. http://sipa.jlu.edu.cn/__local/E/39/71/4CE63D3C04A10B5795F0108EBE6_A7BC17AA_34A AE.pdf
  • Lazarsfeld, P. F., Berelson, B., & Gau, H. (1968). The people's choice: How the voter makes up his mind in a presidential campaign. Columbia University Press. https://canvas.harvard.edu › files › download
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  • Luo, S., Yang , H., & Meinel, C. (2015). Reward-based Intermittent Reinforcement in Gamification for E- learning. CSEDU 2015: Proceedings of the 7th International Conference on Computer Supported Education (s. 177-184). International Conference on Computer Supported Education. https://www.scitepress.org/papers/2015/54022/54022.pdf
  • Ma, M., Oikonomou, A., & Jain, L. C. (2011). Origins of serious games. D. Djaouti, J. Alvarez, J.-P. Jessel, & O. Rampnoux içinde, Serious games and edutainment applications (s. 25-43). Springer.
  • https://www.researchgate.net/publication/273693305_Origins_of_Serious_Games Marx, K., & Engels, F. (2011). The German ideology. Martino Fine Books.
  • Marshall, A. (1890). Principles of economics. Macmillan and Co. https://eet.pixel- online.org/files/etranslation/original/Marshall,%20Principles%20of%20Economics.pdf
  • McChesney, R. W. (2004). The problem of the media: US communication politics in the twenty-first century. NYU Press.
  • McChesney, R. W. (2008). The political economy of media: Enduring issues, emerging dilemmas. NYU Press.
  • McChesney, R. W. (2013). Digital disconnect: How capitalism is turning the Internet against democracy. New Press.
  • McEwen, J. (2021, Mayıs 2). What Einstein can teach us about machine learning. https://towardsdatascience.com/what-einstein-can-teach-us-about-machine-learning- 1661e26bef2c
  • McLuhan, M. (1994). Understanding media: The extensions of man. The MIT Press. https://designopendata.files.wordpress.com/2014/05/understanding-media-mcluhan.pdf
  • Morrow, J. D. (1994). Game theory for political scientists. Princeton University Press. https://press.princeton.edu/books/hardcover/9780691034300/game-theory-for-political- scientists
  • Mosco, V. (1996). The Political economy of communication: Rethinking and renewal. SAGE.
  • Mosco, V. (2005). The digital sublime: Myth, power, and cyberspace. MIT Press.
  • Murdock, G., & Golding, P. (1973). For a political economy of mass communications. Socialist Register, 10. https://socialistregister.com/index.php/srv/article/view/5355
  • Murdock, G., & Golding, P. (2016). Political economy and media production: A reply to Dwyer. Media, Culture & Society, 38(5), 763-769.
  • Moulin , H. (1986). Game theory for the social sciences. New York University Press.
  • Nash, J. (1951). Non-cooperative games. The Annals of Mathematics, 54(2), 286-295. https://www.jstor.org/stable/1969529
  • Newcomb, T. M. (1953). An approach to the study of communicative acts. Psychological Review, 60(6), 393–404. https://doi.org/10.1037/h0063098
  • Nuţu, G., & Boţan, S. P. (2009). Roman board game pieces in Nothern Dobrudya. PIECE S.N Journal VII, 2009, 7, 145 - 156. https://www.academia.edu/6197621/Roman_Board_Game_Pieces_in_Dobroudja
  • Oçak, Z. (2020). İletişim biliminin oluşumunda pozitivist epistemolojinin rolü. Türkiye İletişim Araştırmaları Dergisi(36), 119-140. https://doi.org/10.17829/turcom.842690
  • Oçak, Z. (2022). Yeni medya inovasyonu tarihin sonu mu? Yeni iletişim düzeni ve enformasyon toplumu. C. Deneçli içinde, Dijital evrenin yeni iletişim kodlar II (s. 1-37). Nobel Bilimsel Eserler.
  • O'Donnell, C. (2014). Getting played: Gamification and the rise of algorithmic surveillance. Surveillance, gaming and play, 12(3), 349-359. https://ojs.library.queensu.ca/index.php/surveillance-and- society/article/view/played
  • Öztürk , A. (1999). İletişim sistemleri ve iletişim teorisi. Selçuk İletişim, 1(1), 58-59. https://dergipark.org.tr/tr/pub/josc/issue/18999/200896
  • Parsons, T. (1965). The social system. The Free Press. https://voidnetwork.gr/wp-content/uploads/2016/10/The-Social-System-by-Talcott-Parsons.pdf
  • Sağıroğlu, Ş. B. (2020). Dijital okuryazarlık: Araçlar, metodolojiler, uygulamalar ve öneriler. H. İ. Ş. Sağıroğlu içinde, Dijital okuryazarlık ve ötesi (s. 1-46). Nobel Akademik. https://acikkaynak.gim.org.tr/img/kitap.pdf
  • Shannon, C. E., & Weaver, W. (1964). Mathematical theory of communication. University of Illinois Press. https://pure.mpg.de/rest/items/item_2383164/component/file_2383163/content
  • Smythe, D. W. (1977). Communications: Blindspot of western Marxism. CTheory, 1(3), 1-27.
  • Stossel , S. (2014). My age of anxiety fear, hope, dread, and the search for peace of mind. Knopf Doubleday Publishing Group.
  • Taslaman, C. (2008). Kuantum teorisi, felsefe ve tanrı. İstanbul Yayınevi. https://www.canertaslaman.com/wp-content/uploads/2020/06/kuantumfelsefevetanri.pdf
  • Toffler, A. (1980). The third wave. Morrow. https://ia801301.us.archive.org/26/items/TheThirdWave- Toffler/The-Third-Wave_-_Toffler.pdf
  • Trivedi, V. (2021). Emotional development through play. Learning Curve, 10, 88-90. https://publications.azimpremjifoundation.org/2939/1/28_Emotional%20development%20thr ough%20play.pdf
  • World Economic Forum. (2022). Global risk report 17th Edition. World Economic Forum. https://www3.weforum.org/docs/WEF_The_Global_Risks_Report_2022.pdf
  • Westley, B. H., & MacLean, M. S. (1955). A conceptual model for communications research. Audio Visual Communication Review, 3(1), 3-12. https://link.springer.com/article/10.1007/BF02713344
  • Wiener, N. (1975). Emek, sibernetik ve toplum. (İ. Keskin, Çev.) Özgün Yayınları.
  • Wilson, D. S. (1998). Game theory and human behavior. L. A. Dugatkin, & H. K. Reeve içinde, Game theory and animal behavior (s. 261-281). Oxford University Press.
  • Wittgenstein, L. (1986). Philosophical investigations. (G. Anscombe, Çev.) Basil Blackwell. https://static1.squarespace.com/static/54889e73e4b0a2c1f9891289/t/564b61a4e4b04eca 59c4d232/1447780772744/Ludwig.Wittgenstein.-.Philosophical.Investigations.pdf
  • www.ludoscience.com. (2023). The new Alexandria simulation: A serious game of state and local politics. www.ludoscience.com: https://www.ludoscience.com/EN/ressources/bibliographie/776-The-New-Alexandria- Simulation-A-Serious-Game-of-State-and-Local-Politics.html
  • Xiong , M., & Xie, G. (2022). Evolutionary dynamics of division of labor games for underwater searching tasks. symmetry, 14(941), 1-13. https://www.mdpi.com/2073-8994/14/5/941
  • Yılmaz, E. A. (2020). Oyunların gücü adına! Oyunlaştırma bilimine giriş. Epsilon Yayınları. https://dergipark.org.tr/tr/download/article-file/1255301
Toplam 72 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Zeliha Oçak 0000-0001-6753-0055

Yayımlanma Tarihi 15 Ekim 2023
Gönderilme Tarihi 15 Nisan 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 16 Sayı: 2

Kaynak Göster

APA Oçak, Z. (2023). İletişim, İdeoloji ve Oyun Teorisi İlişkisi: Evrimsel Oyunlar, Ciddi Oyunlar ve Strateji Oyunları. Selçuk İletişim, 16(2), 323-353. https://doi.org/10.18094/josc.1283710