Sokaktan ekrana: oyunun mekânsal ve işlevsel değişimi
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Dosyalar
Tarih
2020
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
İstanbul Ticaret Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Oyun, insanlık tarihi boyunca insan birey ve toplumunun doğal ve ayrılmaz unsuru olmuştur. İnsanlığın tüm tarihinde olduğu kadar, bireyin de tüm yaşam dönemlerinde oyun vardır. Çünkü işlevleri açısından hem bireysel hem de toplumsal boyuta sahip bir aktivitedir. Oyun, çocuğun sosyalleşmesinde, yetişkinlik dönemi rollerine hazırlanmasında, hayatı tanımasında önemli bir araçtır. Yetişkin bireylerin boş zamanlarını değerlendirmelerinde, mevcut bireysel ve toplumsal ilişkilerini sürdürme ve geliştirmelerinde, yeni dostluklar kurmalarında da oyun önemli işlevler üstlenir. Genel anlamda ifade etmek gerekirse, oyun, toplumsal değer ve normların, dil ve sembollerin, yerleşik tutum ve alışkanlıkların, kültürel unsurların bireylere aktarımının temel araçlarından birisidir. Tüm bu işlevlere bağlı olarak sayısız denecek kadar çok oyun vardır. Oyunları mekâna, oyuncu sayısına, kullanılan araç-gerece, oyuncuların cinsiyetine ve yaşlarına, yaşanan döneme, oyunda kullanılan oyuncaklara göre sınıflamak mümkündür. Bu araştırmada söz konusu oyunlardan mekân dikkate alınmıştır. Bu bağlamda sokak oyunları ile ekran oyunları (dijital oyunlar) arasında karşılaştırma yapılmış, bunlardan da daha çok ekran oyunlarının nitelikleri üzerinde durulmuştur. Konuya ilişkin literatür taranmış, literatüre katkı sağlayan araştırmaların bulgu ve tespitleri üzerinden konunun niteliği belirlenmeye çalışılmıştır.
Games and toys are important activities and tool existing everywhere man lives. Game is very important and functional in terms of socialization, language development, learning emotion control, learning and reinforcing social norms, gaining social relationship skills, and hence formation of identity and personality. Children have the opportunity to learn the social roles that they will have at older ages through games. Thus, the function of the game is extremely important in learning social gender roles. However, game has important functions in many aspects not only for babies and children but also for adults. The functions performed by games are very important for adults in communicating, developing their current social relationships, making use of their spare time, remembering what they forget, keeping their minds alert and active, learning new information and rules. Game is an important tool that enables the general culture of the society to be transferred to individuals and that contributes to the realization of culturalization. Game is also functional in terms of individual-society and individual-social system relationships. When the individual becomes a typical member of his society through games, he also builds a sense of belonging that embraces and even represents the dominant system in his society. In this respect, game is an important tool enabling the transfer of common values and understandings in the society to individuals. The most common place of games throughout human history has been large and natural places such as gardens, fields and land close to streets or settlement places. Due to large space, most of the traditional games are played with the participation of a crowded group. Games played with the participation of a few people are relatively few and they are generally the games that are played indoors in the evenings. However, it is extremely important and significant that there is almost no game played by the individual alone among traditional games because a great majority of the games is usually played outdoors with the participation of at least a few people. The place of the games is usually the street. More importantly, the games played in the street have not only players but also onlookers. Therefore, while the functions performed by the game are realized with the actual participation of the players in the game, the onlookers participate by watching the game. Thus, the function of the game becomes more comprehensive; it is also more effective and powerful thanks to great participation and the number of onlookers. In traditional society and life, the street is not only a playground but also a special and strong place of socialization that includes games too. The place where neighborliness relationships are established and strengthened is often the street. The street is also the place where primary relationships prevailing in the family become widespread and involve many families. Thus, the street is a special and important place of social assistance and solidarity. However, with the invention and prevalence of digital technology, or rather, with the digitalization of games, the functions of the game, which have a very deep historical background, have changed; the function of the street has changed too. The digitalization of the game and its being played individually on a screen and mostly against the computer have destroyed the socializing function of the game to a great extent. The individual lost the opportunity to establish and develop social relations through games. More importantly, the individual was transformed into a customer in accordance with the need for the game to become a commercial commodity. It has become the primary target of the game and toy industry. The feelings of the individual that needed controlling in terms of his sociality were provoked so that the individual would become addicted to the game. From this point of view, violence is an important example. The tendency to violence and the feelings of violence, which have been suppressed or controlled under the socialization process of the individual, are released uncontrollably due to the game; what is more, violence is transformed into one of the dominant characteristics in the emotional world and actual life of the individual by being rewarded with points and scores. With the digitalization of the game and its transfer to the screen, the street has disappeared and has become a place that can be visited only for daily tasks and shopping. Before this transformation and decline, there existed an intense urbanization process. Overpopulation due to the intense and uncontrolled urbanization to a large extent has a great effect on the spatial change that occurred in the form of the disappearance of the street. The density of people and vehicles caused by urbanization have changed, transformed and even eliminated the street, especially in large cities. Thus, the street ceased to be a playground and specially designed spaces have been prepared as playgrounds. However, these places are far from being suitable for performing many important functions such as discovering the game for individuals, developing their personality, socialization, establishing and developing friendly relations, helping and collaboration due to their physical limits and game tools. The individual can play only the games that have been designed in this place. Thus, the game was turned into a physical and mostly mechanical activity. The individual is together with others in the park but he plays alone to a great extent. As the city changed spatially due to urbanization, the street, which has lost its functions, has turned into a place that has been visited several times a day. Digitalization came into play at this stage and the digitalization of the games made the individual a prisoner of the screen. The individual has made the screen the place for living individually. There is no brother, friend, mate or neighbor in this place; there are opponents whom one tries to score more points by destroying or damaging them. Violence is one of the most common themes of digital games. The individual can perceive violence as the sine qua non of life in the context of digital game, which virtually blesses violence.
Games and toys are important activities and tool existing everywhere man lives. Game is very important and functional in terms of socialization, language development, learning emotion control, learning and reinforcing social norms, gaining social relationship skills, and hence formation of identity and personality. Children have the opportunity to learn the social roles that they will have at older ages through games. Thus, the function of the game is extremely important in learning social gender roles. However, game has important functions in many aspects not only for babies and children but also for adults. The functions performed by games are very important for adults in communicating, developing their current social relationships, making use of their spare time, remembering what they forget, keeping their minds alert and active, learning new information and rules. Game is an important tool that enables the general culture of the society to be transferred to individuals and that contributes to the realization of culturalization. Game is also functional in terms of individual-society and individual-social system relationships. When the individual becomes a typical member of his society through games, he also builds a sense of belonging that embraces and even represents the dominant system in his society. In this respect, game is an important tool enabling the transfer of common values and understandings in the society to individuals. The most common place of games throughout human history has been large and natural places such as gardens, fields and land close to streets or settlement places. Due to large space, most of the traditional games are played with the participation of a crowded group. Games played with the participation of a few people are relatively few and they are generally the games that are played indoors in the evenings. However, it is extremely important and significant that there is almost no game played by the individual alone among traditional games because a great majority of the games is usually played outdoors with the participation of at least a few people. The place of the games is usually the street. More importantly, the games played in the street have not only players but also onlookers. Therefore, while the functions performed by the game are realized with the actual participation of the players in the game, the onlookers participate by watching the game. Thus, the function of the game becomes more comprehensive; it is also more effective and powerful thanks to great participation and the number of onlookers. In traditional society and life, the street is not only a playground but also a special and strong place of socialization that includes games too. The place where neighborliness relationships are established and strengthened is often the street. The street is also the place where primary relationships prevailing in the family become widespread and involve many families. Thus, the street is a special and important place of social assistance and solidarity. However, with the invention and prevalence of digital technology, or rather, with the digitalization of games, the functions of the game, which have a very deep historical background, have changed; the function of the street has changed too. The digitalization of the game and its being played individually on a screen and mostly against the computer have destroyed the socializing function of the game to a great extent. The individual lost the opportunity to establish and develop social relations through games. More importantly, the individual was transformed into a customer in accordance with the need for the game to become a commercial commodity. It has become the primary target of the game and toy industry. The feelings of the individual that needed controlling in terms of his sociality were provoked so that the individual would become addicted to the game. From this point of view, violence is an important example. The tendency to violence and the feelings of violence, which have been suppressed or controlled under the socialization process of the individual, are released uncontrollably due to the game; what is more, violence is transformed into one of the dominant characteristics in the emotional world and actual life of the individual by being rewarded with points and scores. With the digitalization of the game and its transfer to the screen, the street has disappeared and has become a place that can be visited only for daily tasks and shopping. Before this transformation and decline, there existed an intense urbanization process. Overpopulation due to the intense and uncontrolled urbanization to a large extent has a great effect on the spatial change that occurred in the form of the disappearance of the street. The density of people and vehicles caused by urbanization have changed, transformed and even eliminated the street, especially in large cities. Thus, the street ceased to be a playground and specially designed spaces have been prepared as playgrounds. However, these places are far from being suitable for performing many important functions such as discovering the game for individuals, developing their personality, socialization, establishing and developing friendly relations, helping and collaboration due to their physical limits and game tools. The individual can play only the games that have been designed in this place. Thus, the game was turned into a physical and mostly mechanical activity. The individual is together with others in the park but he plays alone to a great extent. As the city changed spatially due to urbanization, the street, which has lost its functions, has turned into a place that has been visited several times a day. Digitalization came into play at this stage and the digitalization of the games made the individual a prisoner of the screen. The individual has made the screen the place for living individually. There is no brother, friend, mate or neighbor in this place; there are opponents whom one tries to score more points by destroying or damaging them. Violence is one of the most common themes of digital games. The individual can perceive violence as the sine qua non of life in the context of digital game, which virtually blesses violence.
Açıklama
Anahtar Kelimeler
Oyun, Sokak, İnternet, Ekran Oyunları, Game, Street, Internet, Screen Games
Kaynak
Intermedia Uluslararası Hakemli İletişim Bilimleri E-Dergisi
WoS Q Değeri
Scopus Q Değeri
Cilt
7
Sayı
12