Çok Kullanıcılı Çevirimici Oyunlar ve Simmel'in Yabancı Kavramı
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Date
2010
Authors
Tabanli, Kaya
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Publisher
Kadir Has Üniversitesi
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Abstract
Bu tezde ozel bir yasam alani olarak ele alabilecegimiz dijital oyunlari farkli anlam dunyalari icerisinde cesitli temsillerin sunuldugu cok boyutlu alanlar yaratmasindan yola cikip artik sadece eglence degil daha farkli sosyal alanlarin temsil edildigi insan-makine-ag iliskisi acisindan incelenmistir. cok Kullanicili cevirimici oyunlar dijital oyunlarin yarattigi paralel evrenin en uc noktasini olusturmaktadir. Oyuncular oyun suresini genis zaman araliklarina yayabildikleri icin ayni anda bilgisayar basinda olmalari gerekmeden yuzlerce oyuncuyla ayni oyunda karsi karsiya gelebilmektedir.
During the process of this study, digital games which can be considered personal living spaces, when examined through the concept of virtual culture, are treated as not only sources of fun but as various social spaces representing human-machine- network relationships.Massive Multiplayer Online games form the most extreme point in the parallel universe created by digital games. Because the gamers widen the game span to long periods of time, they can interact with hundreds of other players without having to sit in front of a monitor.Massive Multiplayer Games allow the players to play according to other players? behaviors. This creates a parallel universe between the interacting players. From this point forward, the interaction space created by online digital games will be explained in the context of George Simmel?s ?Stranger? who is considered to be a first generation sociologist and claims that society does not exist, it is actually the interaction between two people.Because there are so many massive multiplayer games, during the process of the study two games which are the most appropriate to explore in the concept of stranger will be examined.Second Life and World of Warcraft are examples of massive multiplayer game environments. This study examines the players and the spaces of these two games.
During the process of this study, digital games which can be considered personal living spaces, when examined through the concept of virtual culture, are treated as not only sources of fun but as various social spaces representing human-machine- network relationships.Massive Multiplayer Online games form the most extreme point in the parallel universe created by digital games. Because the gamers widen the game span to long periods of time, they can interact with hundreds of other players without having to sit in front of a monitor.Massive Multiplayer Games allow the players to play according to other players? behaviors. This creates a parallel universe between the interacting players. From this point forward, the interaction space created by online digital games will be explained in the context of George Simmel?s ?Stranger? who is considered to be a first generation sociologist and claims that society does not exist, it is actually the interaction between two people.Because there are so many massive multiplayer games, during the process of the study two games which are the most appropriate to explore in the concept of stranger will be examined.Second Life and World of Warcraft are examples of massive multiplayer game environments. This study examines the players and the spaces of these two games.
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Keywords
Yabancı, İnternet, Teknoloji, Çevrimiçi, Rol yapma, Bilgisayar oyunu, Stranger, Internet, Technology, Online, Role playing, Computer gaming