Çok Kullanıcılı Çevirimici Oyunlar ve Simmel'in Yabancı Kavramı

dc.contributor.advisor Soysal, Levent en_US
dc.contributor.author Tabanli, Kaya
dc.contributor.author Soysal, Levent
dc.contributor.other Radio, Television and Cinema
dc.date.accessioned 2019-07-12T08:41:19Z en_US
dc.date.available 2019-07-12T08:41:19Z en_US
dc.date.issued 2010 en_US
dc.department Enstitüler, Lisansüstü Eğitim Enstitüsü, İletişim Çalışmaları Ana Bilim Dalı en_US
dc.department-temp Kadir Has University : Graduate School of Social Sciences : Communication Studies en_US
dc.description.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. en_US
dc.description.abstract 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. en_US
dc.identifier.uri https://hdl.handle.net/20.500.12469/2482
dc.identifier.yoktezid 264046 en_US
dc.language.iso tr en_US
dc.publisher Kadir Has Üniversitesi en_US
dc.relation.publicationcategory Tez en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Yabancı en_US
dc.subject İnternet en_US
dc.subject Teknoloji en_US
dc.subject Çevrimiçi en_US
dc.subject Rol yapma en_US
dc.subject Bilgisayar oyunu en_US
dc.subject Stranger en_US
dc.subject Internet en_US
dc.subject Technology en_US
dc.subject Online en_US
dc.subject Role playing en_US
dc.subject Computer gaming en_US
dc.title Çok Kullanıcılı Çevirimici Oyunlar ve Simmel'in Yabancı Kavramı en_US
dc.type Master Thesis en_US
dspace.entity.type Publication
relation.isAuthorOfPublication da429164-95e5-47dd-b596-fa1be4fcca53
relation.isAuthorOfPublication.latestForDiscovery da429164-95e5-47dd-b596-fa1be4fcca53
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relation.isOrgUnitOfPublication.latestForDiscovery 0bdb34e9-badb-4a54-bc75-f77508a0c6b0

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