Profile identities through digital games
2021
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Advisor: Prof. Dr. Seçkin Özmen
Abstract (EN)
The digital game industry, which emerged as a part of new media technologies, has grown day by day and has begun to gain an important place in the entertainment industry. Digital games, which have been constantly developing since the 1960s and offer different experiences to users, are now available on purchasing platforms such as Steam and Play Station Store. Users make in-game purchases through these platforms and use the products regardless of whether they gain advantage in the games. In this context, the relationship between the virtual identities that individuals create in digital games for purchasing and the identity structures in their real lives constitutes the problematic of the study. The main question of the study is what kind of connection is there between the identities in the games and the identities in real life. In this context, the aim of the study was determined as to reveal the connection and reason of the attitudes and behaviors of digital game users on virtual platforms after purchases with their real-life identities and tendencies. A scale based on field research was developed in accordance with the purpose of the study. The quota random sampling technique was used in the study covering the Z, Y and X generations in the 14-54 age group. In the representation of the study using the K=03 design factor, criteria such as age, education and socio-economic status were used. As a result of the results obtained from the study analyzed in the SPSS program, it was concluded that the identities created in digital games and the identities in real life are in a strong connection and that individuals reflect their real-life identities on virtual platforms.
Author
Dr. Tahsin Eren Sayar
Institution
How to Cite
Tahsin Eren Sayar (Doctorate thesis). Profile identities through digital games, 2021, İstanbul University.
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