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Ideology transference in turn-based strategy games: The case of civilization 6

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2025
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Abstract (EN)

This thesis argues that digital games are not just content consumed for entertainment purposes, but rather digital media products that simulate ideological structures and reproduce social values. The study analyzes how different forms of government such as democracy, fascism and communism are represented in game mechanics through the game Civilization VI, a strategy-based history and politics simulation. Within the scope of the study, the policy cards, victory paths and management systems in the game were examined and the effects of these elements on the player's decision-making processes were evaluated. It was questioned how digital games, as part of the culture industry, play a role in the individual's political consciousness, exposure to ideology and approach to social norms. In terms of theoretical foundations, digital games were considered as areas of ideological representation within the framework of Louis Althusser's "ideological devices" approach and the Frankfurt School's concept of culture industry. In this context, the study aims to show that digital games can create ideological effects on the individual and society. The main reason why Louis Althusser's theory of "ideological devices" and the Frankfurt School's "culture industry" concepts are included in this analysis is to explain the ideology-producing function of digital games not only at the content level but also structurally. As a result of the analysis, it was seen that the policy cards related to the ideologies of democracy, fascism and communism in the game Civilization VI offered different strategic orientations to the player through the victory paths they supported. It was determined that democracy cards encouraged scientific and cultural victories, fascist cards supported military superiority and defense based advances, and communist cards offered structures related to production and collective development. It was revealed how these structures shaped the player's decision-making processes and ideological preferences in-game experience, and it was concluded that the game dynamics were not only fun, but also symbolic meanings regarding the representation of political ideologies. Keywords: Digital Games, Civilization VI, Ideology, Governments, Culture Industry, Media, Political Simulation.

Author

Ulvi Adilzade

How to Cite

Ulvi Adilzade (Master Thesis). Ideology transference in turn-based strategy games: The case of civilization 6, 2025, Bolu Abant İzzet Baysal University.

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