The usage of propaganda and subliminal messages in digital games
2024
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Advisor: Doç. Dr. Rengim Sine Nazlı
Abstract (EN)
The subject of this research is to examine the presence of propaganda and subliminal messages in the content of digital games. The purpose of the study is to identify the propaganda and mind-controlling elements in digital games that have become part of our lives due to digitalization. Additionally, the study aims to understand how the identified propaganda elements affect players' emotions, thoughts, and behaviors. Furthermore, the study explores the evolution of the concept of digital games from its inception to its current state and investigates how digital games, as an entertainment medium, influence people and for what reasons. The research method employed is qualitative research, specifically content analysis. A literature review on the topic has been conducted, and previous studies are referenced. Based on the analysis of research data, it is evident that digital games have conscious or unconscious effects on players. Digital games are not merely harmless entertainment tools; they play a significant role in shaping consumers' attitudes, emotions, and behaviors. The study results indicate that factors such as the player's age, education level, and socio-cultural environment lead to variations in the impact of propaganda and mind-controlling elements. Given that the digital game industry is a growing sector, regular scrutiny and examination of the products produced are essential. Additionally, similar to other forms of entertainment (such as cinema, music, books, etc.), digital games require a robust monitoring mechanism.
Author
Dr. Feti Vurgen
How to Cite
Feti Vurgen (Master Thesis). The usage of propaganda and subliminal messages in digital games, 2024, Bolu Abant Izzet Baysal University.
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