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dc.contributor.authorGöksu, İdris
dc.contributor.authorAslan, Alper
dc.contributor.authorKarakuş, Türkan
dc.date.accessioned2016-04-25T08:13:57Z
dc.date.available2016-04-25T08:13:57Z
dc.date.issued2016-01
dc.identifier.urihttp://hdl.handle.net/11413/1142
dc.description.abstractThe aim of this study is to investigate digital games with respect to sociocultural aspects and examine whether they are influenced by social and cultural events. In total, 14 digital games were studied by the researchers through documentation analysis. Results showed that sociocultural factors and current events were heavily featured in games from 2002-2004, while 2012-2014 games highlighted social interaction, natural environments of the world, and exceptional, action-packed events. This study is valuable for revealing how games reflect sociocultural changes over time.tr_TR
dc.language.isoen_UStr_TR
dc.publisherThe Turkish Online Journal of Design Art and Communicationtr_TR
dc.relationTOJDACtr_TR
dc.subjectDigital gamestr_TR
dc.subjectsocio-cultural issuestr_TR
dc.subjectcontent analysistr_TR
dc.subjectgame scenariotr_TR
dc.subjectpopular gamestr_TR
dc.subjectDijital oyunlartr_TR
dc.subjectsosyokültürel unsurlartr_TR
dc.subjectiçerik analizitr_TR
dc.subjectoyun senaryosutr_TR
dc.subjectpopüler oyunlartr_TR
dc.titleChanges In Sociocultural Representations In Popular Digital Gamestr_TR
dc.typeArticletr_TR
dc.contributor.authorIDTR60046tr_TR
dc.contributor.authorIDTR40344tr_TR
dc.contributor.authorIDTR119568tr_TR


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