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Ahmetdonmez2012.Pdf (4.273Mb) T.C. EGE ÜNİVERSTESİ SOSYAL BİLİMLER ENSTİTÜSÜ RADYO-TELEVİZYON VE SİNEMA ANABİLİM DALI SAVAŞ TEMALI DİJİTAL OYUNLARDA EGEMEN İDEOLOJİNİN TEMSİLİ YÜKSEK LİSANS TEZİ Hazırlayan Ahmet DÖNMEZ DANIŞMAN Doç. Dr. Lale KABADAYI İZMİR – 2012 i ii GİRİŞ................................................................................................................................................... 1 I. BÖLÜM: İDEOLOJİ VE YENİ İLETİŞİM TEKNOLOJİLERİ ................................................... 5 1.1 GENEL OLARAK İDEOLOJİ KAVRAMI ......................................................................................... 5 1.1.1 İdeoloji Kavramının Tanımları............................................................................................ 6 1.1.2 Egemen İdeoloji Kavramı...................................................................................................10 1.1.3 Küreselleşme Çerçevesinde Medya ve İdeoloji İlişkisi ........................................................13 1.2 YENİ İLETİŞİM TEKNOLOJİLERİ VE BU TEKNOLOJİLERİN TOPLUMSAL YAPIYLA İLİŞKİSİ ........20 1.2.1 Teknolojinin İnsan Hayatı ve Toplum Üzerindeki Etkileri .................................................21 1.2.2 Yeni İletişim Teknolojilerinin Yarattığı Yeni Ortamlar.......................................................24 1.2.3 Yeni Medya ve Sosyal Düzen İlişkisi...................................................................................31 1.3 YAPAY ZEKÂ, SANAL GERÇEKLİK VE SİMÜLASYON (BENZETİM) KAVRAMLARI.......................36 1.3.1 Yapay Zekâ.........................................................................................................................36 1.3.2 Sanal Gerçeklik..................................................................................................................39 1.3.3 Simülasyon (Benzetim).......................................................................................................40 II. BÖLÜM: DİJİTAL OYUN KÜLTÜRÜ VE GELİŞİMİ...............................................................44 2.1 HUİZİNGA’NIN “OYUNCU İNSAN” KAVRAMI VE LUDOLOJİ .......................................................44 2.2 DİJİTAL OYUN KAVRAMI ...........................................................................................................48 2.3 DİJİTAL OYUNLARIN TARİHSEL GELİŞİM SÜRECİ......................................................................50 2.4 DİJİTAL OYUN TÜRLERİ ............................................................................................................56 2.4.1 Aksiyon Oyunları ...............................................................................................................56 2.4.2 Macera Oyunları................................................................................................................58 2.4.3 Strateji Oyunları.................................................................................................................58 2.4.4 Rol Yapma Oyunları...........................................................................................................59 2.4.5 Simülasyon Oyunları..........................................................................................................61 2.4.6 Spor ve Dövüş Oyunları .....................................................................................................61 2.5 YENİ BİR İLETİŞİM VE SANAT FORMU OLARAK DİJİTAL OYUNLAR...........................................62 2.6 DİJİTAL OYUNLARDA İDEOLOJİK İÇERİK ..................................................................................66 III. BÖLÜM: SAVAŞ TEMALI DİJİTAL OYUNLARDA EGEMEN İDEOLOJİ..........................72 3.1 ARAŞTIRMANIN AMACI, SINIRLILIKLARI VE KAPSAMI ..............................................................72 3.2 ARAŞTIRMANIN YÖNTEMİ..........................................................................................................72 3.3 ÖRNEK OLARAK SEÇİLEN OYUNLARIN ANALİZİ .......................................................................80 3.3.1 Battlefield 3 Adlı Oyunun Tanımlanması ...........................................................................80 3.3.1.1 “Donanım”, “Program Kodu” ve “ İşlevsellik” Açısından Battlefield 3.................................81 3.3.1.2 “Oynanış” Açısından Battlefield 3 ............................................................................................82 3.3.1.3 “Anlam” Açısından Battlefield 3...............................................................................................85 3.3.1.5 “Sosyo-Kültürel Durum” Açısından Battlefield 3.....................................................................97 3.3.2 “Call of Duty: Modern Warfare 3” Adlı Oyunun Tanımlanması........................................99 iii 3.3.2.1 “Donanım”, “Program Kodu” ve “İşlevsellik” Açısından Call of Duty: Modern Warfare 3... 100 3.3.2.2 “Oynanış” Açısından Call of Duty: Modern Warfare 3........................................................... 100 3.3.2.3 “Anlam” Açısından Call of Duty: Modern Warfare 3.............................................................. 102 3.3.2.4 “Göndergesellik” Açısından Call of Duty: Modern Warfare 3 ................................................ 107 3.3.2.5 “Sosyo-Kültürel Durum” Açısından Call of Duty: Modern Warfare 3.................................... 109 3.3.3 “Medal of Honor” Adlı Oyunun Tanımlanması ...............................................................111 3.3.3.1 “Donanım”, “Program Kodu” ve “ İşlevsellik” Açısından Medal of Honor......................... 112 3.3.3.2 “Oynanış” Açısından Medal of Honor ................................................................................... 112 3.3.3.3 “Anlam” Açısından Medal of Honor...................................................................................... 113 3.3.3.4 “Göndergesellik” Açısından Medal of Honor ......................................................................... 117 3.3.3.5 “Sosyo-Kültürel Durum” Açısından Medal of Honor............................................................. 119 SONUÇ .............................................................................................................................................121 KAYNAKÇA ....................................................................................................................................127 ÖZGEÇMİŞ......................................................................................................................................144 ÖZET................................................................................................................................................145 ABSTRACT......................................................................................................................................146 iv ŞEKİLLER Şekil 1: Web 1.0 ve Web 2.0 Karşılaştırması……………………………………………………………..28 Şekil 2: Web türlerinin üretici, tüketici ve makine etkileşimi kapsamında karşılaştırılması.......................29 Şekil 3: Space War adlı oyundan bir ekran görüntüsü…………………………………………………….52 Şekil 4: Space Invaders adlı oyundan bir ekran görüntüsü………………………………………….…….55 Şekil 5: Call of Duty: Modern Warfare 3 adlı oyundan, birincil şahıs gözünden atış oyunlarına örnek bir ekran örüntüsü…………………………………………..…………………………………………..…57 Şekil 6: Age of Empires 3 adlı oyundan, üstten bakış açısına örnek bir ekran görüntüsü………………...59 Şekil 7: Battlefield 3 adlı oyundan, bir ekran görüntüsü. Piyade tüfeğini kullanan bir Amerika Birleşik Devletleri askerinin bakış açısıyla oyunun oynanışı………………............................................................84 Şekil 8: Battlefield 3 adlı oyundan, bir ekran görüntüsü. Amerika Birleşik Devletleri donanmasına ait bir avcı savaş uçağının içi……………………………………...……………………………………...…..84 Şekil 9: Battlefield 3 adlı oyundan, bir ekran görüntüsü. Sorgulama esnasında Çavuş Henry Blackburn……………………………………………………………………………………………..…..87 Şekil 10: Battlefield 3 adlı oyunda Halkın Kurtuluşu ve Özgürlüğü adlı örgütün amblemi……….……..89 Şekil 11: Battlefield 3 adlı oyundan, bir ekran görüntüsü……………………………………………...…91 Şekil 12: Battlefield 3 adlı oyundan, bir ekran görüntüsü…………………………………………...……94 Şekil 13: ABD B-52 bombardıman uçağının I. Körfez Savaşı sırasında Irak’ı bombalamasından alınan gerçek bir ekran görüntüsü……………………….………………………………………………..94 Şekil 14: Call of Duty: Modern Warfare 3 adlı oyunun tanıtım videosundan bir ekran görüntüsü……………………………………………………………………………...…………............104 Şekil 15: Call of Duty: Modern Warfare 3 adlı oyundan, bir ekran görüntüsü……………………….…105 Şekil 16: Amerikan Ordusu’na katılım çağrısı yapan, gerçekte kullanılmış propaganda afişleri……………………………………………………………………………………………......…..106 Şekil 17: John McAleese ve Yüzbaşı John Price…………………………………………………..…....108 Şekil 18: Eski İngiliz SAS komandosu Yüzbaşı John Patrick Mason (The Rock) ve İngiliz SAS komandosu Yüzbaşı John Price (Call of Duty: Modern Warfare 3)……………………………….…....109 Şekil 19: Call of Duty: Modern Warfare 3 adlı oyundan, bir ekran görüntüsü…………………….…....110 Şekil 20: Medal of Honor (2010) adlı oyundan bir ekran görüntüsü………………………….………...116 Şekil 21: Medal of Honor (2010) adlı oyundan bir ekran görüntüsü………………………….………...116 Şekil 22: Pearl Harbor (yön. Michael Bay, 2001) filminin ve Medal of Honor: Rising Sun (2003) oyununun afişleri……………………………………………………………………………………...…118 Şekil 23: Medal of Honor: Frontline (2002) adlı oyunun ve Saving Private Ryan (yön. Steven Spielberg, 1998) filminin, Normandiya Çıkarması bölümünü içeren sahnelerinden
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