Bu çalışma, dijital enformasyon ile fiziksel mekânı bir araya getiren konum tabanlı mobil oyunlarda (KTMO) oyun emeğinin ticari amaçlı sömürüsünü ortaya koymayı amaçlamaktadır. Araştırmada etnografik yöntem kullanılmış, Ingress (Prime) ve Pokémon GO! oyun gruplarına katılım sağlanarak katılımcı gözlem tekniğiyle veri toplanmıştır. KTMO'da oyun şirketleri ve reklam verenlerin oyun emeğini kullanım biçimlerini gösteren araştırma bulguları iki tema altında toplanmıştır. Birincisi, oyuncuları içerik üreticisi ve konum tabanlı reklamcılığın hedef kitlesi olarak kâr odağında konumlandırılarak, oyun emeğinin doğrudan metalaştırılmasıdır. İkincisi, oyun emeğiyle üretilen sosyal sermaye aracılığıyla gündelik yaşamı biçimlendirerek ve kent mekânını yeniden üreterek dolaylı yoldan ekonomik değer üretilmesidir. Anahtar Terimler konum tabanlı mobil oyunlar, oyun emeği, konum tabanlı reklamcılık, sosyal sermaye, mekânın toplumsal üretimi.
Location Sharing Motivations within the Framework of Uses and Gratifications Approach: A Qualitative Study on Foursquare and SwarmToday, the average number of daily check-ins in Foursquare and Swarm exceeds 9 million, even though all social networks have the ability of location awareness. This study aims to reveal check-in motivations of location-based social network users. In this study, a qualitative research is conducted within the framework of Uses and Gratification Approach and in-depth interviews are used for data collection. The participants consist of 10 users using both Foursquare and Swarm. The users motivations identified in the research are as follow: the functionality of LBSNs in the choice of place; the chance to save their place histories; the presentation of self via shared places; socializing with new people and existing friends; establishing a sense of belonging and ownership ties with places through mayorship; and the game elements in LBSNs.
The chapter points to implicit sexist codes in digital discourses inadvertently produced by women while supporting cyberactivist movements. Drawing on research on feminism and guidelines in Social Media Critical Discourse Studies, the chapter concentrates on the discursive practices of both Turkish and global cyberactivist movements. It tries to show the roots of micro-power produced by users in the context of cultural differences by comparing two campaigns. #MeToo and #SenDeAnlat hashtags have been chosen and analysed by CDS, considering the impact of a digital interface. The analysis includes using sexist language, e.g., degrading words for the female body; reproduction of traditional unequal social roles, e.g., men as protectors and punishers; victim-perpetrator reversal, e.g., victim-blaming through their physical appearance, dress code, and drinking; and developing strategies for adaptation to a sexist order in public spaces.
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