Dijital Oyun Tasarımı Alanında Kadın Stratejileri
Özet
Referanslar
Bahçekapılı, E., Yıldız, M., Çiftci, E., & Karal, H. (2022). Examination of children’ playing game tendencies and digital game preferences based on gender. Academia Eğitim Araştırmaları Dergisi, 7(1), 7-23.
Bailey, E., N., Miyata, K., & Yoshida, T. (2019). Gender composition of teams and studios in video game development. Games and Culture, 16(1), 42–64.
Brookhaven National Laboratory. (2008, 21 Ekim) BNL | History: The First Video Game. https://www.bnl.gov/about/history/firstvideo.php
CG Spectrum Institute, (n.d.). Game development career pathways. 24.06.2024 tarihinde https://www.cgspectrum.com/career-pathways/game-development adresinden alınmıştır.
Chen, L., S., L. (2010). The impact of perceived risk, intangibility and consumer characteristics on online game playing, Computers in Human Behavior (26:6), 1607–1613.
Clement, J. (2023, Kasım 6). Distribution of video gamers in the United States from 2006 to 2023.https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/
Dan, C. (2007, May 18). Tennis for two-The second ever computer. [Video]. YouTube. https://www.youtube.com/watch?v=s2E9iSQfGdg&t=67s
Durdu, P., O., Tüfekçi, A. & Çağıltay, K. (2005). Üniversite öğrencilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: ODTÜ ve Gazi Üniversitesi öğrencileri arasındaki karşılaştırmalı bir çalışma. Eurasian Journal of Educational Research, 19, 66-76.
Epic Games, (2022, 15 Mart). Oyun dünyasındaki kadınları kutluyoruz. https://store.epicgames.com/tr/news/celebrating-women-in-games
ESA (2023, 1 Temmuz). 2023 Essential facts about the video game industry. https://www.theesa.com/wp-content/uploads/2024/02/ESA_2023_Essential_Facts_FINAL_07092023-1.pdf
ESA. (2024, 1 Temmuz). 2024 Essential facts about the U.S. video game industry. https://www.theesa.com/wp-content/uploads/2024/05/Essential-Facts-2024-FINAL.pdf
Ferguson, C., J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309–316.
Fromme, J. (2003). Computer games as a part of children’s culture. Game studies, 3(1), 49-62.
Gaming in TURKEY | MENA | EU. (n.d.). Türkiye Oyun Sektörü Raporu. 12.06.2024 tarihinde https://www.turkiyeoyunsektoruraporu.com/tr/ adresinden alınmıştır.
Granic, I., Lobel, A. & Engels, R., C., M., E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78.
Hainey, T., Connolly, T., Stansfield, M. & Boyle, E. (2011). The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level. Computers & Education, 57(4), 2197-2211.
IBISWorld. (2023, Ağustos 12). IBISWorld Industry Market Research, Reports, and Statistics. https://www.ibisworld.com/industry-statistics/employment/video-games-united-states
Iqbal, A., Kankaanranta, M. & Neittaanmäki, P. (2010). Experiences and motivations of the young for participation in virtual worlds, Procedia – Social and Behavioral Sciences (2:2), 3190-3197.
Kim, C. & Lee, S. (2020). Fragmented industrial structure and fragmented resistance in Korea’s digital game industry. Global Media and China, 5(4), 354-371.
Newzoo. (2017, 3 Mayıs). Male and female gamers: How their similarities and differences shape the games market. https://newzoo.com/insights/articles/male-and-female-gamers-how-their-similarities-and-differences-shape-the-games-market/
Newzoo, (2024, Mayıs 1). Global Games Market Report January 2024 Free Version. https://newzoo.com/games-market-reports-forecasts
Ogletree, S., M. & Drake, R. (2007). College students’ video game participation and perceptions: Gender differences and implications. Sex Roles, 56, 537-542.
Onay, C., Z. & Kıylıoğlu, L. (2021). Dijital oyunlarda kadın ve erkek temsilinin toplumsal cinsiyet işaretleri bağlamında değerlendirilmesi. Uludağ Üniversitesi Fen-Edebiyat Fakültesi Sosyal Bilimler Dergisi, 22(41), 955-993.
Özyurda Ergen, M., D. (2022). Bir gizli kimlik olarak kadın: Türkiye'de çevrimiçi oyun oynayan kadın oyuncular. Ö.A. Kuş ve Ö. Uğurlu Akbaş (Eds.), Oyunların dijital hali-II (161-190)
Pan, R. (2023, September 14). Video games and gender equality: How has video gaming become a men’s privilege? Proceedings of the International Conference on Social Psychology and Humanity Studies,37-44.
Spieler, B. & Slany, W. (2018, October 03-05). Game development-based learning experience: gender differences in game design. Proceedings of the 12th European Conference on Games Based Learning, 616–625. Sophia Antipolis, France.
Statista. (2024a, 17 Mayıs). Game developer distribution worldwide 2014-2021, by gender. 30.05.2024 tarihinde https://www.statista.com/statistics/453634/game-developer-gender-distribution-worldwide sayfasından alınmıştır.
Statista. (2024b, 22 Nisan). Top gaming companies market value 2024. https://www.statista.com/statistics/1197213/market-value-of-the-largest-gaming-companies-worldwide
Skillsearch (2023, 27 Mart). 2023 Games and Interactive Salary and Satisfaction Report. https://www.skillsearch.com/assets/2023_Games_and_Interactive_Salary_and_Satisfaction_Report.pdf
Skillsearch (2024, 8 Mart). 2024 Games and Interactive Salary and Satisfaction Report.
https://www.skillsearch.com/assets/2024_games_survey_report.pdf
Squire, K. (2003). Video games in education. Int. J. Intell. Games & Simulation, 2(1), 49-62.
Todorov, N. (2014, Kasım 16). This was the world’s first cell phone with a game loaded on it. PhoneArena https://www.phonearena.com/news/This-was-the-worlds-first-cell-phone-with-a-game-loaded-on-it_id62920
Veltri, N., Krasnova, H., Baumann, A., Kalayamthanam, N. (2014) Gender Differences in Online Gaming: A Literature Review. AMCIS 2014 Proceedings. 25.05.2024 tarihinde https://aisel.aisnet.org/amcis2014/SocioTechnicalIssues/GeneralPresentations/5 sayfasından alınmıştır.
Wang, H. & Wang, Y. (2008). Gender differences in the perception and acceptance of online games. British Journal of Educational Technology, 39(5), 787–806.
Yılmaz, E. & Çağıltay, K. (2004). Elektronik oyunlar ve Türkiye. TBD 21. Ulusal Bilişim Kurultayı. Ankara.
YouGov. (2023, 29 Mart). Gaming & esports report 2023. https://commercial.yougov.com/rs/464-VHH-988/images/YouGov-Gaming-and-Esports-whitepaper-2023-Reaching-Gamers-everywhere.pdf
Referanslar
Bahçekapılı, E., Yıldız, M., Çiftci, E., & Karal, H. (2022). Examination of children’ playing game tendencies and digital game preferences based on gender. Academia Eğitim Araştırmaları Dergisi, 7(1), 7-23.
Bailey, E., N., Miyata, K., & Yoshida, T. (2019). Gender composition of teams and studios in video game development. Games and Culture, 16(1), 42–64.
Brookhaven National Laboratory. (2008, 21 Ekim) BNL | History: The First Video Game. https://www.bnl.gov/about/history/firstvideo.php
CG Spectrum Institute, (n.d.). Game development career pathways. 24.06.2024 tarihinde https://www.cgspectrum.com/career-pathways/game-development adresinden alınmıştır.
Chen, L., S., L. (2010). The impact of perceived risk, intangibility and consumer characteristics on online game playing, Computers in Human Behavior (26:6), 1607–1613.
Clement, J. (2023, Kasım 6). Distribution of video gamers in the United States from 2006 to 2023.https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/
Dan, C. (2007, May 18). Tennis for two-The second ever computer. [Video]. YouTube. https://www.youtube.com/watch?v=s2E9iSQfGdg&t=67s
Durdu, P., O., Tüfekçi, A. & Çağıltay, K. (2005). Üniversite öğrencilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: ODTÜ ve Gazi Üniversitesi öğrencileri arasındaki karşılaştırmalı bir çalışma. Eurasian Journal of Educational Research, 19, 66-76.
Epic Games, (2022, 15 Mart). Oyun dünyasındaki kadınları kutluyoruz. https://store.epicgames.com/tr/news/celebrating-women-in-games
ESA (2023, 1 Temmuz). 2023 Essential facts about the video game industry. https://www.theesa.com/wp-content/uploads/2024/02/ESA_2023_Essential_Facts_FINAL_07092023-1.pdf
ESA. (2024, 1 Temmuz). 2024 Essential facts about the U.S. video game industry. https://www.theesa.com/wp-content/uploads/2024/05/Essential-Facts-2024-FINAL.pdf
Ferguson, C., J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309–316.
Fromme, J. (2003). Computer games as a part of children’s culture. Game studies, 3(1), 49-62.
Gaming in TURKEY | MENA | EU. (n.d.). Türkiye Oyun Sektörü Raporu. 12.06.2024 tarihinde https://www.turkiyeoyunsektoruraporu.com/tr/ adresinden alınmıştır.
Granic, I., Lobel, A. & Engels, R., C., M., E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78.
Hainey, T., Connolly, T., Stansfield, M. & Boyle, E. (2011). The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level. Computers & Education, 57(4), 2197-2211.
IBISWorld. (2023, Ağustos 12). IBISWorld Industry Market Research, Reports, and Statistics. https://www.ibisworld.com/industry-statistics/employment/video-games-united-states
Iqbal, A., Kankaanranta, M. & Neittaanmäki, P. (2010). Experiences and motivations of the young for participation in virtual worlds, Procedia – Social and Behavioral Sciences (2:2), 3190-3197.
Kim, C. & Lee, S. (2020). Fragmented industrial structure and fragmented resistance in Korea’s digital game industry. Global Media and China, 5(4), 354-371.
Newzoo. (2017, 3 Mayıs). Male and female gamers: How their similarities and differences shape the games market. https://newzoo.com/insights/articles/male-and-female-gamers-how-their-similarities-and-differences-shape-the-games-market/
Newzoo, (2024, Mayıs 1). Global Games Market Report January 2024 Free Version. https://newzoo.com/games-market-reports-forecasts
Ogletree, S., M. & Drake, R. (2007). College students’ video game participation and perceptions: Gender differences and implications. Sex Roles, 56, 537-542.
Onay, C., Z. & Kıylıoğlu, L. (2021). Dijital oyunlarda kadın ve erkek temsilinin toplumsal cinsiyet işaretleri bağlamında değerlendirilmesi. Uludağ Üniversitesi Fen-Edebiyat Fakültesi Sosyal Bilimler Dergisi, 22(41), 955-993.
Özyurda Ergen, M., D. (2022). Bir gizli kimlik olarak kadın: Türkiye'de çevrimiçi oyun oynayan kadın oyuncular. Ö.A. Kuş ve Ö. Uğurlu Akbaş (Eds.), Oyunların dijital hali-II (161-190)
Pan, R. (2023, September 14). Video games and gender equality: How has video gaming become a men’s privilege? Proceedings of the International Conference on Social Psychology and Humanity Studies,37-44.
Spieler, B. & Slany, W. (2018, October 03-05). Game development-based learning experience: gender differences in game design. Proceedings of the 12th European Conference on Games Based Learning, 616–625. Sophia Antipolis, France.
Statista. (2024a, 17 Mayıs). Game developer distribution worldwide 2014-2021, by gender. 30.05.2024 tarihinde https://www.statista.com/statistics/453634/game-developer-gender-distribution-worldwide sayfasından alınmıştır.
Statista. (2024b, 22 Nisan). Top gaming companies market value 2024. https://www.statista.com/statistics/1197213/market-value-of-the-largest-gaming-companies-worldwide
Skillsearch (2023, 27 Mart). 2023 Games and Interactive Salary and Satisfaction Report. https://www.skillsearch.com/assets/2023_Games_and_Interactive_Salary_and_Satisfaction_Report.pdf
Skillsearch (2024, 8 Mart). 2024 Games and Interactive Salary and Satisfaction Report.
https://www.skillsearch.com/assets/2024_games_survey_report.pdf
Squire, K. (2003). Video games in education. Int. J. Intell. Games & Simulation, 2(1), 49-62.
Todorov, N. (2014, Kasım 16). This was the world’s first cell phone with a game loaded on it. PhoneArena https://www.phonearena.com/news/This-was-the-worlds-first-cell-phone-with-a-game-loaded-on-it_id62920
Veltri, N., Krasnova, H., Baumann, A., Kalayamthanam, N. (2014) Gender Differences in Online Gaming: A Literature Review. AMCIS 2014 Proceedings. 25.05.2024 tarihinde https://aisel.aisnet.org/amcis2014/SocioTechnicalIssues/GeneralPresentations/5 sayfasından alınmıştır.
Wang, H. & Wang, Y. (2008). Gender differences in the perception and acceptance of online games. British Journal of Educational Technology, 39(5), 787–806.
Yılmaz, E. & Çağıltay, K. (2004). Elektronik oyunlar ve Türkiye. TBD 21. Ulusal Bilişim Kurultayı. Ankara.
YouGov. (2023, 29 Mart). Gaming & esports report 2023. https://commercial.yougov.com/rs/464-VHH-988/images/YouGov-Gaming-and-Esports-whitepaper-2023-Reaching-Gamers-everywhere.pdf