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Newsgames: Experiential Reality, Ludenic News Reading, Conflict of Purposes and Norms

Yıl 2022, Sayı: 48, 429 - 445, 29.08.2022
https://doi.org/10.52642/susbed.1097105

Öz

Journalism is influenced by the convergence of the diversity of media production due to the development of information and communication technologies. The adoption of participatory culture in production relations and the effectiveness of transmedia storytelling in journalistic forms have also transformed news narratives. In this context, the sectoral convergence of entertainment (hedonistic) and information acquisition (utilitarian) needs has provided an environment for the production of newsgames. This review study aims to discuss newsgames, which journalistic motivations and game motivations reveal in multidisciplinary relationships with the concepts of production and consumption relations, narrative structure, temporality, ethical concerns, ideological doubts and compassion fatigue based on the ludenic theory of news reading. Overlapping goals and conflicting norms coexist in newsgame production environments, a new narrative form for journalism. Newsgame, a new form of narrative for journalism, contains overlapping goals and conflicting norms in production environments. In this sense, despite the innovation that newsgames will bring to journalism and the gains that they can provide to the reader, it has been seen that newsgames have doubts about reality and compassion in research in the field of literature. Despite these doubts, newsgames can turn into an effective way of producing content that combines rigor in content with attractiveness in form by incorporating fun or experiential elements of games into the news narrative and preserving the nature of journalism.

Kaynakça

  • Aayeshah, W. (2012). Playing with news: Digital games in journalism education. Asia Pacific Media Educator, 22(1), 29-41. doi:10.1177/1326365X1202200104
  • Albeanu, C. (2016). The case for news games: Why newsrooms should ‘gain a fluency in games and play. https://journalism.co.uk/news/the-case-for-newsgames-whynewsrooms- adresinden alındı
  • Arafat, R. K. (2020). Rethinking framing and news values in gamified journalistic contexts: A comparative case study of Al Jazeera’s interactive games. Convergence, 26(3), 550-571. doi:10.1177/1354856520918085
  • Arda, Ö., & Şentürk, O. (2020). Dijital oyunun belge anlatıya dayalı ve açık dünya tasarımı: Docu-Game. Erciyes İletişim Dergisi, 7(2), 1367-1382. doi:10.17680/erciyesiletisim.689211
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. Massachusetts Institute of Technology Press.
  • Bogost, I. (2015). Gamification is bullshit. S. Waltz, & S. Deterding içinde, The gameful world: Approaches, issues, applications (s. 65-78). London: MIT Press.
  • Bogost, I. (2020). Curiosity journalism, or the first decades of newsgames. Convergence, 26(3), 572-576. doi:10.1177/1354856520918075
  • Bogost, I., & Poremba, C. (2008). Can games get real? A closer look at ‘documentary’ digital games. A. Jahn Sudmann, & R. Stockmann içinde, Computer Games as a Sociocultural Phenomenon (s. 12-21). New York: Palgrave Macmillan.
  • Bogost, I., Ferrari, S., & Schweizer, B. (2010). Newsgames. Journalism at play. Cambridge: MIT Press.
  • Bourscheid, A. P. (2017). Jogando a notícia: Narrativas jornalísticas produzidas a partir dos recursos dos games. Pauta Geral-Estudos em Jornalismo, 4(2), 151-166.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. XVI. Akademik Bilişim Konferansı, (s. 147-156). Mersin. https://ab.org.tr/ab14/kitap/bozkurt_kumtepe_ab14.pdf adresinden alındı
  • Bressan, D. (2020). Cultura e desenvolvimento na nova ecología dos meios: estudo de caso “Filosofighters”, o newsgame transmídia da superinteressante. Revista Internacional de Comunicación y Desarrollo (RICD), 3(11), 30-36. doi:10.15304/ricd.3.11.6386
  • Burton, J. (2005). News-game journalism: History, current use and possible futures. Australian Journal of Emerging Technologies and Society, 3(2), 87-99.
  • Cabales, V. (2019). A Brief Introduction to Newsgames: Can video games be used to tell the news? https://knightlab.northwestern.edu/2019/06/10/newsgames-intro/ adresinden alındı
  • Chao-Chen, L. (2013). Convergence of new and old media: new media representation in traditional news. Chinese Journal of Communication, 6(2), 183-201. doi:10.1080/17544750.2013.785667
  • Clement, J. (2021). Weekly hours spent playing video games worldwide 2021, by country. Statista: https://www.statista.com/statistics/273829/average-game-hours-per-day-of-video-gamers-in-selected-countries/ adresinden alındı
  • Costera, M. I. (2013). Valuable journalism: A search for quality from the vantage point of the user. Journalism, 14(6), 754-770. doi:10.1177/1464884912455899
  • da Fonseca, A. A., & Caruso, L. (2014). Os desafios editoriais dos NewsGames │ The editorial challenges of NewsGames. Liinc Em Revista, 10(2), 691-702. doi:10.18617/liinc.v10i2.730
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. Using Game-Design Elements in Non-Gaming Contexts. CHI‘11 Extended Abstracts on Human Factors in Computing Systems (CHI EA ‘11) (s. 2425-2428). New York: Association for Computing Machinery. doi:10.1145/1979742.1979575
  • Deuze, M. (2007). Convergence culture in the creative industries. International Journal of Cultural Studies, 10(2), 243-263. doi:10.1177/1367877907076793
  • Deuze, M., & Witschge, T. (2020). Beyond Journalism. Cambridge: Polity Press.
  • Dwyer, T. (2010). Media Convergence. New York: Open University Press.
  • Eldridge, S. A., Hess, K., Tandoc, E. C., & Westlund, O. (2019). Navigating the scholarly terrain: Introducing the digital journalism studies compass. Digital Journalism, 70(1), 386-403. doi:10.1080/21670811.2019.1599724
  • Eveleth, R. (2016). Playing the News. Cambridge: Nieman Reports. http://niemanreports.org/wp-content/uploads/2016/01/NRWinter2016.pdf adresinden alındı
  • Ferrer-Conill, R. (2016). Points, badges, and news. A study of the introduction of gamification into journalism practice. Comunicació: Revista de Recerca I d'Anàlisi in, 33(2), 45-63.
  • Ferrer-Conill, R. (2018). Gamifying the news: Exploring the introduction of game elements into digital journalism. [Unpublished doctoral dissertation]. University of Karlstads.
  • Ferrer-Conill, R., & Karlsson, M. (2015). The gamification of journalism. H. Gangadharbatla, & D. Z. Davis içinde, Emerging Research and Trends in Gamification (s. 356-383). Hershey PA: IGI Global. doi:10.4018/978-1-4666-8651-9
  • Ferrer-Conill, R., Foxman, M., Jones, J., Sihvonen, T., & Siitonen, M. (2020). Playful approaches to news engagement. Convergence, 26(3), 457-469. doi:10.1177/1354856520923964
  • Foxman, M. (2015). Play the news: Fun and games in digital journalism. Columbia Journalism School.
  • Foxman, M. (2017). The playful newsroom: Iterating and reiterating the news and its publics. First Monday, 22(1). doi:10.5210/fm.v22i1.7260
  • García-Ortega, A., & García-Avilés, J. A. (2020). When journalism and games intersect: Examining news quality, design and mechanics of political newsgames. Convergence, 26(3), 517-536. doi:10.1177/1354856520918081
  • García-Ortega, A., & García-Avilés, J. A. (2021). Los límites periodísticos del diseño lúdico: estudio experimental sobre la eficacia informativa de los newsgames. Hipertext. net(22), 1-13. doi:10.31009/hipertext.net.2021.i22.01
  • Glasser, T. L. (2000). Play and the power of news. Journalism, 1(1), 23-39. doi:10.1177/146488490000100104
  • Gök, G. A. (2015). Merhamet etmenin dayanılmaz ağırlığı: Hemşirelerde merhamet yorgunluğu. Süleyman Demirel Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 20(2), 299-313.
  • Grace, L., Treanor, M., Totten, C., & McCoy, J. (2016). A case study in newsgame creation: why game designers and journalists are still learning to work together. 66th International Communication Conference. Japan.
  • Gülsoy, S. (2019). Oyun, kültür ve zaman. Atatürk Üniversitesi Edebiyat Fakültesi Dergisi, 62, 317-337.
  • Güneş, M., & Dilipak, H. (2020). Ciddi oyunların hazırlanması ve değerlendirilmesine yönelik bir derleme makalesi. GSI Journals Serie C: Advacement in Information Sciences and Technologies, 3(2), 56-91.
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Haber Oyunları: Deneyimlenebilir Gerçeklik, Ludenik Haber Okuma, Amaç ve Normların Çatışması

Yıl 2022, Sayı: 48, 429 - 445, 29.08.2022
https://doi.org/10.52642/susbed.1097105

Öz

Gazetecilik, bilgi ve iletişim teknolojilerinin gelişmesine bağlı olarak medya üretim çeşitliliğinin yakınsaklığından etkilenmektedir. Üretim ilişkilerinin katılımcı kültürü benimsemesi ve transmedya hikaye anlatıcılığının gazetecilik formlarında etkili olması haber anlatısını da dönüştürmüştür. Bu kapsamda eğlence (hazcı) ve bilgi edinme (faydacı) ihtiyaçlarının sektörel yakınsaklığı, haber oyunlarının üretimine ortam sağlamıştır. Bu derleme çalışmanın amacı gazetecilik motivasyonları ile oyun motivasyonlarının disiplinlerarası ilişkiler içerisinde ortaya çıkardığı haber oyunları; ludenik haber okuma teorisi ile temellendirerek üretim ve tüketim ilişkileri, anlatı yapısı, zamansallık, etik kaygılar, ideolojik şüpheler ve merhamet yorgunluğu kavramlarıyla tartışmaktır. Gazetecilik için yeni bir anlatı biçimi olan haber oyun üretim ortamlarında örtüşen amaçlar ve çatışan normlar bir aradadır. Bu anlamda alanyazında yer alan araştırmalarda haber oyunlarının; haberciliğe getireceği yenilik ve okuyucuya sağlayabileceği kazanımların, gerçeklik ve merhamete dair şüpheler ile karşı karşıya kalabileceği görülmüştür. Bu şüphelere rağmen haber oyunları, oyunların eğlenceli ya da deneyimlenebilir unsurlarını haber anlatısına dahil ederek ve gazeteciliğin niteliğini koruyarak, içerikteki titizliği biçimsel çekicilikle birleştiren etkili bir içerik üretim yoluna dönüşebilir.

Kaynakça

  • Aayeshah, W. (2012). Playing with news: Digital games in journalism education. Asia Pacific Media Educator, 22(1), 29-41. doi:10.1177/1326365X1202200104
  • Albeanu, C. (2016). The case for news games: Why newsrooms should ‘gain a fluency in games and play. https://journalism.co.uk/news/the-case-for-newsgames-whynewsrooms- adresinden alındı
  • Arafat, R. K. (2020). Rethinking framing and news values in gamified journalistic contexts: A comparative case study of Al Jazeera’s interactive games. Convergence, 26(3), 550-571. doi:10.1177/1354856520918085
  • Arda, Ö., & Şentürk, O. (2020). Dijital oyunun belge anlatıya dayalı ve açık dünya tasarımı: Docu-Game. Erciyes İletişim Dergisi, 7(2), 1367-1382. doi:10.17680/erciyesiletisim.689211
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. Massachusetts Institute of Technology Press.
  • Bogost, I. (2015). Gamification is bullshit. S. Waltz, & S. Deterding içinde, The gameful world: Approaches, issues, applications (s. 65-78). London: MIT Press.
  • Bogost, I. (2020). Curiosity journalism, or the first decades of newsgames. Convergence, 26(3), 572-576. doi:10.1177/1354856520918075
  • Bogost, I., & Poremba, C. (2008). Can games get real? A closer look at ‘documentary’ digital games. A. Jahn Sudmann, & R. Stockmann içinde, Computer Games as a Sociocultural Phenomenon (s. 12-21). New York: Palgrave Macmillan.
  • Bogost, I., Ferrari, S., & Schweizer, B. (2010). Newsgames. Journalism at play. Cambridge: MIT Press.
  • Bourscheid, A. P. (2017). Jogando a notícia: Narrativas jornalísticas produzidas a partir dos recursos dos games. Pauta Geral-Estudos em Jornalismo, 4(2), 151-166.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. XVI. Akademik Bilişim Konferansı, (s. 147-156). Mersin. https://ab.org.tr/ab14/kitap/bozkurt_kumtepe_ab14.pdf adresinden alındı
  • Bressan, D. (2020). Cultura e desenvolvimento na nova ecología dos meios: estudo de caso “Filosofighters”, o newsgame transmídia da superinteressante. Revista Internacional de Comunicación y Desarrollo (RICD), 3(11), 30-36. doi:10.15304/ricd.3.11.6386
  • Burton, J. (2005). News-game journalism: History, current use and possible futures. Australian Journal of Emerging Technologies and Society, 3(2), 87-99.
  • Cabales, V. (2019). A Brief Introduction to Newsgames: Can video games be used to tell the news? https://knightlab.northwestern.edu/2019/06/10/newsgames-intro/ adresinden alındı
  • Chao-Chen, L. (2013). Convergence of new and old media: new media representation in traditional news. Chinese Journal of Communication, 6(2), 183-201. doi:10.1080/17544750.2013.785667
  • Clement, J. (2021). Weekly hours spent playing video games worldwide 2021, by country. Statista: https://www.statista.com/statistics/273829/average-game-hours-per-day-of-video-gamers-in-selected-countries/ adresinden alındı
  • Costera, M. I. (2013). Valuable journalism: A search for quality from the vantage point of the user. Journalism, 14(6), 754-770. doi:10.1177/1464884912455899
  • da Fonseca, A. A., & Caruso, L. (2014). Os desafios editoriais dos NewsGames │ The editorial challenges of NewsGames. Liinc Em Revista, 10(2), 691-702. doi:10.18617/liinc.v10i2.730
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. Using Game-Design Elements in Non-Gaming Contexts. CHI‘11 Extended Abstracts on Human Factors in Computing Systems (CHI EA ‘11) (s. 2425-2428). New York: Association for Computing Machinery. doi:10.1145/1979742.1979575
  • Deuze, M. (2007). Convergence culture in the creative industries. International Journal of Cultural Studies, 10(2), 243-263. doi:10.1177/1367877907076793
  • Deuze, M., & Witschge, T. (2020). Beyond Journalism. Cambridge: Polity Press.
  • Dwyer, T. (2010). Media Convergence. New York: Open University Press.
  • Eldridge, S. A., Hess, K., Tandoc, E. C., & Westlund, O. (2019). Navigating the scholarly terrain: Introducing the digital journalism studies compass. Digital Journalism, 70(1), 386-403. doi:10.1080/21670811.2019.1599724
  • Eveleth, R. (2016). Playing the News. Cambridge: Nieman Reports. http://niemanreports.org/wp-content/uploads/2016/01/NRWinter2016.pdf adresinden alındı
  • Ferrer-Conill, R. (2016). Points, badges, and news. A study of the introduction of gamification into journalism practice. Comunicació: Revista de Recerca I d'Anàlisi in, 33(2), 45-63.
  • Ferrer-Conill, R. (2018). Gamifying the news: Exploring the introduction of game elements into digital journalism. [Unpublished doctoral dissertation]. University of Karlstads.
  • Ferrer-Conill, R., & Karlsson, M. (2015). The gamification of journalism. H. Gangadharbatla, & D. Z. Davis içinde, Emerging Research and Trends in Gamification (s. 356-383). Hershey PA: IGI Global. doi:10.4018/978-1-4666-8651-9
  • Ferrer-Conill, R., Foxman, M., Jones, J., Sihvonen, T., & Siitonen, M. (2020). Playful approaches to news engagement. Convergence, 26(3), 457-469. doi:10.1177/1354856520923964
  • Foxman, M. (2015). Play the news: Fun and games in digital journalism. Columbia Journalism School.
  • Foxman, M. (2017). The playful newsroom: Iterating and reiterating the news and its publics. First Monday, 22(1). doi:10.5210/fm.v22i1.7260
  • García-Ortega, A., & García-Avilés, J. A. (2020). When journalism and games intersect: Examining news quality, design and mechanics of political newsgames. Convergence, 26(3), 517-536. doi:10.1177/1354856520918081
  • García-Ortega, A., & García-Avilés, J. A. (2021). Los límites periodísticos del diseño lúdico: estudio experimental sobre la eficacia informativa de los newsgames. Hipertext. net(22), 1-13. doi:10.31009/hipertext.net.2021.i22.01
  • Glasser, T. L. (2000). Play and the power of news. Journalism, 1(1), 23-39. doi:10.1177/146488490000100104
  • Gök, G. A. (2015). Merhamet etmenin dayanılmaz ağırlığı: Hemşirelerde merhamet yorgunluğu. Süleyman Demirel Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 20(2), 299-313.
  • Grace, L., Treanor, M., Totten, C., & McCoy, J. (2016). A case study in newsgame creation: why game designers and journalists are still learning to work together. 66th International Communication Conference. Japan.
  • Gülsoy, S. (2019). Oyun, kültür ve zaman. Atatürk Üniversitesi Edebiyat Fakültesi Dergisi, 62, 317-337.
  • Güneş, M., & Dilipak, H. (2020). Ciddi oyunların hazırlanması ve değerlendirilmesine yönelik bir derleme makalesi. GSI Journals Serie C: Advacement in Information Sciences and Technologies, 3(2), 56-91.
  • Huizinga, J. (1955). Homo Ludens: A Study of the Play Element in Culture. The Beacon Press.
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  • Jacobson, S. (2012). Transcoding the news: An investigation into multimedia journalism published on nytimes.com 2000–2008. New Media & Society, 14(5), 867-885. doi:10.1177/1461444811431864
  • James, J. (2017). Newsgames - Journalism innovation through game design. American Journalism, 34(3), 379-381. doi:10.1080/08821127.2017.1344074
  • Jenkins, H. (2007). Transmedia Storytelling. http://henryjenkins.org/2007/03/transmedia_storytelling_101.html adresinden alındı
  • Jenkins, H. (2019). Cesur yeni medya: Teknolojiler ve hayran kültürü. (N. Yeğengil, Çev.) bvb: İletişim Yayınları.
  • Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Karataş, E. (2014). Eğitimde oyunlaştırma: Araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 15(2), 315-333.
  • Karlsson, M. (2011). The immediacy of online news, the visibility of journalistic processes and a restructuring of journalistic authority. Journalism, 12(3), 279-295. doi:10.1177/1464884910388223
  • Kinnick, K. N., Krugman, D. M., & Cameron, G. T. (1996). Compassion fatigue: Communication and burnout toward social problems. Journalism and Mass Communication Quarterly, 73(3), 687-707. doi:10.1177/107769909607300314
  • Lin, J.-H. T., & Wu, D.-Y. (2020). Newsgames for the greater good: The effects of graphic realism and geographic proximity on knowledge acquisition and willingness to help. Journalism & Mass Communication Quarterly, 97(1), 30-51. doi:10.1177/1077699018820315
  • Maier, S. R. (2015). Compassion fatigue and the elusive quest for journalistic impact: A content and reader-metrics analysis assessing audience response. Journalism & Mass Communication Quarterly, 92(3), 700-722. doi:10.1177/1077699018820315
  • Marciano, C. N. (2018). Em meio a informação e o entretenimento: Uma proposta de diferenciação entre newsgames e jogos embasados em notícias. Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação, 41(2), 1-12.
  • Meier, K. (2018). Journalism meets games: News games as a new digital genre. Theory, boundaries, utilisation. Journal of Applied Journalism and Media Studies, 7(2), 429-444. doi:10.1386/ajms.7.2.429_1
  • Moeller, S. D. (1999). Compassion fatigue: How the media sell disease, famine, war and death. Routledge.
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  • Sturm, S. (2013). Digitales Storytelling. Springer Fachmedien Wiesbaden.
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  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. doi:10.1109/MC.2005.297
Toplam 78 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Derlemeler
Yazarlar

Vera Cengiz 0000-0002-9159-2499

Sinan Kaya 0000-0003-3829-2646

Yayımlanma Tarihi 29 Ağustos 2022
Gönderilme Tarihi 1 Nisan 2022
Yayımlandığı Sayı Yıl 2022 Sayı: 48

Kaynak Göster

APA Cengiz, V., & Kaya, S. (2022). Haber Oyunları: Deneyimlenebilir Gerçeklik, Ludenik Haber Okuma, Amaç ve Normların Çatışması. Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi(48), 429-445. https://doi.org/10.52642/susbed.1097105


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