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Communication And Design








 Res. Asst. Ayten Bengisu Cansever's Article Published in ART/icle: Journal of Art and Design


Istanbul Gelisim University (IGU) Faculty of Fine Arts (FFA) Department of Communication and Design Res. Asst. Ayten Bengisu Cansever's article titled “An Analysis on Digital Games as Reproducers of Ideological Trends: 'The Example of PUBG'” was published in ART/icle: Art and Design Journal.


 
Abstract
 
Purpose of the study: In this study, it is aimed to reveal the ideologies embedded in the narrative and interaction structure by positioning digital games, which have a large share in today's global market, as a media tool that is the carrier of ideological tendencies. For this purpose, in the study, "Which ideology is included in the narrative and interaction structures of (mainstream) digital games, which are positioned as the carrier of ideological tendencies?" seeking an answer to the question. Literature Background: Media are used in the construction and reproduction of dominant ideologies in society. Digital games, which have become one of the most popular medium of our time, have the power to convey the ideologies and ideas they contain to large masses, just like other media tools. For this reason, it is important to discuss the dominant ideologies in digital games on an academic basis.

Method: The study consists of two part as theoretical and practical. In the theoretical part of the study, an investigation was made on the concepts of ideology and digital game, and then the relationship between these two concepts was discussed. The subject of digital games as the reproducer of the ideological tendencies that constitute the practice of the study, on the other hand, has been analyzed with a critical discourse analysis method with a ludo-narratological approach, taking into account the dominant ideology in the socio-political context through the PUBG.
 
Findings: According to the findings of the study, the narrative and interaction structure of the PUBG, which is one of the most played games of all time, includes such discourses as "“competition”, “ambition”, “struggle”, “individualization”, “survival of the fittest”, “the end justifies the means”. These discourses are very parallel with the discourse of the neoliberalism which is the dominant ideology of today.

Conclusion: As a result, in this study, the discourse and narrative of digital games has been examined in a sample specific and it has been concluded that it contains ideology. Examining different digital games in future studies will undoubtedly make important contributions to this field.
 
Keywords: Ideology, Digital Games, New Media, Neoliberalism, PUBG.