Tezin Türü: Yüksek Lisans
Tezin Yürütüldüğü Kurum: Orta Doğu Teknik Üniversitesi, Mimarlık Fakültesi, Endüstriyel Tasarım Bölümü, Türkiye
Tezin Onay Tarihi: 2017
Tezin Dili: İngilizce
Öğrenci: AHU YOLAÇ
Danışman: Harun Kaygan
Özet:This research discusses the gamer community as a subculture and the experience of gamers through computer gaming hardware and software. This includes their experiences in and around gameplay, online and offline relationships. The aim of this thesis is to understand both realities and highlight the connections between the two with the help of real gamers. The fieldwork of this thesis formed of two sections. First is an autoethnographic study with the aim of understanding practitioners’ (a gamer’s) bodily practices. Second is a series of interviews followed by participant observations with multiplayer online game playe rs (gamers). Through observations and literature search, it is argued that gaming tools and gaming community is closely linked in the gamer’s experience. Based on fieldwork and literature search, this thesis offers five main conclusions regarding this relationship. First, gamer is a compact concept formed of three elements; in real life identity, virtual identity and body. Second, metaculture and gaming culture have an existence that is not limited with in-game moments. Third, there is a perception in gaming subculture that being a true gamer depends on skill and practice. Fourth, embodiment in gaming context should not be considered as limited to only one of the worlds it might take place in; virtual or real. Lastly, this thesis’ conclusions and findings have implications on design practice that designers should work with respect to the cultural value of their design productions. The results of the study suggest a new perspective towards gaming culture and its elements as a who lesome, multidisciplinary issue.