Journals / Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi / 2026 / Cilt: 12 Sayı: Dijitalleşme Özel Sayı

INVESTIGATION OF VIDEO GAMES AND GAME PLATFORMS IN TERMS OF RADICALIZATION AND TERRORISM

VİDEO OYUNLAR VE OYUN PLATFORMLARININ RADİKALLEŞME VE TERÖRİZM AÇISINDAN İNCELENMESİ

Göksel Türker(GAZİANTEP ÜNİVERSİTESİ, İSLAHİYE İKTİSADİ VE İDARİ BİLİMLER FAKÜLTESİ)0000-0003-3589-8271
Ali Gök(GAZİANTEP ÜNİVERSİTESİ, İSLAHİYE İKTİSADİ VE İDARİ BİLİMLER FAKÜLTESİ)0000-0002-0734-459X
Pages
125–141
Publication Date
2022-11-03
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Then, video games and gaming platforms will be analyzed in terms of radicalization and terrorism.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Radical and terrorist groups have sought to use the digital space to identify people from within society who are close to their ideologies and motives or have a tendency to violence and to decide how to approach each individual.
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Key Findings & Data:Within the framework of this study, video games and gaming platforms, which are also the main subject of the study, have become places where radical and terrorist groups care about and can use as a domain, with a usage size almost equivalent to the Internet, which is an important basis for digitalization.
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Conclusion & Impact:Then, video games and gaming platforms will be analyzed in terms of radicalization and terrorism.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:Radikalleşme · Terörizm · Dijitalleşme

Abstract

Radical and terrorist groups have sought to use the digital space to identify people from within society who are close to their ideologies and motives or have a tendency to violence and to decide how to approach each individual. Within the framework of this study, video games and gaming platforms, which are also the main subject of the study, have become places where radical and terrorist groups care about and can use as a domain, with a usage size almost equivalent to the Internet, which is an important basis for digitalization. In this context, direct use of video games, export of video game features to other areas or communication through games has been adopted as a method by these groups. With these methods, it is aimed to achieve such goals as spreading messages to wider segments, gaining supporters, recruiting employees, attracting attention, threatening and intimidating enemies, normalizing violence, encouraging those with a tendency in this direction to take action. The main purpose of the study is to analyze how video games and game platforms are effectively used by radical and terrorist groups to achieve their goals in addition, in order to conduct the analysis, first of all, the conceptual framework and some quantitative data specific to the concept of radicalization and terrorism and video games will be revealed. Then, video games and gaming platforms will be analyzed in terms of radicalization and terrorism.

Özet

Radikal ve terörist gruplar, toplum içinden kendi ideolojilerine ve motiflerine yakın ya da şiddet eğilimi olan insanları belirleyebilmek ve her bireye nasıl yaklaşılacağına karar verebilmek için dijital alandan faydalanma arayışında olmuşlardır. Bu arayış çerçevesinde çalışmanın temel konusu da olan video oyunlar ve oyun platformları, dijitalleşmeye önemli bir zemin hazırlayan internet ile neredeyse denk düzeyde bir kullanım büyüklüğüne sahip olarak, radikal ve terörist grupların önem verdiği ve etki alanı olarak kullanabildiği yerler hâline gelmiştir. Bu kapsamda, doğrudan video oyunların kullanımı, video oyunlara dair özelliklerin başka alanlara ihracı ya da oyunlar aracılığıyla iletişim söz konusu gruplar tarafından birer yöntem olarak benimsenmiştir. Bu yöntemlerle, mesajların daha geniş kesimlere yayılması, destekçi kazanma, eleman temin etme, dikkat çekme, düşmanların tehdit edilmesi ve korkutulması, şiddetin normalleştirilmesi, bu yönde eğilimi olanların harekete geçmeleri için cesaretlendirilmesi gibi hedeflere ulaşılması amaçlanmıştır. Çalışmada da video oyunlarının ve oyun platformlarının radikal ve terörist gruplar tarafından söz konusu hedeflerine ulaşmada nasıl etkili bir şekilde kullanıldığının analiz edilmesi temel amaç olmakla birlikte, analizin yapılabilmesi için öncelikle radikalleşme ve terörizm ile video oyunlarına dair kavramsal çerçeve ve kavrama özgü bazı nicel veriler ortaya konacaktır. Ardından ise video oyunlar ve oyun platformları radikalleşme ile terörizm açısından analiz edilecektir.

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Cite This Article

Türker, G., Gök, A. (2022). INVESTIGATION OF VIDEO GAMES AND GAME PLATFORMS IN TERMS OF RADICALIZATION AND TERRORISM. Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi, Cilt: 12 Sayı: Dijitalleşme Özel Sayı, 125–141. https://doi.org/10.30783/nevsosbilen.1121361

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