ÖZET THE ROLES OF SOCIAL VERIABLES IN TERMS OF POPULAR CULTURE'S TRANSMISSION VIA MEDIA ABSTRACTAs the mass media penetrates social life increasingly, the area of social studies with the focus on the popular culture is becoming increasingly an interesting field for academical studies. In Turkey, popular culture products have increased in occurance, to the wide masses as an entertainment element occupying their whole lives than a directly engaged cultural output. Particularly after the privatization of the broadcasting industry, many television stations actualized the theme by focusing on programming of heavily popular cultural content.These reasons have made the overlapping areas of media and popular culture a worthwhile academical field of study.This study is focused on celebrity contests on television in particular and on popular culture in general.Because popular culture is emitted through the media and is consumed by individuals, the object of this study is to deliver an answer why -as typical popular culture products-celebrity contests are so much in demand among audiences in Turkey.
Sosyal medya, günümüzde önemi ve kullanımı gittikçe artan iletişim araçlarından birisidir. Bilgiye ulaşma, etkileşim, eğlence, kişisel sunum ve farklı kimlik oluşturma gibi yönlerden insan hayatını kolaylaştıran bu araçların aşırı ve gereksiz kullanımı beraberinde bağımlılık risklerine neden olabilmektedir. Sosyal medya bağımlılığı üzerinde kullanım örüntülerinin yanında, çeşitli psikolojik değişkenler de etkili olabilmektedir. Bu araştırma benlik saygısı ile sosyal medya bağımlılığı arasındaki ilişkiyi konu almaktadır. Saha araştırması yönteminin kullanıldığı çalışmada veriler, Konya merkezdeki 400 sağlık çalışanından yüz yüze anket tekniği ile toplanmıştır. Araştırma bulguları katılımcıların orta düzeyin altında sosyal medya bağımlılığı taşıdıklarını göstermektedir. Sağlık çalışanlarının cinsiyetine göre sosyal medya bağımlılığı farklılaşmamaktadır. Yaş arttıkça bağımlılık azalmaktadır. Günlük sosyal medya kullanım süresindeki artış, bağımlılık riskini artırmaktadır. Sosyal medya bağımlılığı ile benlik saygısı arasında negatif yönde anlamlı ilişki bulunmaktadır. Araştırmaya katılan sağlık çalışanlarının yaptığı işi yeterli görme, kendinle barışık olma, kendini değerli görme ve memnun olma, kendi kişisel değerini önemseme, kendini birçok konuda yetenekli ve başarılı bulma düzeyi arttıkça, sosyal medya bağımlılığında bir azalma yaşanmaktadır. Sonuçlar, Öz Yeterlilik alt boyutunun, sosyal medya bağımlılığının, negatif yönde anlamlı belirleyicisi olduğuna işaret etmektedir.
As it is known that individuals spend most of their time with mass media, research on how the time spent on mass media affect their lives is widely available in the literature. Recently, in addition to this body of research, the time spent by individuals on social media and the effect of this time on the lives of individuals has begun to be examined. In the literature on this subject, it is also often questioned that how effective the time that individuals spend on social media, how much time they spend on social networks, or why they use social networks very often. One of the main aims of people to follow other people in social networks is to be stay informed. But at the same time, the same individuals use social networks to play games. Social networks that seek to offer different reasons to their members regarding the usage have reached their wishes with the help of these games they offer. In order to grasp why individuals choose to play games on social networks, this study examined why they prefer to produce in the virtual world, why they spend their leisure time on a game called FarmVille. FarmVille, one of the most played games in the world with the logic of virtual production, virtual distribution, and virtual consumption, was selected for this study and those who played this game were included in the axis of the study. The questionnaire was used as a measurement tool. It was found that 80% of the men and women among participants spent their two hours on the game daily. The time, which is expressed as the biggest problem of the modern day's man, was spent on games shows how much the individuals need to relax and to avoid the responsibilities and problems. When the results of the study were evaluated briefly; it was observed that the participants preferred the game mostly due to socialization, leisure time, relaxation, avoiding problems and responsibilities.
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