Benzer ürünlerin birbirinden ayırt edilmesini kolaylaştırmak amacıyla ortaya çıkan marka kavramı zamanla özel bir önem kazanmaya başlamıştır. Başlangıçta mal ve hizmetler için kullanılan markanın kapsamı genişleyip fikir, kişi, kent, ülke, bölge, yer gibi farklı unsurları da kapsar hale gelmiştir. Bugün artık ülkelerin veya kentlerin marka değerleri ve bu markalara ilişkin insanların zihinlerinde oluşan algılar bulunmaktadır. Oluşan bu algılar, insanların o kentte ticaret - yatırım yapma ve kenti ziyaret etme tercihlerini etkilemektedir. Özellikle komşu kentler arasında bu açıdan rekabet de oluşmaktadır. Bu yüzden birçok kent var olan imajlarını ve marka değerlerini tespit etme ve yükseltme çabasına girmektedir. Bu çalışmada Aksaray ilinin marka değeri, Aksaray’da yaşayanların algı ve değerlendirmeleri açısından tespit edilmeye çalışılmıştır. Katılımcıların görüşlerinin belirlenmesi amacıyla anket formu oluşturulmuş ve anket formu Aksaray il merkezinde yüz yüze olarak uygulanmıştır. Uygulama sonucunda 2.272 anket verisi elde edilmiştir. İstatistik programına aktarılan anket verilerine istatistiki analizler yapılmıştır. Katılımcıların Aksaray denince akıllarına ilk gelenlerin Malaklı Köpeği, Ihlara vadisi ve Hasan dağı olduğu görülmüştür. Kentin marka değerinin olması gereken seviyenin çok altında olduğu, uluslararası tanıtım aktiviteleri, spor aktiviteleri, alternatif turizm etkinlikleri, konaklama yerlerinin marka değeri, halkın davranışları, şehir içi ulaşım, sosyal kültürel aktiviteler ve üst yapı yatırımları açısından önemli ölçüde yetersiz olduğu görülmüştür. Kentin konumu, inanç merkezleri ve tarihi eserler açısından ise diğer seçeneklere göre daha iyi durumda olduğu görülmüştür. Ayrıca Aksaray’da çevre ve arkadaş edinmenin kolay olduğu, Aksaray’ı ziyaret edenlerin memnun ayrıldığı buna karşılık sosyal faaliyetlere yönelik tesislerin yeterli olmadığı ve toplu taşımanın da yeteri kadar iyi olmadığı sonucuna ulaşılmıştır. Aksaray ilinin marka değerinin artırılması için öncelikle uluslararası ve ulusal tanıtım etkinliklerinin yapılması, daha fazla sosyal, kültürel ve sportif etkinliklere ev sahipliği yapması tavsiye edilmektedir. Ayrıca Aksaray ili için bir logo tasarlanmasının ve bu logonun Aksaray ile bütünleşen kurumlarda ve ürünlerde kullanımının teşvik edilmesi de marka değerinin pekiştirilmesi açısından önemlidir.
Massively Multiplayer Online Games as a Potential Means of Building Counter-Hegemonic SpheresThis study aims to reveal whether massive multi-player online games (MMOG) are effective in creating a new field of resistance and counter-hegemony while questioning whether games make players passive and apolitical individuals. To this end, whether online games encourage players to organize, develop their cultural practices, create their own spaces of resistance and counter-hegemony, and allows them to take a specific political stance were analyzed through those who played MMOG in the study. As a method, an online questionnaire is conducted with 493 people, and the data obtained were evaluated under four factors. According to the findings of the statistical analysis, MMOGs encourage players (1) to develop their cultural practices (identification with the group); (2) to coexist within game groups based on rules (identification with the game); (3) to organize among themselves (social interaction), (4) to show critical, intellectual, strategic attitudes and behaviors;(5) to demonstrate their social, cultural and political stance (interaction between the game and the world); and lastly, through active virtual in-game communities, (6) to encourage the players as active subjects to engage in movements aimed at creating a new resistance and counter-hegemony (offline activism). However, players who play MMOGs do not engage in any activity unless there is an
Computer games create realistic and interactive spaces for people with the developing technology in virtual extent and they also build quotations surrounding every aspect of human perception. Computer games are not only a leisure time activity but also a transmedia case related to perception and the identification process. Another important factor of the computer games are graphics of the games. The main purpose of this chapter is to consider the relation of the technical level of the game in a graphical three-dimensional model to identification process in the context of “identification with the avatar.” The Witcher 3: Wild Hunt which was driven to the market and received positive criticism with its successful graphics will be analysed in the context of its transmedia features and graphic design. Then, a semi-structured interview will be conducted with 15 gamers who played The Witcher 3: Wild Hunt, to analyse the relation of “identification with the avatar process” of the participants to the graphical modeling of the game.
The main purpose of this study is in which the 2020 game called Cyberpunk 2077 is examined within the framework of the transhumanist approach, to analyze the ideology of transhumanism contained in digital games and to analyze the principles of the Transhumanism Declaration through the game's narrative and characters, and to question the way transhumanism is presented in the game's universe. During the first-hand experience of the game, the Nomadic background story and the character named V were chosen. The game was analyzed descriptively with the qualitative analysis method; based on the conceptual framework for the ideology of transhumanism, and it has been analyzed and interpreted under the categories created based on the Principles of the Transhumanism Declaration. In the findings, it was concluded that the play conveys the transhumanism approach from the framework of the current dominant ideology and constructs transhumanism through the imagination of a future world where current political economy conditions are valid. At the same time, the narrative of the play, in which these changes are told and mapped, is conveyed with images originating from the familiar dominant ideology of today, namely the traditions and belief systems of capitalism.
Computer games create realistic and interactive spaces for people with the developing technology in virtual extent and they also build quotations surrounding every aspect of human perception. Computer games are not only a leisure time activity but also a transmedia case related to perception and the identification process. Another important factor of the computer games are graphics of the games. The main purpose of this chapter is to consider the relation of the technical level of the game in a graphical three-dimensional model to identification process in the context of “identification with the avatar.” The Witcher 3: Wild Hunt which was driven to the market and received positive criticism with its successful graphics will be analysed in the context of its transmedia features and graphic design. Then, a semi-structured interview will be conducted with 15 gamers who played The Witcher 3: Wild Hunt, to analyse the relation of “identification with the avatar process” of the participants to the graphical modeling of the game.
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