Please use this identifier to cite or link to this item:
https://hdl.handle.net/20.500.14365/2214
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DC Field | Value | Language |
---|---|---|
dc.contributor.author | Demirbağ Kaplan, Melike | - |
dc.contributor.author | Kaplan-Oz, Begum | - |
dc.date.accessioned | 2023-06-16T14:35:55Z | - |
dc.date.available | 2023-06-16T14:35:55Z | - |
dc.date.issued | 2018 | - |
dc.identifier.issn | 1354-8565 | - |
dc.identifier.issn | 1748-7382 | - |
dc.identifier.uri | https://doi.org/10.1177/1354856516686481 | - |
dc.identifier.uri | https://hdl.handle.net/20.500.14365/2214 | - |
dc.description.abstract | This article explores how individuals reflect on their digital experiences of actualizing fantasies to make sense of their everyday actions, particularly in the context of video gaming. Our study takes a qualitative approach to understanding the context of materializing consumer fantasies, as initially experienced and actualized in video games, and how these fantasies are transformed into material reality, through an investigation of an illustrative case of mass street protests, the 2013 Gezi Protests in Turkey. The findings suggest that digital virtual experiences in video games have obvious manifestations in the material world, as consumers travel on the borders of reality, moving back and forth into the liminoid terrain of the digital virtual, and provide a deeper understanding of how the blurred boundaries between the virtual and material are established in practice. | en_US |
dc.language.iso | en | en_US |
dc.publisher | Sage Publications Inc | en_US |
dc.relation.ispartof | Convergence-The Internatıonal Journal of Research Into New Medıa Technologıes | en_US |
dc.rights | info:eu-repo/semantics/closedAccess | en_US |
dc.subject | Digital virtual consumption | en_US |
dc.subject | Gezi Protests | en_US |
dc.subject | liminoid | en_US |
dc.subject | political activism | en_US |
dc.subject | social movements | en_US |
dc.subject | video games | en_US |
dc.subject | Consumption | en_US |
dc.subject | Play | en_US |
dc.title | We beat the cops in GTA: Po(ludic)al activism in the age of video games | en_US |
dc.type | Article | en_US |
dc.identifier.doi | 10.1177/1354856516686481 | - |
dc.identifier.scopus | 2-s2.0-85057156262 | en_US |
dc.department | İzmir Ekonomi Üniversitesi | en_US |
dc.authorid | Kaplan, Begum/0000-0003-4690-4454 | - |
dc.authorscopusid | 35726793200 | - |
dc.authorscopusid | 57204781770 | - |
dc.identifier.volume | 24 | en_US |
dc.identifier.issue | 6 | en_US |
dc.identifier.startpage | 623 | en_US |
dc.identifier.endpage | 647 | en_US |
dc.identifier.wos | WOS:000452279500008 | en_US |
dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | en_US |
dc.identifier.scopusquality | Q1 | - |
dc.identifier.wosquality | Q2 | - |
item.grantfulltext | reserved | - |
item.openairetype | Article | - |
item.openairecristype | http://purl.org/coar/resource_type/c_18cf | - |
item.fulltext | With Fulltext | - |
item.languageiso639-1 | en | - |
item.cerifentitytype | Publications | - |
crisitem.author.dept | 03.02. Business Administration | - |
Appears in Collections: | Scopus İndeksli Yayınlar Koleksiyonu / Scopus Indexed Publications Collection WoS İndeksli Yayınlar Koleksiyonu / WoS Indexed Publications Collection |
Files in This Item:
File | Size | Format | |
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2214.pdf Restricted Access | 267.49 kB | Adobe PDF | View/Open Request a copy |
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