Business Ethics in the Digital Gaming Industry

Business Ethics in the Digital Gaming Industry
Business Ethics in the Digital Gaming Industry

The world is going through an important transition period with the effect of the one-way communication process of the digital field. While mankind has witnessed a comprehensive transformation with the digitalization of all areas of life, this process has become even more effective and deep with some of the effects of the corona epidemic. The digital game industry, which is the biggest area of ​​interest especially for young people and generation z, opened up ethical values ​​to discussion. The speed and depth of digitization has revealed an urgent situation that requires work in its consequences. Organizing a webinar on Business Ethics in the Digital Game Industry EGİAD Aegean Young Businessmen Association, DEU Faculty of Business Administration Faculty Member Assoc. Dr. He hosted Ulaş Çakar and discussed the issue for the youth.

The influence and sharing of young people in the internet, social media and digital game sector has brought a new concept to the agenda; digital ethics. The concept of ethics, which is defined as the reaction or attitude of the individual to the events experienced in his/her environment and on the basis of his/her moral background, is now defined as digital ethics for the internet, social media and gaming industry. Evaluating that Digital Playgrounds, one of the channels where young people spend the most time, should be managed with ethical rules. EGİADmade a detailed presentation on the subject. The keynote speaker of the meeting EGİAD Alp Avni Yelkenbiçer, Chairman of the Board of Directors, said that the gaming industry, which has a very large audience, EGİADStating that . EGİAD At the beginning of the period as his angels; we decided to focus on gaming entrepreneurship, and we were going to examine e-sports in detail. Our Game Executive Board, which was established in this direction; Good works are being undertaken under the leadership of Arda Yılmaz, Arda Ürper, Cem Elmasoğlu, Hüseyin Kadıoğlu and Levent Kuşgöz. EGİAD Angels are also predominant and EGİAD The “you can games” initiative, founded by its members, is a reflection of our orientation to this sector.

Game entrepreneurship is basically a sector that is based on the development of games that are frequently used by users in daily life and that can be integrated into their life routine and that have the potential to be popular. The revenue model in game entrepreneurship is based on in-game purchases or advertising. Developing mobile games in such initiatives is much more popular than other types of games. The success of the initiative is determined by the quality of the game and the number of active users. We deal with the digital game industry from a different, generally technical and commercial aspect, and often from an investor perspective. In this context, we also frequently try to deal with the metaverse issue, which is at the core of the work. I would like to emphasize that it is important to address the rise and fall of large companies in the digital game industry, as well as the changes in the technological and economic structures of games in the industry since the beginning of the industry, and the ongoing problems of the industry. Thanks to awareness, we can be better prepared for new ethical problems that we may encounter in the digital game industry. Perhaps, thanks to this awareness, we can appreciate when we encounter new ethical problems, whether they are really new problems or classic problems that may seem new with the development of technology.”

DEU Faculty of Business Faculty Member Assoc. Dr. Ulaş Çakar, on the other hand, stated that the industry, which started in the 1960s, has developed in a dizzying way since the 1970s, and drew attention to the fact that the development has also brought about a moral confusion. Expressing that the collapse of video games took place in 1983, Çakar also conveyed the effects of America and Japan on the industry. Explaining in a detailed presentation the effects of popular culture and cinema and the Kovid process on the industry, Çakar said, “The slander and prejudices against the digital game industry in the early periods have not completely disappeared. There are also those who are affected by prejudices or broadcast in this field due to opposition to the game. All kinds of publications made to defend the desired restrictions and censorship practices against the field threaten the structure of the field. The conditions of the Kovid-19 pandemic and the increasing orientation for Metaverse further increased the increasing interest in the game industry. The business volume of the sector has started to whet the appetite," he said.

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