The world is going through an important transition period with the effect of the one-way communication process of the digital field. While humanity has witnessed an extensive transformation with the digitization of all areas of life, this process has become even more effective and profound with some of the effects of the corona epidemic. The digital game industry, which is the main area of interest for young people and Generation Z in particular, questioned ethical values. The speed and depth of digitization has revealed an urgent situation requiring work on its consequences. EGİAD Aegean Young Businessmen Association, which organizes a webinar on business ethics in the digital game industry, recently published a very comprehensive book on the subject, DEU Faculty of Business 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 response or attitude of the individual to the events in his/her environment and based on his/her moral background, is now defined as digital ethics for the internet, social media and gaming industry. EGİAD evaluated that Digital Playgrounds, one of the channels where young people spend the most time, should be managed with ethical rules, and gave a detailed presentation on the topic. Alp Avni Yelkenbiçer, Chairman of the Board of Directors of EGİAD, who gave the opening speech of the meeting, stated that the game industry, which has a very large audience, is also in EGİAD’s field of interest, saying: “We are working in the game industry, which is also very popular in the entrepreneurial world.At the beginning of the period as EGİAD Engelen; we decided to focus on gaming entrepreneurship and we started researching e-sports in detail. Our Game Executive Board, which in good works are being carried out under the leadership of Arda Yılmaz, Arda Ürper, Cem Elmasoğlu, Hüseyin Kadıoğlu and Levent Kuşgöz The “you can games” initiative, also dominated by EGIAD Angels and founded by EGIAD- members, reflects our orientation to this sector. Game entrepreneurship is in fact a sector based on the development of games that are widely used by users in everyday life and can be integrated in their daily routine and that have the potential to be popular. The revenue model in game entrepreneurship is based on in-game purchases or advertisements. 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, usually technical and commercial, aspect, and often from an investor perspective. In this context, we also often try to tackle the metaverse issue, which is at the heart of the work. I would like to emphasize the importance of addressing the rise and fall of large companies in the digital game industry, the changes in the technological and economic structures of games in the industry since the industry’s inception, and the ongoing industry problems. With awareness, we can be better prepared for new ethical issues 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 ones or classic ones that may seem new with the advancement of technology.”
DEU Faculty of Business Administration Faculty member Assoc. Dr. Ulaş Çakar, on the other hand, argued that the industry, which started in the 1960s, has developed in a staggering way since the 1970s and drew attention to the fact that the development has also caused moral confusion. By expressing that the video game collapse occurred in 1983, Çakar also conveyed the effects of America and Japan on the industry. akar explained in a detailed presentation the effects of popular culture and cinema and the Kovid Process on the industry, saying: “The slander and prejudice against the digital game industry in the early days has not completely disappeared. There are also those who are influenced by prejudice or broadcast in this field because of opposition to the game. All kinds of publications to defend the desired restrictions and censorship practices against the field threaten the structure of the field. The circumstances of the Kovid-19 pandemic and the increasing orientation of Metaverse have further fueled the growing interest in the gaming industry and the industry’s business volume is starting to whet the appetite,” he said.
Source: (BHA) – Beyaz News Agency