We Beat the Cops in GTA: Po(ludic)al Activism in the Age of Video Games

Melike Demirbag-Kaplan*, Begum Kaplan-Oz

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

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.

Original languageAmerican English
Pages (from-to)623-647
Number of pages25
JournalConvergence: The International Journal of Research into New Media Technologies
Volume24
Issue number6
Early online dateJan 4 2017
DOIs
StatePublished - Dec 2018
Externally publishedYes

Bibliographical note

Publisher Copyright:
© The Author(s) 2017.

Article

This article was published before Dr. Begum Kaplan joined Lynn University.

ASJC Scopus Subject Areas

  • Communication
  • Arts and Humanities (miscellaneous)

Keywords

  • Digital virtual consumption
  • Gezi Protests
  • liminoid
  • political activism
  • social movements
  • video games

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