Hate speech and the use of discriminatory language, which is one of the world's major social issues, are becoming highly apparent in society. However, this exposure will not contribute to the creation or social abandonment of a collective...
moreHate speech and the use of discriminatory language, which is one of the world's major social issues, are becoming highly apparent in society. However, this exposure will not contribute to the creation or social abandonment of a collective consciousness that will alter the current situation, nor does it contribute to further normalization, banality, propagation and more social tolerance of hate speech and discriminatory language. Today, where technological advances are rapidly evolving and mobile devices are becoming an integral part of daily life, the content generated and distributed over the internet often negatively supports this cycle. From video sharing sites to social media networks, from blog sites to digital games, environments where hate speech and racist language have been created and distributed in an uncontrolled manner. Digital games, one of the common types of entertainment in modern life, are content where there is extensive use of hate speech and discriminatory language. Hate speech and discriminatory language in digital games are becoming normal and acceptable in relation to gaming and entertainment, making it easier to conceal. Therefore, digital games can be said to play a major role in the learning and normalization of hate and discrimination, particularly as digital games are considered to have an important place in the learning and socialization cycle of children and young people. Looking at the academic literature on digital games, which has become the focus of academic circles in recent years, we can see that there is a wide range of current studies. The multidisciplinary nature of game research is also increasing diversity. Within this framework, a number of researchers from different disciplines, from economists to litterateurs, have studied the games (Salen ve Zimmerman, 2004, p. 72). These studies range from consumer behavior of players to gender representation in games, from digital game history to game narratives, from visual to character design in games, to social and psychological effects of digital games. Games are also dealt with in studies of the social and psychological impact of digital games through harmful effects such as addiction (Uysal, 2017; Yalçın Irmak and Erdoğan, 2016), aggressive behavior and desensitization to violence (Adachi and Willoughby, 2011; Gentile et al ,2004; Greitemeyer, 2018), loss of academic performance (Anand, 2007; Wallenius et al, 2009), mental illness (Poppelaars et al, 2018; Valadez and Ferguson, 2012) and antisocial personality (Kowert el al, 2014). Furthermore, the discriminatory language and hate content used in digital games and the negative effects of such content can often be overlooked. However, the production and consumption of digital games often involve discriminatory language and hate content. While the elements used in the script and visual designs of the games reproduce sexist, homophobic, xenophobic, militaristic and racist dominant values, players are involved in this reproduction process by sharing in-game audio, visual and text content, user and avatar names of their choice, avatar images. In this study, the forms of production and distribution of hate speech and discriminatory language in online digital games were discussed as a problem that we face in many areas of everyday life and which undermines the culture of social coexistence. The aim of the study is to identify the forms of hate speech and discriminatory language produced by users in online digital games, and to draw attention to the role of these games in the spread and normalization of hate speech and discriminatory language. Agar.io, one of the MMOG (massive online multiplayer) games, was selected as the sample in the study. Agar.io game was analyzed in eight-week duration from 20.05.2019 to 14.07.2019, with random entries made on three days on weekdays and at set time intervals, for a total of 15 minutes per day. A preliminary analysis was performed one week before the evaluation period to determine the time periods at which the number of players in the game is high, in order to determine the time zones where the number of players in the game is lowest. As a result of the preliminary investigation it was determined to investigate the time interval between 12:00-17:00 where the highest attendance was. The study investigated the names of avatars and avatar images used as unit of analysis by players. Content analysis was used to analyze the data. The study of Binark and Çomu (2012) was used to categorize these data and evaluated the categories “political hate speech, hate speech against foreigners and immigrants, hate speech against women, hate speech based on religious belief and sectarian, hate speech based on sexual identity, hate speech against the disabled and various diseases”. In addition to these categories, the title ‘hate speech based on racism and ethnic identity’ was added in line with the need and a total of 7 categories were reviewed. As a result of the examination, it was determined that 87% of the Agar.io players tried to emphasize the political, social, cultural, etc. values they felt belonging to and express themselves within this framework. Avatar names and images were often seen to be dominated by nationalist and male-dominated rhetoric. It was found that 58% of players who were concerned about posting via their avatars shared messages with hate speech and/or discriminatory language content. Consequently, the intention of messaging in these games, combined with in-game competitiveness, is embroiled in deliberate or accidental hate speech and/or discriminatory language, which is therefore subject to It was concluded that the discourses became a normal form of everyday language and became commonplace, normalized by constant consideration and social acceptance. It has been observed that players who choose similar political, religious, cultural, etc. names of avatars due to feelings like belonging to a community, being together, playing with each other in teams and finding other players with opposing views as the primary goal. There have been some findings in the case of Agar.io, that MMOG-type games are increasingly turning into a new type of social media environment. Avatar names and images have been found to be used in parallel with social media usage purposes, similar to tweets, DMs, stories, situations and posts in various social media platforms. Games of this kind are played not only for gaming and entertainment purposes, but also for competing, taunting, propaganda, advertising, sending social messages, being with like-and fighting against opposing views, and are being used as new social media influenced by the national agenda. The possibility of being able to participate fully anonymously in the game, and the feeling of being away from control and supervision, is thought to encourage players to produce and share messages that are illegal. In order to minimize such illegality and excesses, the requirement to verify / associate all online games with at least one e-mail account and at least one social media account or mobile phone number is presented as a solution for technical determination, which must be assessed both for providing players with self-control and for accessing players where necessary. The fact that hate speech and discriminatory language are a social problem alongside digital games also makes it necessary for solutions to be addressed from a wider perspective and for structural solutions to be introduced. For this reason, holistic measures should be taken to inform and raise awareness of hate speech and discriminatory language in the social life of individuals.