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Ottomentality as Technology of Self: How Do Mobile Games Aestheticize the Entrepreneurial Self?

Ottomentality as Technology of Self: How Do Mobile Games Aestheticize the Entrepreneurial Self?
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Author(s): Hasan Turgut (Ondokuz Mayıs University, Turkey)and Neslihan Yayla (Ondokuz Mayıs University, Turkey)
Copyright: 2021
Pages: 22
Source title: Handbook of Research on Aestheticization of Violence, Horror, and Power
Source Author(s)/Editor(s): M. Nur Erdem (Ondokuz Mayıs University, Turkey), Nihal Kocabay-Sener (İstanbul Commerce University, Turkey)and Tuğba Demir (İzmir Kavram Vocational School, Turkey)
DOI: 10.4018/978-1-7998-4655-0.ch021

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Abstract

Extreme-right populist tendencies are getting stronger day by day. Although there are various factors that make the extreme-right populist tendencies stronger, the fact that cannot be ignored is that these tendencies must be reproduced discursively (history, culture, etc.) by the ruling power structures. Today, digital media and especially games are the primary areas where this reproduction process is most visible. Mobile games, in particular, turn into dominant cultural phenomena related to daily life beyond leisure, entertainment, and mind refreshing functions. Within this view, it is claimed that the mobile games based on the historical narratives in Turkey work as technology of self to contribute to the discourse of neo-Ottomanism. In order to test this claim, the three most downloaded mobile games (Game of Sultans, Magnificent Ottoman, and Age of Ottomans) in the Appstore and Android markets are selected as examples, and the aesthetic production realized through the structural elements of the game will be analyzed.

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