
The Digital Games Congress was held under the auspices of BTK. Speaking at the program, President Dr. Ömer Fatih Sayan drew attention to the fact that the digital games sector is a rapidly developing and growing industry.
Under the auspices of the Information Technologies and Communication Authority, as part of the International Child and Information Security Events, the Child and Information Security Association, Ankara University, the Ministry of Family and Social Policies, and BTK jointly organized the “Digital Games Congress.”
Stating that Internet technologies are undergoing rapid changes every day, President Dr. Ömer Fatih Sayan said, “From first-generation electronic communication devices to the concept of the Internet of Things, the benefits of this process have taken root in large parts of our lives in different dimensions. In its early years of entering our lives, the basic purpose of the Internet was to enable users to access specific content and acquire information; today, it has become an interactive platform where users at every level can produce content and access developments instantly.”
Sharing the information that over 1 billion people worldwide play digital games, Sayan also mentioned some numerical data: “People are increasingly getting acquainted with games at younger ages (5-6 years old). Xbox Kinect sold 8 million units in just 60 days, entering the Guinness Book of Records as the fastest-selling electronic product. There are games that reach hundreds of millions in sales within 24 hours. The gaming sector has surpassed the cinema industry. The majority of Facebook users use it for gaming. It is the sector least affected by crises and with very high added value. There are more than 20,000 internet cafes in Turkey, and games are played the most in internet cafes. South Korea, China, and major American game companies have their eyes on Turkey due to its young population. There are over 20 million gamers in Turkey.”
President Sayan listed BTK’s duties on the subject as follows: “We monitor developments related to the Internet, produce new policies, find ways to protect children in the Internet environment and implement them, ensure that children benefit most effectively from the opportunities offered by the Internet at all times and places, and conduct studies to ensure their security against the risks and dangers of the virtual world.”
DIGITAL GAMES HAVE REVOLUTIONARY ECONOMIC POWER
Noting that digital games have gained economic power with changes that can be considered revolutionary in digital technologies, Sayan stated, “Digital games are one of the most valuable products of the global economy. Although they appear as entertainment tools, games are now also used in education and healthcare. It is estimated that the market size will reach 120 billion dollars in 2018. It is a sector experiencing socio-economic growth by doubling the cinema and music industries worldwide.”
Providing information about the state of digital games in our country, President Sayan said, “It is a sector that is rapidly growing both in terms of consumption and production. According to data I received from the Turkish Game Developers Association, our game development companies achieved exports worth 500 million dollars in 2016. The biggest impact comes from the fact that 95% of the games produced in our country are exported.”
GAMING SECTOR INCREASES EXPORT POTENTIAL
Drawing attention to the fact that one of the most important sectors increasing our country’s export potential is the gaming sector, Sayan said, “The sector in Turkey has reached a quite intensive and large market volume. With 22 million gamers, Turkey represents 2.2% of the entire global digital gaming sector. With a market size reaching 700 million dollars, it promises a significant future. In addition to its economic impacts, it also provides a solution to a major social problem through the employment it creates.”
Emphasizing the need to create an ecosystem for domestic producers to develop this sector, Sayan spoke about the advantages of digital games: “With the help of technology, digital games can offer us different environments and scenarios. Thanks to the depth they create, people play more games. So why not turn this into a benefit for our children and youth? Why not use them in education and healthcare? Developing and marketing games requires different disciplines to come together. The production process involves creativity, employment, advertising, marketing, intellectual property rights, and many other socio-economic elements. Even just developing a game requires multifaceted roles: game design, visual design, programming, modeling, testing, etc. We need a large young workforce to work in these areas.”
Noting that public support is very important for this developing sector in Turkey, Sayan said, “First of all, a positive perception should be created, and public institutions should attach importance and support it in a standardized manner. Therefore, all institutions supporting this field should work together. For example, trainings should be created according to areas of expertise. Secondary and higher education institutions should be supported in this regard. Incubation and pre-incubation centers that aim to train entrepreneurs in this sector should be supported. As a result of these efforts, digital games, one of our target sectors, will play important roles in our country’s development.”
THE CURIOSITY OF OUR YOUTH IS OUR GREATEST ADVANTAGE
Stating that the young population and their individual talents and curiosity for games are one of the greatest advantages, Sayan said, “The opportunities of all digital platforms, along with the necessity of conscious and safe use of technology and the Internet, also apply to digital games. We must all react together against the risks in games, which have come to the agenda again with games like the Blue Whale. The gaming sector should be supported at this point, and awareness and efforts should be increased regarding games suitable for the mental and physical health of children and youth, as well as educational games that support their education.”
LET’S NOT FORGET THAT GAMES CAN CAUSE DIGITAL ADDICTION
Regarding the disadvantages of digital games, President Sayan said: “Digital games offer many benefits such as learning by playing, effects on child development, and social communication. On the other hand, contents like violence, obscenity, Islamophobia, and encouragement of gambling lead the harms that digital games can cause, especially on children and youth. In addition, excessive consumption of games that do not create added value can lead to gaming addiction and waste of time. Here, child-family relations and digital literacy in the child’s education play an important role. Policies aimed at identifying games that will not negatively affect children’s mental and physical health, and increasing the design and production of educational games will surely be an important step for the sector’s development.”
Reminding that they had previously organized International Child and Information Security events themed on digital games on October 9-10-11, 2017, Sayan said, “The events were held as coding training for children, safe Internet training for children and families, and workshops and symposiums where all aspects of digital games were discussed. Now, we plan to address games both academically and practically, and to handle it as a scientific event where every aspect of games will be discussed.”
Stating his belief that very useful information will be obtained at the end of the congress, Sayan concluded his speech with a quote from Prime Minister Yıldırım: “The new generation digital entrepreneurship economy will be Turkey's driving force. From education to health, from construction to communication, from production to logistics, Turkey needs the energy of new generation digital entrepreneurs for stronger growth and global competition in every field. I would like to end my words by adding to this observation: Our country needs a well-structured gaming sector, especially in education and exports, among many areas. And we, as the Information Technologies and Communication Authority, have taken the initiative in forming this ecosystem and will continue to do so.”
After President Sayan, Prof. Dr. Betül Ulukol, President of the Child and Information Security Association, took the floor and said, “We are all putting in a lot of effort in this field. We are doing this for our children. Since our target is our children, we are working so coordinately. We are holding the end of a job that is not the field of work for many people but is everyone’s responsibility. Especially our young friends have a great duty to share their knowledge and experience in this field here.”
During the 3-day program, panels will be held on many topics such as “Supportive Effects of Digital Games on Child Development,” “Digital Parenting,” “Effects of Digital Games on Child Health,” and more.