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DİJİTAL OYUNLARDA GÖRSEL KİMLİK: FALLOUT SERİSİNDE VAULT-TEC MARKASININ MEKANSAL VE GÖRSEL TEMSİLİ

Year 2025, Volume: 19 Issue: 36, 301 - 330, 30.07.2025
https://doi.org/10.48069/akdenizsanat.1669202

Abstract

Bu çalışma, dijital oyunlarda görsel kimliğin mekânsal temsilini ve çevre etkileşimiyle nasıl bütünleştiğini incelemekte; Fallout serisinde yer alan kurgusal Vault-Tec markasını örnek vaka olarak ele almaktadır. Grafik tasarım öğelerinin (afişler, logolar, tipografi, renk paletleri, maskotlar) mekân ve çevre ilişkisi, Fallout 3, Fallout: New Vegas ve Fallout 4 oyunları üzerinden karşılaştırmalı olarak analiz edilmiştir. Araştırma, Lev Manovich’in "Gezilebilir Uzam (Navigable Space)" ve Henry Jenkins’in "Çevresel Anlatı (Environmental Storytelling)" kuramları temel alınarak yürütülmüş; görsel kimliğin yalnızca estetik bir yüzey değil, aynı zamanda anlatı ve ideoloji taşıyan bir yapı olarak dijital mekâna nasıl entegre edildiği sorgulanmıştır. Görsel analiz yöntemiyle elde edilen bulgular, Fallout 3’te otoriter ve yönlendirici, New Vegas’ta sessiz ve keşfe dayalı, Fallout 4’te ise yoğun propaganda estetiğiyle sunulan bir temsil stratejisi olduğunu göstermektedir. Makale, kurumsal görsel kimliğin oyun mekânı ve çevresiyle birlikte işlevsel bir bütün oluşturduğunu ortaya koymakta; dijital oyun tasarımı, grafik tasarım, iletişim ve mekânsal kurgu ilişkisine disiplinlerarası bir katkı sunmayı hedeflemektedir.

References

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  • Bethesda Game Studios. (2008). Fallout 3 [Video game]. Bethesda Softworks. https://fallout.bethesda.net/en/games/fallout-3
  • Bethesda Game Studios. (2015). Fallout 4 [Video game]. Bethesda Softworks. https://fallout.bethesda.net/en/games/fallout-4
  • Bowman, B., Elmqvist, N., & Jankun-Kelly, T. J. (2012). Toward visualization for games: Theory, design space, and patterns. IEEE Transactions on Visualization and Computer Graphics, 18(11), 1956–1968. https://doi.org/10.1109/TVCG.2012.77
  • Brandse, M., & Tomimatsu, K. (2013, Temmuz). Empirical review of challenge design in video game design. In International Conference on Human-Computer Interaction (ss. 398–406). Berlin, Heidelberg: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-39473-7_80
  • Butcher, L., Tang, Y., & Phau, I. (2017). Pawning n00bs: Insights into perceptions of brand extensions of the video game industry. Australasian Marketing Journal, 25(3), 215–224. https://doi.org/10.1016/j.ausmj.2016.11.008
  • Champion, E. (2003, Şubat). Applying game design theory to virtual heritage environments. In Proceedings of the 1st international conference on computer graphics and interactive techniques in Australasia and South East Asia (ss. 273–274). https://doi.org/10.1145/604471.604532
  • Drakopoulou, S. (2010). A moment of experimentation. Spatial practice and representations of space as narrative elements in location-based games. Aether. The Journal of Media Geography.
  • El-Nasr, M. S., & Yan, S. (2006, Haziran). Visual attention in 3D video games. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (ss. 22-es). https://doi.org/10.1145/1178823.1178849
  • Fallout 3 Vault-Tec propaganda afişi, https://fallout.fandom.com/wiki/Poster_(Fallout_3) Erişim Tarihi: 05.02.2025.
  • Fallout 4 Vault-Tec propaganda afişi https://fallout.wiki/wiki/Poster_%28Vault_Hard_Work%29 Erişim Tarihi: 05.02.2025.
  • Fernández-Vara, C. (2011). Game spaces speak volumes: Indexical storytelling.
  • Finley, T. K. (2018). Narrative tactics for mobile and social games: Pocket-sized storytelling. CRC Press. https://doi.org/10.1201/9781315155203-9
  • Garbellini, A. B., Serrano, D. P., & Ramallal, P. M. (2021). Fake brand gamification. Ludificación de las marcas visuales cómo estrategia de advertainment. AdComunica. Revista Científica de Estrategias, Tendencias e Innovación en Comunicación, (22), 163. https://doi.org/10.6035/2174-0992.2021.22.9
  • Gee, L. L. S., Dolah, J., & Pangayan, V. B. (2019). Visual preferences for educational game designs through the graphic style approaches. Jurnal Gendang Alam (GA). https://doi.org/10.51200/ga.v0i0.2181
  • Hernández, B. J. S. (2013). El papel simbólico de la tipografía en el diseño de logotipos: el caso de Audi. Sphera Publica, 1(13), 38–56.
  • Jacobson, A. (2012). Typographic trends in American sports brands (Yüksek lisans tezi, California Polytechnic State University). DigitalCommons@CalPoly. https://digitalcommons.calpoly.edu/cgi/viewcontent.cgi?article=1079&context=grcsp
  • Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (ss. 118–130). MIT Press.
  • Jukić, D. (2024, Temmuz). Video game industry: A marketing perspective. In International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management (ss. 355–362). https://doi.org/10.46541/978-86-7233-428-9_391
  • Kim, I., Hong, S., Lee, J. H., & Bazin, J. C. (2018). Overlay design methodology for virtual environment design within digital games. Advanced Engineering Informatics, 38, 458–473. https://doi.org/10.1016/j.aei.2018.08.014
  • Lacry. (2016, Mayıs 24). Fallout: New Vegas full game walkthrough (no commentary) [Video]. YouTube. https://www.youtube.com/watch?v=1cHIlLqgZAk
  • Lamba, L. (2023). Game-changer: Unveiling the impact of game-specific factors on brand recall and attitude. International Journal of Economics, Finance & Management Science, 8(11), 1–4. https://doi.org/10.55640/ijefms-9143
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Martens, S., Sanz, L. C., & De La Hera, T. (2023). The contribution of branded games for the LEGO Ninjago brand narrative. In La Contribución de los Juegos de Marca a la Narrativa de Marca de LEGO Ninjago (ss. 147–176). https://doi.org/10.26503/todigra.v6i1.133
  • Martin, J. (2005, Ocak). Virtually visual: The effects of visual technologies on online identification. In Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play.
  • Martínez, G. M., Martínez, M. R., & Cambra, U. C. (2022). Identidad visual y gambling en el ecosistema de cajas botín del videojuego Counter-Strike. VISUAL REVIEW. International Visual Culture Review/Revista Internacional de Cultura Visual, 16(3), 279–290. https://doi.org/10.62161/revvisual.v16.5266
  • MKIceAndFire. (2015, Kasım 10). Fallout 4 full game movie (no commentary) [Video]. YouTube. https://www.youtube.com/watch?v=JnIprXJMvN4
  • Mohsen, A. E. (2018). The aesthetics impact of the typographic on the logo advertising and meaning. IOSR Journal of Research & Method in Education (IOSR-JRME), 8, 18–28.
  • More, G., & Burrow, A. (2007, Aralık). Observing the learning curve of videogames in architectural design. In Proceedings of the 4th Australasian conference on Interactive entertainment (ss. 1–6).
  • Nelson, M. R. (2002). Recall of brand placements in computer/video games. Journal of Advertising Research, 42(2), 80–91. https://doi.org/10.2501/JAR-42-2-80-92
  • Nitsche, M. (2008). Video game spaces: Image, play, and structure in 3D worlds. MIT Press.
  • Obsidian Entertainment & Bethesda Game Studios. (2010). Fallout: New Vegas [Video game]. Bethesda Softworks. https://fallout.bethesda.net/en/games/fallout-new-vegas
  • Okur, M., Kızıl, R., & Atamaz, E. (2024). The art of graphic design in video games: Beyond the visual. Amazonia Investiga, 13(78), 9–26. https://doi.org/10.34069/ai/2024.78.06.1
  • Overdijk, M. (2023, Ekim). Circulation and narrative in a virtual environment. In International Conference on Interactive Digital Storytelling (ss. 504–516). Cham: Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-47655-6_31
  • Peixoto, D. C., Prates, R. O., & Resende, R. F. (2010, March). Semiotic inspection method in the context of educational simulation games. In Proceedings of the 2010 ACM Symposium on Applied Computing (pp. 1207-1212). https://doi.org/10.1145/1774088.1774342
  • Rizopoulos, C., Arsenopoulou, N., & Poupou, A. (2023, Eylül). Journeys, maps, dungeons: Navigating narrative and cinematic space in open world digital games. In Proceedings of the 2nd International Conference of the ACM Greek SIGCHI Chapter (ss. 1–5). https://doi.org/10.1145/3609987.3610025
  • Salomão, A., Andaló, F., & Horn Vieira, M. L. (2017). Understanding game design for the development of a game environment. In HCI International 2017–Posters' Extended Abstracts: 19th International Conference (ss. 73–79). https://doi.org/10.1007/978-3-319-58750-9_10
  • Shirrako. (2018, Mayıs 2). Fallout 3 full game walkthrough (no commentary) [Video]. YouTube. https://www.youtube.com/watch?v=Bu2pP7QEYfg
  • Van Looy, J. (2015). Online games characters, avatars, and identity. The international encyclopedia of digital communication and society (ss. 748–758). https://doi.org/10.1002/9781118767771.wbiedcs106
  • Vashisht, D. (2017). How gamers process in-game brand placements under different game-involvement conditions. Management Research Review, 40(4), 471–490. https://doi.org/10.1108/MRR-07-2015-0163
  • Vault Boy, https://fallout.fandom.com/wiki/Vault_Boy, Erişim tarihi: 01.02.2025.
  • Wei, H., Bizzocchi, J., & Calvert, T. (2010). Time and space in digital game storytelling. International Journal of Computer Games Technology, 2010(1), 897217. https://doi.org/10.1155/2010/897217
  • Xiao, S., Wang, L., Ma, X., & Zeng, W. (2024, Mayıs). TypeDance: Creating semantic typographic logos from image through personalized generation. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (ss. 1–18). https://doi.org/10.1145/3613904.3642185
  • Zakowski, S. (2016, Ocak). Environmental storytelling, ideologies and quantum physics: Narrative space and the Bioshock games. In Proceedings of DiGRA/FDG 2016 Conference.
  • Zammitto, V. (2008, Temmuz). Visualization techniques in video games. In Electronic Visualisation and the Arts (EVA 2008). BCS Learning & Development. https://doi.org/10.14236/ewic/EVA2008.30

VISUAL IDENTITY IN DIGITAL GAMES: SPATIAL AND VISUAL REPRESENTATION OF THE VAULT-TEC BRAND IN THE FALLOUT SERIES

Year 2025, Volume: 19 Issue: 36, 301 - 330, 30.07.2025
https://doi.org/10.48069/akdenizsanat.1669202

Abstract

This research investigates the integration of visual identity in digital games with spatial representation and contextual interaction, utilizing the fictitious Vault-Tec brand from the Fallout series as a case study. The relationship between graphic design elements (posters, logos, typography, color palettes, and mascots) and space and environment has been analyzed comparatively through the games Fallout 3, Fallout: New Vegas, and Fallout 4. The research was conducted based on Lev Manovich's "navigable space" and Henry Jenkins's "environmental storytelling" theories; it questioned how visual identity is integrated into the digital space not only as an aesthetic surface but also as a structure carrying narrative and ideology. The results derived from the visual analysis method reveal that Fallout 3 employs an authoritarian and directive representation style, while New Vegas adopts a silent and exploration-based approach. At the same time, Fallout 4 features an extreme propaganda aesthetic. The essay illustrates that corporate visual identity constitutes an integrated entity with the game space and environment, seeking to offer an interdisciplinary contribution to the interplay between digital game design, graphic design, communication, and spatial narrative.

References

  • Ab, M. A. A., Abdullah, M. H., Masrek, M. N., & Ramli, I. (2014). Typography is significant in memorizing a logo. International Journal of Social Science and Humanity, 4(3), 220. https://doi.org/10.7763/IJSSH.2014.V4.350
  • Aula, H. M., Tienari, J., & Wæraas, A. (2015). The university branding game: Players, interests, politics. International Studies of Management & Organization, 45(2), 164–179. https://doi.org/10.1080/00208825.2015.1006015
  • Bethesda Game Studios. (2008). Fallout 3 [Video game]. Bethesda Softworks. https://fallout.bethesda.net/en/games/fallout-3
  • Bethesda Game Studios. (2015). Fallout 4 [Video game]. Bethesda Softworks. https://fallout.bethesda.net/en/games/fallout-4
  • Bowman, B., Elmqvist, N., & Jankun-Kelly, T. J. (2012). Toward visualization for games: Theory, design space, and patterns. IEEE Transactions on Visualization and Computer Graphics, 18(11), 1956–1968. https://doi.org/10.1109/TVCG.2012.77
  • Brandse, M., & Tomimatsu, K. (2013, Temmuz). Empirical review of challenge design in video game design. In International Conference on Human-Computer Interaction (ss. 398–406). Berlin, Heidelberg: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-39473-7_80
  • Butcher, L., Tang, Y., & Phau, I. (2017). Pawning n00bs: Insights into perceptions of brand extensions of the video game industry. Australasian Marketing Journal, 25(3), 215–224. https://doi.org/10.1016/j.ausmj.2016.11.008
  • Champion, E. (2003, Şubat). Applying game design theory to virtual heritage environments. In Proceedings of the 1st international conference on computer graphics and interactive techniques in Australasia and South East Asia (ss. 273–274). https://doi.org/10.1145/604471.604532
  • Drakopoulou, S. (2010). A moment of experimentation. Spatial practice and representations of space as narrative elements in location-based games. Aether. The Journal of Media Geography.
  • El-Nasr, M. S., & Yan, S. (2006, Haziran). Visual attention in 3D video games. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (ss. 22-es). https://doi.org/10.1145/1178823.1178849
  • Fallout 3 Vault-Tec propaganda afişi, https://fallout.fandom.com/wiki/Poster_(Fallout_3) Erişim Tarihi: 05.02.2025.
  • Fallout 4 Vault-Tec propaganda afişi https://fallout.wiki/wiki/Poster_%28Vault_Hard_Work%29 Erişim Tarihi: 05.02.2025.
  • Fernández-Vara, C. (2011). Game spaces speak volumes: Indexical storytelling.
  • Finley, T. K. (2018). Narrative tactics for mobile and social games: Pocket-sized storytelling. CRC Press. https://doi.org/10.1201/9781315155203-9
  • Garbellini, A. B., Serrano, D. P., & Ramallal, P. M. (2021). Fake brand gamification. Ludificación de las marcas visuales cómo estrategia de advertainment. AdComunica. Revista Científica de Estrategias, Tendencias e Innovación en Comunicación, (22), 163. https://doi.org/10.6035/2174-0992.2021.22.9
  • Gee, L. L. S., Dolah, J., & Pangayan, V. B. (2019). Visual preferences for educational game designs through the graphic style approaches. Jurnal Gendang Alam (GA). https://doi.org/10.51200/ga.v0i0.2181
  • Hernández, B. J. S. (2013). El papel simbólico de la tipografía en el diseño de logotipos: el caso de Audi. Sphera Publica, 1(13), 38–56.
  • Jacobson, A. (2012). Typographic trends in American sports brands (Yüksek lisans tezi, California Polytechnic State University). DigitalCommons@CalPoly. https://digitalcommons.calpoly.edu/cgi/viewcontent.cgi?article=1079&context=grcsp
  • Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (ss. 118–130). MIT Press.
  • Jukić, D. (2024, Temmuz). Video game industry: A marketing perspective. In International Scientific Conference Strategic Management and Decision Support Systems in Strategic Management (ss. 355–362). https://doi.org/10.46541/978-86-7233-428-9_391
  • Kim, I., Hong, S., Lee, J. H., & Bazin, J. C. (2018). Overlay design methodology for virtual environment design within digital games. Advanced Engineering Informatics, 38, 458–473. https://doi.org/10.1016/j.aei.2018.08.014
  • Lacry. (2016, Mayıs 24). Fallout: New Vegas full game walkthrough (no commentary) [Video]. YouTube. https://www.youtube.com/watch?v=1cHIlLqgZAk
  • Lamba, L. (2023). Game-changer: Unveiling the impact of game-specific factors on brand recall and attitude. International Journal of Economics, Finance & Management Science, 8(11), 1–4. https://doi.org/10.55640/ijefms-9143
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Martens, S., Sanz, L. C., & De La Hera, T. (2023). The contribution of branded games for the LEGO Ninjago brand narrative. In La Contribución de los Juegos de Marca a la Narrativa de Marca de LEGO Ninjago (ss. 147–176). https://doi.org/10.26503/todigra.v6i1.133
  • Martin, J. (2005, Ocak). Virtually visual: The effects of visual technologies on online identification. In Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play.
  • Martínez, G. M., Martínez, M. R., & Cambra, U. C. (2022). Identidad visual y gambling en el ecosistema de cajas botín del videojuego Counter-Strike. VISUAL REVIEW. International Visual Culture Review/Revista Internacional de Cultura Visual, 16(3), 279–290. https://doi.org/10.62161/revvisual.v16.5266
  • MKIceAndFire. (2015, Kasım 10). Fallout 4 full game movie (no commentary) [Video]. YouTube. https://www.youtube.com/watch?v=JnIprXJMvN4
  • Mohsen, A. E. (2018). The aesthetics impact of the typographic on the logo advertising and meaning. IOSR Journal of Research & Method in Education (IOSR-JRME), 8, 18–28.
  • More, G., & Burrow, A. (2007, Aralık). Observing the learning curve of videogames in architectural design. In Proceedings of the 4th Australasian conference on Interactive entertainment (ss. 1–6).
  • Nelson, M. R. (2002). Recall of brand placements in computer/video games. Journal of Advertising Research, 42(2), 80–91. https://doi.org/10.2501/JAR-42-2-80-92
  • Nitsche, M. (2008). Video game spaces: Image, play, and structure in 3D worlds. MIT Press.
  • Obsidian Entertainment & Bethesda Game Studios. (2010). Fallout: New Vegas [Video game]. Bethesda Softworks. https://fallout.bethesda.net/en/games/fallout-new-vegas
  • Okur, M., Kızıl, R., & Atamaz, E. (2024). The art of graphic design in video games: Beyond the visual. Amazonia Investiga, 13(78), 9–26. https://doi.org/10.34069/ai/2024.78.06.1
  • Overdijk, M. (2023, Ekim). Circulation and narrative in a virtual environment. In International Conference on Interactive Digital Storytelling (ss. 504–516). Cham: Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-47655-6_31
  • Peixoto, D. C., Prates, R. O., & Resende, R. F. (2010, March). Semiotic inspection method in the context of educational simulation games. In Proceedings of the 2010 ACM Symposium on Applied Computing (pp. 1207-1212). https://doi.org/10.1145/1774088.1774342
  • Rizopoulos, C., Arsenopoulou, N., & Poupou, A. (2023, Eylül). Journeys, maps, dungeons: Navigating narrative and cinematic space in open world digital games. In Proceedings of the 2nd International Conference of the ACM Greek SIGCHI Chapter (ss. 1–5). https://doi.org/10.1145/3609987.3610025
  • Salomão, A., Andaló, F., & Horn Vieira, M. L. (2017). Understanding game design for the development of a game environment. In HCI International 2017–Posters' Extended Abstracts: 19th International Conference (ss. 73–79). https://doi.org/10.1007/978-3-319-58750-9_10
  • Shirrako. (2018, Mayıs 2). Fallout 3 full game walkthrough (no commentary) [Video]. YouTube. https://www.youtube.com/watch?v=Bu2pP7QEYfg
  • Van Looy, J. (2015). Online games characters, avatars, and identity. The international encyclopedia of digital communication and society (ss. 748–758). https://doi.org/10.1002/9781118767771.wbiedcs106
  • Vashisht, D. (2017). How gamers process in-game brand placements under different game-involvement conditions. Management Research Review, 40(4), 471–490. https://doi.org/10.1108/MRR-07-2015-0163
  • Vault Boy, https://fallout.fandom.com/wiki/Vault_Boy, Erişim tarihi: 01.02.2025.
  • Wei, H., Bizzocchi, J., & Calvert, T. (2010). Time and space in digital game storytelling. International Journal of Computer Games Technology, 2010(1), 897217. https://doi.org/10.1155/2010/897217
  • Xiao, S., Wang, L., Ma, X., & Zeng, W. (2024, Mayıs). TypeDance: Creating semantic typographic logos from image through personalized generation. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (ss. 1–18). https://doi.org/10.1145/3613904.3642185
  • Zakowski, S. (2016, Ocak). Environmental storytelling, ideologies and quantum physics: Narrative space and the Bioshock games. In Proceedings of DiGRA/FDG 2016 Conference.
  • Zammitto, V. (2008, Temmuz). Visualization techniques in video games. In Electronic Visualisation and the Arts (EVA 2008). BCS Learning & Development. https://doi.org/10.14236/ewic/EVA2008.30
There are 46 citations in total.

Details

Primary Language Turkish
Subjects Digital Game Design, Graphic Design, Visual Communication Design (Other)
Journal Section Articles
Authors

Onur Aşkın 0000-0002-1928-474X

Gülsüm Damla Aşkın 0000-0002-1406-1600

Publication Date July 30, 2025
Submission Date April 2, 2025
Acceptance Date July 23, 2025
Published in Issue Year 2025 Volume: 19 Issue: 36

Cite

APA Aşkın, O., & Aşkın, G. D. (2025). DİJİTAL OYUNLARDA GÖRSEL KİMLİK: FALLOUT SERİSİNDE VAULT-TEC MARKASININ MEKANSAL VE GÖRSEL TEMSİLİ. Akdeniz Sanat, 19(36), 301-330. https://doi.org/10.48069/akdenizsanat.1669202

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