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Historical Development of 2D Platform Games and Analysis of Digital Illustrations Used in Today's Platform Games

Year 2020, Issue: 20, 472 - 478, 31.12.2020
https://doi.org/10.31590/ejosat.745977

Abstract

Platform games are one of the most preferred video game types from past to present. The playability and colorfulness of the genre is often preferred by users with video games. One of the most important actors of this choice is the use of digital illustration art. The art of illustration is one of the factors that cause the interfaces of the genre to develop and become popular. In this context, the aim of the study is to examine the examples of platform games that are selected from the sale. To evaluate the data about how the digital illustration examples in the games named Ori, Gris, Cup Head and Hollow Knight, selected for the study, affect the platform games from a technical and semiotic perspective.

References

  • Boutros, Daniel. 2006. A Detailed cross-examination of yesterday and today’s best-selling platform games http://www.gamasutra.com/view/feature/1851/a_detailed_crossexamination_of_. php (Read 13.10.2016)
  • Coleman C. O., 2002 “Digital inking”: how to make perfect line drawings on computers, Institut für Systematische Zoologie, Museum für Naturkunde, Berlin, Germany
  • Çeken B. ve Arslan A. A. İmgelerin Göstergebilimsel Çözümlenmesi “Film Afişi Örneği” Bayburt Eğitim Fakültesi Dergisi, Yıl: 2016 Cilt: 11 Sayı: 2
  • Gümüş Ç., Tengirşen A. 2020, Yetişkinlerin Psikolojik Destek Almasına Yönelik Mobil Uygulama Tasarımı, Social Mentality and Researcher Thinkers Journal
  • Minkkinen T. 2016, Basics of Platform Games, Kajaanin Ammattikorke Akoulu University of Applied Sciences
  • Prot S., McDonald K. A., Anderson C. A., Gentile D. A. 2012 Video Games: Good, Bad, or Other? Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, IA 50011-3180, USA 647–658
  • Qin H. Rau P. P. ve Salvendy 2009 G. Measuring Player Immersion in the Computer Game Narrative, Intl. Journal Of Human–Computer Interaction, 25(2), 107–133, 2009
  • Wiering M., Achten P., Plasmeijer R. 2000. Using Clean for Platform Games, Computing Science Institute, University of Nijmegen
  • Blu-Ray Disc Technology https://www.britannica.com/technology/Blu-ray
  • Metroidvania Meaning Screenrant https://screenrant.com/metroidvania-meaning-definition-explained/
  • National Museum of American History, The Father of the Video Game: The Ralph Baer
  • Nintendo History https://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-History-625945.html#1980
  • Prototypes and Electronic Games Video Game History https://www.si.edu/spotlight/the-father-of-the-video-game-the-ralph-baer-prototypes-and-electronic-games/video-game-history
  • Statista Age of US Video Game Player Since 2010 https://www.statista.com/statistics/189582/age-of-us-video-game-players-since-2010/

2 Boyutlu Platform Oyunların Tarihsel Gelişimi ve Günümüz Platform Oyunlarında Kullanılan Dijital İllüstrasyonların Çözümlenmesi

Year 2020, Issue: 20, 472 - 478, 31.12.2020
https://doi.org/10.31590/ejosat.745977

Abstract

Platform oyunları geçmişten günümüze en çok tercih edilen video oyun türlerinden biridir. Türün oynanabilirliği ve renkliliği hedef kitlesi video oyunları olan kullanıcılar tarafından çoğu zaman tercih sebebidir. Bu tercihin en önemli aktörlerinden birisi dijital illüstrasyon sanatının kullanılmış olmasıdır. İllüstrasyon sanatı türün arayüzlerinin gelişip halen popüler olmasına sebep olan etkenlerin başında gelmektedir. Bu bağlamda çalışmanın amacı satışı üzerinden seçilmiş günümüz platform oyunu örneklerini incelemektir. Ayrıca oyunlardaki dijital illüstrasyon örneklerinin platform oyunlarını nasıl etkilediğine yönelik verileri teknik ve göstergebilim açıdan değerlendirmektir.

References

  • Boutros, Daniel. 2006. A Detailed cross-examination of yesterday and today’s best-selling platform games http://www.gamasutra.com/view/feature/1851/a_detailed_crossexamination_of_. php (Read 13.10.2016)
  • Coleman C. O., 2002 “Digital inking”: how to make perfect line drawings on computers, Institut für Systematische Zoologie, Museum für Naturkunde, Berlin, Germany
  • Çeken B. ve Arslan A. A. İmgelerin Göstergebilimsel Çözümlenmesi “Film Afişi Örneği” Bayburt Eğitim Fakültesi Dergisi, Yıl: 2016 Cilt: 11 Sayı: 2
  • Gümüş Ç., Tengirşen A. 2020, Yetişkinlerin Psikolojik Destek Almasına Yönelik Mobil Uygulama Tasarımı, Social Mentality and Researcher Thinkers Journal
  • Minkkinen T. 2016, Basics of Platform Games, Kajaanin Ammattikorke Akoulu University of Applied Sciences
  • Prot S., McDonald K. A., Anderson C. A., Gentile D. A. 2012 Video Games: Good, Bad, or Other? Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, IA 50011-3180, USA 647–658
  • Qin H. Rau P. P. ve Salvendy 2009 G. Measuring Player Immersion in the Computer Game Narrative, Intl. Journal Of Human–Computer Interaction, 25(2), 107–133, 2009
  • Wiering M., Achten P., Plasmeijer R. 2000. Using Clean for Platform Games, Computing Science Institute, University of Nijmegen
  • Blu-Ray Disc Technology https://www.britannica.com/technology/Blu-ray
  • Metroidvania Meaning Screenrant https://screenrant.com/metroidvania-meaning-definition-explained/
  • National Museum of American History, The Father of the Video Game: The Ralph Baer
  • Nintendo History https://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-History-625945.html#1980
  • Prototypes and Electronic Games Video Game History https://www.si.edu/spotlight/the-father-of-the-video-game-the-ralph-baer-prototypes-and-electronic-games/video-game-history
  • Statista Age of US Video Game Player Since 2010 https://www.statista.com/statistics/189582/age-of-us-video-game-players-since-2010/
There are 14 citations in total.

Details

Primary Language Turkish
Subjects Engineering
Journal Section Articles
Authors

Semih Delil 0000-0003-0358-2344

Publication Date December 31, 2020
Published in Issue Year 2020 Issue: 20

Cite

APA Delil, S. (2020). 2 Boyutlu Platform Oyunların Tarihsel Gelişimi ve Günümüz Platform Oyunlarında Kullanılan Dijital İllüstrasyonların Çözümlenmesi. Avrupa Bilim Ve Teknoloji Dergisi(20), 472-478. https://doi.org/10.31590/ejosat.745977