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LAS VEGAS VİDEO OYUNLARINA NE ÖĞRETİYOR? : TİCARİ POSTMODERN MİMARİNİN VİDEO OYUNLARI ÜZERİNDEKİ ETKİLERİ ÜZERİNE BİR ÇALIŞMA

Year 2025, Volume: 3 Issue: 1, 1 - 18, 23.05.2025
https://doi.org/10.71298/maddergi.1588645

Abstract

Mimari söylem, mimarlık pratiğinin yanında pek çok farklı sanatsal ve teknik disiplini de etkiler. Bu makale, mimari söylemin video oyunlarının üzerindeki etkisini incelemek ve günümüzde dünyanın en büyük eğlence sektörlerinden biri haline gelmiş olan video oyunlarının konsept, hikâye, atmosfer ve çevre tasarımı konusunda mimari söylemden kazanımlarına ait bir inceleme oluşturmak amacı ile yapılmıştır. Makalede, Venturi, Brown ve Izenour tarafından 1972 yılında kaleme alınan Las Vegas’ın Öğrettikleri (Learning from Las Vegas) kitabı ve bu kitabın temel öğretisi olan, simgesel ticari Las Vegas söyleminin video oyunları üzerideki etkisi detaylı bir şekilde incelenmiştir. Yazarların Las Vegas’a bakış açıları, yapıları değerlendirmek üzere oluşturdukları terim ve ölçütler, dönemin popüler kültürü ve tüketim anlayışı, şehrin yapılarının üzerindeki mimarinin estetik, ticari ve ahlaki değeri gibi çeşitli konuların video oyunlarındaki yansımaları üzerinde durulmuştur. Kitabın içeriği üzerinden yapılan analiz ile, Las Vegas mimari söylemini karakterize eden sekiz kriter belirlenmiştir. Bunlar; simgelerin çeşitliliği, anımsatıcı mimari öğeler, reklam ileti ve propaganda, hız odağı, konumsal sistem, ön cephe, aydınlatma ve mimari tutarsızlıktır. Çalışma kapsamında, tüketim toplumu ve ticari mimari odağında tasarlanmış kurgusal dünyalara sahip beş video oyunu belirlenmiş olan kriterler üzerinden incelenmiştir. Video oyunlarının mimarileri üzerinde yapılan bu araştırma sonucunda çalışmanın temel hipotezi olan; video oyunlarının mimari söylemden etkilenen ve ondan öğrenen bir alan olduğu kanıtlanmıştır.

References

  • Banks, S. (1993). Virtually Las Vegas, London.
  • Barierre, P. & Lavin, S. (1997). Interview with Denise Scott Brown and Robert Venturi, Perspecta, 29, 126-145.
  • Beardsley, M. C. (1975). Review of Robert Venturi, Denise Scott Brown, Steven Izenour, Learning from Las Vegas, The Journal of Aesthetics and Art Criticism, 33(4), 245-246.
  • Bhatt, R. (2003). Aesthetic or Anaesthetic: The Competing Symbols of Las Vegas Strip, Visible Language, 37(3), 248-264.
  • Blake, P. (1964). God’s own junkyard: The Planned deterioration of America’s landscape. New York: Rinehart and Winston.
  • Didelon, V. (2006). Learning From Las Vegas: A Retroactive Manifesto for Suburbanism, EAV, 11, 2-6, Retrieved 03.02.2025 from https://www.researchgate.net/publication/319423175
  • Gray, M. & DeFilippis, J. (2015). Learning from Las Vegas: Unions and Post-industrial Urbanization, Urban Studies Journal UK, 52(9), 1683-1701.
  • Heindl, G. (2005). Bin City Las Vegas, Journal of Architectural Education, ACSA 1, 5-12.
  • Hell, J. & Steinmetz, G. (2014). Ruinopolis: Post-Imperial Theory and Learning from Las Vegas, International Journal of Urban and Regional Research, 38(3), 1047-1068.
  • Rothman, H. (2002). Neon metropolis: How Las Vegas started the twenty-first century. London: Routledge.
  • Venturi, R., Brown, D. S., & Izenour, S. (1972). Learning from Las Vegas. Cambridge Massachusetts: The MIT Press.
  • Venturi, R., Brown, D. S., & Izenour, S. (1977). Learning from Las Vegas: The forgotten symbolism of architectural form. Cambridge, Massachusetts: The MIT Press.
  • Venturi, R., Brown, D. S., & Izenour, S. (1993). Las Vegas’ın öğrettikleri. Ankara: Şevki Vanlı Mimarlık Vakfı Yayınları, First Edition. (trans. Serpil Merzi Özaloğlu).
  • Vinegar, A. (2008). I am a monument: On learning from Las Vegas. Cambridge, Massachusetts: MIT Press.
  • Fallout: New Vegas [Video Game]. (2010) . Obsidian Entertainment, Bethesda Softworks.
  • Yakuza: Like a Dragon [Video Game]. (2020) . Ryu Ga Gotoku Studio, SEGA.
  • Sunset Overdrive [Video Game]. (2014) . Insomniac Games.
  • Cyberpuk 2077 [Video Game]. (2020) . CD Projekt RED.
  • Grand Theft Auto V [Video Game]. (2013) . Rockstar Games.

WHAT DOES LAS VEGAS TEACH VIDEO GAMES? : A STUDY ON THE EFFECTS OF COMMERCIAL POSTMODERN ARCHITECTURE ON VIDEO GAMES

Year 2025, Volume: 3 Issue: 1, 1 - 18, 23.05.2025
https://doi.org/10.71298/maddergi.1588645

Abstract

Architectural discourse influences many different artistic and technical disciplines as well as architectural practice. This article was conducted with the aim of examining the impact of architectural discourse on video games and creating an analysis of what video games have gained from architectural discourse in terms of concept, story, environmental designand atmosphere, which have become one of the largest entertainment sectors. In the article, the book Learning from LasVegas, written by Venturi, Brown and Izenour in 1972, and the effect of the symbolic commercial Las Vegas discourse which is the basic teaching of this book is examined in detail on video games. The reflections were emphasized for various issues in video games such as the authors' perspectives on Las Vegas, the terms and criteria they created to evaluate the buildings, the popular culture and consumption understanding of the period, the aesthetic, commercial and moral value. Through analysis of the content of the book, eight criteria that characterize the Las Vegas architectural discourse have been identified. These; diversity of symbols, evocative architectural elements, advertising message and propaganda, speed focus, positional system, façade, lighting and architectural inconsistency. Within the scope of the study, five video games with fictional worlds designed with a focus on consumer society and commercial architecture were examined based on the determined criteria. As a result of this research on the architectures of video games, the main hypothesis of the study is; video games have proven to be a field influenced by and learning from architectural discourse.

References

  • Banks, S. (1993). Virtually Las Vegas, London.
  • Barierre, P. & Lavin, S. (1997). Interview with Denise Scott Brown and Robert Venturi, Perspecta, 29, 126-145.
  • Beardsley, M. C. (1975). Review of Robert Venturi, Denise Scott Brown, Steven Izenour, Learning from Las Vegas, The Journal of Aesthetics and Art Criticism, 33(4), 245-246.
  • Bhatt, R. (2003). Aesthetic or Anaesthetic: The Competing Symbols of Las Vegas Strip, Visible Language, 37(3), 248-264.
  • Blake, P. (1964). God’s own junkyard: The Planned deterioration of America’s landscape. New York: Rinehart and Winston.
  • Didelon, V. (2006). Learning From Las Vegas: A Retroactive Manifesto for Suburbanism, EAV, 11, 2-6, Retrieved 03.02.2025 from https://www.researchgate.net/publication/319423175
  • Gray, M. & DeFilippis, J. (2015). Learning from Las Vegas: Unions and Post-industrial Urbanization, Urban Studies Journal UK, 52(9), 1683-1701.
  • Heindl, G. (2005). Bin City Las Vegas, Journal of Architectural Education, ACSA 1, 5-12.
  • Hell, J. & Steinmetz, G. (2014). Ruinopolis: Post-Imperial Theory and Learning from Las Vegas, International Journal of Urban and Regional Research, 38(3), 1047-1068.
  • Rothman, H. (2002). Neon metropolis: How Las Vegas started the twenty-first century. London: Routledge.
  • Venturi, R., Brown, D. S., & Izenour, S. (1972). Learning from Las Vegas. Cambridge Massachusetts: The MIT Press.
  • Venturi, R., Brown, D. S., & Izenour, S. (1977). Learning from Las Vegas: The forgotten symbolism of architectural form. Cambridge, Massachusetts: The MIT Press.
  • Venturi, R., Brown, D. S., & Izenour, S. (1993). Las Vegas’ın öğrettikleri. Ankara: Şevki Vanlı Mimarlık Vakfı Yayınları, First Edition. (trans. Serpil Merzi Özaloğlu).
  • Vinegar, A. (2008). I am a monument: On learning from Las Vegas. Cambridge, Massachusetts: MIT Press.
  • Fallout: New Vegas [Video Game]. (2010) . Obsidian Entertainment, Bethesda Softworks.
  • Yakuza: Like a Dragon [Video Game]. (2020) . Ryu Ga Gotoku Studio, SEGA.
  • Sunset Overdrive [Video Game]. (2014) . Insomniac Games.
  • Cyberpuk 2077 [Video Game]. (2020) . CD Projekt RED.
  • Grand Theft Auto V [Video Game]. (2013) . Rockstar Games.
There are 19 citations in total.

Details

Primary Language English
Subjects Architectural Science and Technology, Architectural History, Theory and Criticism, Architectural Design
Journal Section Research Articles
Authors

Bahadır Mert Çınar 0000-0003-1221-2759

Ebru Özeke Tökmeci 0000-0001-8314-5149

Publication Date May 23, 2025
Submission Date November 20, 2024
Acceptance Date February 5, 2025
Published in Issue Year 2025 Volume: 3 Issue: 1

Cite

APA Çınar, B. M., & Özeke Tökmeci, E. (2025). WHAT DOES LAS VEGAS TEACH VIDEO GAMES? : A STUDY ON THE EFFECTS OF COMMERCIAL POSTMODERN ARCHITECTURE ON VIDEO GAMES. Mekansal Araştırmalar Dergisi, 3(1), 1-18. https://doi.org/10.71298/maddergi.1588645

downloadThe manuscripts accepted for publication by the Journal of Spatial Research are published under the Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) license.