Research Article
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Visual Culture in Digital Games: Fallout 4 Example

Year 2025, Volume: 4 Issue: 1, 60 - 77, 30.06.2025

Abstract

This study aims to examine the logos of Vault-Tec, Nuka-Cola, the Brotherhood of Steel, and the Institute within the Fallout 4 universe, focusing on their ideological representations and cultural codes embedded in a futuristic-dystopian narrative. Rather than treating these logos merely as elements of graphic design, the study approaches them as symbolic representations of the historical backgrounds, ideological stances, and ethical positions of the factions they belong to. Using visual culture theories—primarily Roland Barthes’ semiotic analysis, Stuart Hall’s theory of representation, and Jean Baudrillard’s concept of simulation—this qualitative study conducts a visual and ideological analysis of the logos. Through an examination of form, color, iconography, and compositional structure, the analysis interprets how these visual symbols convey themes of power, technology, consumption, and ethical conflict in the Fallout 4 world. The findings reveal that the Vault-Tec logo functions as a mythologized promise of safety masking unethical scientific practices; Nuka-Cola romanticizes pre-war American consumer culture and nostalgia; the Brotherhood of Steel militarizes technology to assert authoritarian control; and the Institute’s minimalist logo symbolizes a vision of scientific progress intertwined with social isolation. This study thus demonstrates that visual symbols in digital narratives function not only as aesthetic artifacts but also as potent ideological tools

References

  • Barthes, R. (1972). Mythologies (A. Lavers, Trans.). Hill and Wang. (Original work published 1957)
  • Baudrillard, J. (1998). The consumer society: Myths and structures. Sage Publications.
  • Berger, J. (1986). Görme biçimleri (Y. Salman, Trans.). Metis Yayınları.
  • Bethesda Game Studios. (2015). Fallout [Video game]. Bethesda Softworks.
  • Bircan, U. (2015). Roland Barthes ve göstergebilim. AKADER Sosyal Bilimler Araştırma Dergisi, 1(1), 17–41.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
  • Cavallaro, D. (2000). Cyberpunk and cyberculture: Science fiction and the work of William Gibson. Continuum.
  • Da Vinci, L. (n.d.). Vitruvian man [Drawing]. Gallerie dell'Accademia, Venice.
  • Debord, G. (1994). The society of the spectacle (D. Nicholson-Smith, Trans.). Zone Books. (Original work published 1967)
  • Duncum, P. (2003, November 1). The theories and practices of visual culture in art education. Arts Education Policy Review, 105(2), 19–25. https://doi.org/10.1080/10632910309603476
  • Feisner, E. A. (2006). Color studies. Fairchild Publications.
  • Foucault, M. (1975). Discipline and punish: The birth of the prison (A. Sheridan, Trans.). Pantheon Books. (Original work published 1975)
  • Gibbons, W. (2020). Unlimited horizons: Gaming, sound, and a playful virtual world. Oxford University Press.
  • Howard, T. (2008). The making of Fallout 3 [Developer commentary]. Bethesda Game Studios.
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Mirzoeff, N. (Ed.). (2002). The visual culture reader (2nd ed.). Routledge.
  • Mirzoeff, N. (2009). An introduction to visual culture (2nd ed.). Routledge.
  • Nolan, J. (2024, April). FALLOUT cast reveal their secret audition stories [Video]. YouTube. https://www.youtube.com/
  • Parsa, A. F. (2024, October). İmgenin gücü ve görsel kültürün yükselişi. Fotografya, 19. https://www.fotografya.gen.tr/TR,1704/imgenin-gucu-ve-gorsel-kulturunyukselisi.html
  • Sharon, T. (2014). Human nature in an age of biotechnology: The case for mediated posthumanism. Springer.
  • Silvers, A. (2004). Pedagogy and polemics: Are art educators qualified to teach visual culture? Arts Education Policy Review, 106(1), 19–25. https://doi.org/10.1080/10632910409599969
  • Tan, W. L. (2002). Vision and virtuality: The construction of narrative space in film and computer games. Wallflower Press.
  • Totten, C. (2013). An architectural approach to level design. CRC Press.
  • Türk Dil Kurumu. (2024, October). Türk Dil Kurumu sözlükleri. https://sozluk.gov.tr/
  • Türkkan, B. (2008). İlköğretim görsel sanatlar dersi bağlamında görsel kültür çalışmaları: Bir eylem araştırması [Yayımlanmamış yüksek lisans tezi]. Anadolu Üniversitesi, Eğitim Bilimleri Enstitüsü.
  • Uygur, N. (2006). Kültür kuramı. Yapı Kredi Yayınları.
  • Williams, A. R. (2013). The iconography of scientific progress: Visualizing science and technology in modern culture. Cambridge University Press.

Visual Culture in Digital Games: Fallout 4 Example

Year 2025, Volume: 4 Issue: 1, 60 - 77, 30.06.2025

Abstract

This study aims to examine the logos of Vault-Tec, Nuka-Cola, the Brotherhood of Steel, and the Institute within the Fallout 4 universe, focusing on their ideological representations and cultural codes embedded in a futuristic-dystopian narrative. Rather than treating these logos merely as elements of graphic design, the study approaches them as symbolic representations of the historical backgrounds, ideological stances, and ethical positions of the factions they belong to. Using visual culture theories—primarily Roland Barthes’ semiotic analysis, Stuart Hall’s theory of representation, and Jean Baudrillard’s concept of simulation—this qualitative study conducts a visual and ideological analysis of the logos. Through an examination of form, color, iconography, and compositional structure, the analysis interprets how these visual symbols convey themes of power, technology, consumption, and ethical conflict in the Fallout 4 world. The findings reveal that the Vault-Tec logo functions as a mythologized promise of safety masking unethical scientific practices; Nuka-Cola romanticizes pre-war American consumer culture and nostalgia; the Brotherhood of Steel militarizes technology to assert authoritarian control; and the Institute’s minimalist logo symbolizes a vision of scientific progress intertwined with social isolation. This study thus demonstrates that visual symbols in digital narratives function not only as aesthetic artifacts but also as potent ideological tools

References

  • Barthes, R. (1972). Mythologies (A. Lavers, Trans.). Hill and Wang. (Original work published 1957)
  • Baudrillard, J. (1998). The consumer society: Myths and structures. Sage Publications.
  • Berger, J. (1986). Görme biçimleri (Y. Salman, Trans.). Metis Yayınları.
  • Bethesda Game Studios. (2015). Fallout [Video game]. Bethesda Softworks.
  • Bircan, U. (2015). Roland Barthes ve göstergebilim. AKADER Sosyal Bilimler Araştırma Dergisi, 1(1), 17–41.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
  • Cavallaro, D. (2000). Cyberpunk and cyberculture: Science fiction and the work of William Gibson. Continuum.
  • Da Vinci, L. (n.d.). Vitruvian man [Drawing]. Gallerie dell'Accademia, Venice.
  • Debord, G. (1994). The society of the spectacle (D. Nicholson-Smith, Trans.). Zone Books. (Original work published 1967)
  • Duncum, P. (2003, November 1). The theories and practices of visual culture in art education. Arts Education Policy Review, 105(2), 19–25. https://doi.org/10.1080/10632910309603476
  • Feisner, E. A. (2006). Color studies. Fairchild Publications.
  • Foucault, M. (1975). Discipline and punish: The birth of the prison (A. Sheridan, Trans.). Pantheon Books. (Original work published 1975)
  • Gibbons, W. (2020). Unlimited horizons: Gaming, sound, and a playful virtual world. Oxford University Press.
  • Howard, T. (2008). The making of Fallout 3 [Developer commentary]. Bethesda Game Studios.
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Mirzoeff, N. (Ed.). (2002). The visual culture reader (2nd ed.). Routledge.
  • Mirzoeff, N. (2009). An introduction to visual culture (2nd ed.). Routledge.
  • Nolan, J. (2024, April). FALLOUT cast reveal their secret audition stories [Video]. YouTube. https://www.youtube.com/
  • Parsa, A. F. (2024, October). İmgenin gücü ve görsel kültürün yükselişi. Fotografya, 19. https://www.fotografya.gen.tr/TR,1704/imgenin-gucu-ve-gorsel-kulturunyukselisi.html
  • Sharon, T. (2014). Human nature in an age of biotechnology: The case for mediated posthumanism. Springer.
  • Silvers, A. (2004). Pedagogy and polemics: Are art educators qualified to teach visual culture? Arts Education Policy Review, 106(1), 19–25. https://doi.org/10.1080/10632910409599969
  • Tan, W. L. (2002). Vision and virtuality: The construction of narrative space in film and computer games. Wallflower Press.
  • Totten, C. (2013). An architectural approach to level design. CRC Press.
  • Türk Dil Kurumu. (2024, October). Türk Dil Kurumu sözlükleri. https://sozluk.gov.tr/
  • Türkkan, B. (2008). İlköğretim görsel sanatlar dersi bağlamında görsel kültür çalışmaları: Bir eylem araştırması [Yayımlanmamış yüksek lisans tezi]. Anadolu Üniversitesi, Eğitim Bilimleri Enstitüsü.
  • Uygur, N. (2006). Kültür kuramı. Yapı Kredi Yayınları.
  • Williams, A. R. (2013). The iconography of scientific progress: Visualizing science and technology in modern culture. Cambridge University Press.
There are 27 citations in total.

Details

Primary Language English
Subjects Communication Studies
Journal Section Research Article
Authors

Selçuk Buğra Gökalp

Submission Date January 17, 2025
Acceptance Date June 17, 2025
Early Pub Date June 28, 2025
Publication Date June 30, 2025
Published in Issue Year 2025 Volume: 4 Issue: 1

Cite

APA Gökalp, S. B. (2025). Visual Culture in Digital Games: Fallout 4 Example. Medialog TR, 4(1), 60-77.