Research Article

Visual Culture in Digital Games: Fallout 4 Example

Volume: 4 Number: 1 June 30, 2025
EN TR

Visual Culture in Digital Games: Fallout 4 Example

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

Keywords

References

  1. Barthes, R. (1972). Mythologies (A. Lavers, Trans.). Hill and Wang. (Original work published 1957)
  2. Baudrillard, J. (1998). The consumer society: Myths and structures. Sage Publications.
  3. Berger, J. (1986). Görme biçimleri (Y. Salman, Trans.). Metis Yayınları.
  4. Bethesda Game Studios. (2015). Fallout [Video game]. Bethesda Softworks.
  5. Bircan, U. (2015). Roland Barthes ve göstergebilim. AKADER Sosyal Bilimler Araştırma Dergisi, 1(1), 17–41.
  6. Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
  7. Cavallaro, D. (2000). Cyberpunk and cyberculture: Science fiction and the work of William Gibson. Continuum.
  8. Da Vinci, L. (n.d.). Vitruvian man [Drawing]. Gallerie dell'Accademia, Venice.

Details

Primary Language

English

Subjects

Communication Studies

Journal Section

Research Article

Early Pub Date

June 28, 2025

Publication Date

June 30, 2025

Submission Date

January 17, 2025

Acceptance Date

June 17, 2025

Published in Issue

Year 2025 Volume: 4 Number: 1

APA
Gökalp, S. B. (2025). Visual Culture in Digital Games: Fallout 4 Example. Medialog TR, 4(1), 60-77. https://izlik.org/JA86JM62DN
AMA
1.Gökalp SB. Visual Culture in Digital Games: Fallout 4 Example. Medialog TR. 2025;4(1):60-77. https://izlik.org/JA86JM62DN
Chicago
Gökalp, Selçuk Buğra. 2025. “Visual Culture in Digital Games: Fallout 4 Example”. Medialog TR 4 (1): 60-77. https://izlik.org/JA86JM62DN.
EndNote
Gökalp SB (June 1, 2025) Visual Culture in Digital Games: Fallout 4 Example. Medialog TR 4 1 60–77.
IEEE
[1]S. B. Gökalp, “Visual Culture in Digital Games: Fallout 4 Example”, Medialog TR, vol. 4, no. 1, pp. 60–77, June 2025, [Online]. Available: https://izlik.org/JA86JM62DN
ISNAD
Gökalp, Selçuk Buğra. “Visual Culture in Digital Games: Fallout 4 Example”. Medialog TR 4/1 (June 1, 2025): 60-77. https://izlik.org/JA86JM62DN.
JAMA
1.Gökalp SB. Visual Culture in Digital Games: Fallout 4 Example. Medialog TR. 2025;4:60–77.
MLA
Gökalp, Selçuk Buğra. “Visual Culture in Digital Games: Fallout 4 Example”. Medialog TR, vol. 4, no. 1, June 2025, pp. 60-77, https://izlik.org/JA86JM62DN.
Vancouver
1.Selçuk Buğra Gökalp. Visual Culture in Digital Games: Fallout 4 Example. Medialog TR [Internet]. 2025 Jun. 1;4(1):60-77. Available from: https://izlik.org/JA86JM62DN

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