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Evaluation of Digital Games with Historical Narrative within the Scope of Virtual Museum

Year 2024, Issue: Sanatta Dijitalizm Özel Sayısı, 317 - 326, 28.11.2024
https://doi.org/10.17484/yedi.1438081

Abstract

With the invention of computer and internet technologies, a new cultural paradigm of living has been established. This culture started to manifest itself across various platforms within the digital world.
Major museums around the globe have created virtual museums in digital environments to exhibit their collections to a worldwide audience. These three-dimensional virtual museums, primarily designed for informational purposes, lack interactive features. As stated by ICOM (International Council of Museums) virtual museums are classified into three types: brochure, content, and educational. In these virtual spaces, there is no direct interaction. However, the most advanced environment to exhibit history and art at a higher level to audiences is digital games. Far from being purely entertainment-driven, these digital platforms exhibit significant cultural reflections, attracting millions of users globally.
Among the many subgenres of digital games, those rooted in history, mythology, and culture can be considered digital museums or even prospective archives. This study aims to compare such historically inspired games, which authentically reflect the cultural and artistic elements of their respective periods and allow detailed exploration, with virtual museums. It will examine whether these games can be evaluated within the scope of virtual museums. Ultimately, this study argues for a re-evaluation of the scientific perspective on digital games in the context of the current digital age.

References

  • Britannica. (2022, November 17). Virtual Museum. Britannica. https://www.britannica.com/topic/virtual-museum.
  • Djindjian, F. (2007). The virtual museum: An introduction. Archeologia e Calcolatori Supplemento, 1, 9-14.
  • Gökler, B. M. (2017). Artistic object in the digital game world. Contemporary Issues in Social Sciences and Humanities. 106-119.
  • Jenkins, H. (2000). Art form for the digital age. Mit Technology Review. http://web.stanford.edu/class/sts145/Library/ jenkins_artform.pdf
  • Bryce, J., & Rutter, J. (2006). An introduction to understanding digital games. In J. Rutter, & J. Bryce (Eds.), Understanding Digital Games (1-17). SAGE. http://www.uk.sagepub.com/upm-data/9768_36401ch1.pdf
  • K. Walczak, W. C. (2016). Virtual museum exhibitions. IEE Computer, 93-95.
  • L. Teather. (1998). A museum is a museum is a museum...or Is It?: Exploring Museology and the Web. https://www.academia.edu/1448926/A_Museum_is_a_Museum_is_a_Museum_Or_is_it_Exploring_Museology_and_the_Web
  • Li, YC, Liew, AWC, Su, WP. (2012). The digital museum: Challenges and solution. 8 th. International Conference on Information Science and Digital Content Technology, Jeju. 646-649.
  • Nationalgeographic. (2022, November 17). National Geographic Museum. https://www.nationalgeographic.org/society/visit-our-museum/
  • Özkarakaş, E. & Atılgan, N. Ş. (2023). Examination of digital games content in the context of intangible and tangible cultural heritage. RumeliDE Journal of Language and Literature Studies, 34, 898-911. DOI: 10.29000/rumelide.1317112
  • P. Antonelli (2012). Video Games, 14 in Collection, for Starters. Retrieved December 15, From: http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-the-collection-for-starters.
  • Rodriguez, E. (2017). Virtual museum. https://www.britannica.com/topic/virtualmuseum
  • Smuts, A. (2005, July 5). Are video games art? Contemporary Aesthetics, 3, https://www.contempaesthetics.org/newvolume/ pages/article.php?articleID=299
  • Sylaiou S., Liarokapis, F. Kotsakis K., Patias P., (2009). Virtual museums, a survey and some issues for consideration. Journal of Cultural Heritage. 520-528.
  • tweaktown. (2022, November 18). Tweaktown. https://www.tweaktown.com/news/88399/assassins-creed-franchise-hits-200-million-sales worldwide/index.html#:~:text=%22Since%20it%20first%20launched%20in,series%20in%20video%20game%20history
  • Ubisoft. (2022, September 8). Ubisoft. https://www.ubisoft.com/en-gb/
  • Uffizi. (2024, July 5). https://www.virtualuffizi.com/sala-31-del-veronese.htmla
  • W. Schwibenz. (2004). The development of virtual museum’s ICOM news. Paris.
  • Wasser, C. (2018). Le Musée Imaginaire d’André Malraux: un anti-musée? Prix malraux.org. 1-38.

Tarihsel Anlatılı Dijital Oyunların Sanal Müze Kapsamında Değerlendirilmesi

Year 2024, Issue: Sanatta Dijitalizm Özel Sayısı, 317 - 326, 28.11.2024
https://doi.org/10.17484/yedi.1438081

Abstract

Bilgisayar ve internet teknolojisinin ortaya çıkmasıyla birlikte yeni bir yaşam kültürü oluşturulmuştur. Bu yaşam kültürü kendisini dijital dünyadaki farklı platformlarda göstermeye başlamıştır.
Dünya genelinde kurulan büyük müzeler, seksiyonlarındaki eserlerini bütün dünyaya göstermek amacıyla dijital ortamda sanal müzeler kurmuşlardır. Üç boyutlu tasarlanan bu müzeler esasında sadece bilgi amaçlı olduğu ve interaktivitenin gerçekleşmediği bir ortamdır. ICOM’a (International Council of Museums) göre broşür, içerik ve öğretici olmak üzere üç tip sanal müze vardır. Bu müzelerde doğrudan bir etkileşim söz konusu değildir. Ancak bu hususta tarihi ve sanatı daha ileri seviyede karşısındakine sunan en gelişmiş unsur ise dijital oyunlardır. Sadece eğlence amacıyla bakılmaması gereken ve milyonlarca kişi tarafından tercih edilen bu dijital ortamda kültürel yansımanın etkilerini görmek mümkündür.
Birçok alt türü bulunan oyunlardan tarihi, mitolojiyi ve kültürü temel alanlar, birer dijital müze veya ileriye dönük birer arşiv niteliği taşımaktadır. Bu çalışmada tarihten beslenen ve dönemin kültürel, sanatsal unsurları birebir yansıtan, her detayının incelenebildiği oyunların sanal müze ile karşılaştırması yapılarak sanal müze kapsamında değerlendirilip değerlendirilemeyeceği üzerine tartışılacaktır. Sonuç olarak ise yaşanılan dijital çağda oyunlara bakış açısının bilimsel anlamda yeniden değerlendirilmesi gerektiği ortaya konulacaktır.

References

  • Britannica. (2022, November 17). Virtual Museum. Britannica. https://www.britannica.com/topic/virtual-museum.
  • Djindjian, F. (2007). The virtual museum: An introduction. Archeologia e Calcolatori Supplemento, 1, 9-14.
  • Gökler, B. M. (2017). Artistic object in the digital game world. Contemporary Issues in Social Sciences and Humanities. 106-119.
  • Jenkins, H. (2000). Art form for the digital age. Mit Technology Review. http://web.stanford.edu/class/sts145/Library/ jenkins_artform.pdf
  • Bryce, J., & Rutter, J. (2006). An introduction to understanding digital games. In J. Rutter, & J. Bryce (Eds.), Understanding Digital Games (1-17). SAGE. http://www.uk.sagepub.com/upm-data/9768_36401ch1.pdf
  • K. Walczak, W. C. (2016). Virtual museum exhibitions. IEE Computer, 93-95.
  • L. Teather. (1998). A museum is a museum is a museum...or Is It?: Exploring Museology and the Web. https://www.academia.edu/1448926/A_Museum_is_a_Museum_is_a_Museum_Or_is_it_Exploring_Museology_and_the_Web
  • Li, YC, Liew, AWC, Su, WP. (2012). The digital museum: Challenges and solution. 8 th. International Conference on Information Science and Digital Content Technology, Jeju. 646-649.
  • Nationalgeographic. (2022, November 17). National Geographic Museum. https://www.nationalgeographic.org/society/visit-our-museum/
  • Özkarakaş, E. & Atılgan, N. Ş. (2023). Examination of digital games content in the context of intangible and tangible cultural heritage. RumeliDE Journal of Language and Literature Studies, 34, 898-911. DOI: 10.29000/rumelide.1317112
  • P. Antonelli (2012). Video Games, 14 in Collection, for Starters. Retrieved December 15, From: http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-the-collection-for-starters.
  • Rodriguez, E. (2017). Virtual museum. https://www.britannica.com/topic/virtualmuseum
  • Smuts, A. (2005, July 5). Are video games art? Contemporary Aesthetics, 3, https://www.contempaesthetics.org/newvolume/ pages/article.php?articleID=299
  • Sylaiou S., Liarokapis, F. Kotsakis K., Patias P., (2009). Virtual museums, a survey and some issues for consideration. Journal of Cultural Heritage. 520-528.
  • tweaktown. (2022, November 18). Tweaktown. https://www.tweaktown.com/news/88399/assassins-creed-franchise-hits-200-million-sales worldwide/index.html#:~:text=%22Since%20it%20first%20launched%20in,series%20in%20video%20game%20history
  • Ubisoft. (2022, September 8). Ubisoft. https://www.ubisoft.com/en-gb/
  • Uffizi. (2024, July 5). https://www.virtualuffizi.com/sala-31-del-veronese.htmla
  • W. Schwibenz. (2004). The development of virtual museum’s ICOM news. Paris.
  • Wasser, C. (2018). Le Musée Imaginaire d’André Malraux: un anti-musée? Prix malraux.org. 1-38.
There are 19 citations in total.

Details

Primary Language English
Subjects Visual Arts (Other)
Journal Section Araştırma Makaleler
Authors

Burak Muhammet Gökler 0000-0002-5035-6756

Early Pub Date November 26, 2024
Publication Date November 28, 2024
Submission Date February 16, 2024
Acceptance Date November 11, 2024
Published in Issue Year 2024 Issue: Sanatta Dijitalizm Özel Sayısı

Cite

APA Gökler, B. M. (2024). Evaluation of Digital Games with Historical Narrative within the Scope of Virtual Museum. Yedi(Sanatta Dijitalizm Özel Sayısı), 317-326. https://doi.org/10.17484/yedi.1438081

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