TY - JOUR T1 - Where the Morality Lives: Good and Evil Spaces in “Adventure Time” TT - Ahlak Nerede Yaşar: “Adventure Time”da İyilik ve Kötülük Mekânları AU - Keleş, Hakan PY - 2025 DA - September Y2 - 2025 DO - 10.59534/jcss.1698424 JF - İletişim ve Toplum Araştırmaları Dergisi JO - JCSS PB - İletişim ve Toplum Araştırmaları Merkezi (İTAM) Derneği WT - DergiPark SN - 2791-9420 SP - 311 EP - 328 VL - 5 IS - 2 LA - en AB - This paper explores the spatial and moral semiotics of the animated series Adventure Time, drawing on Yuri Lotman's semiosphere theory to analyze how visual environments in children's media communicate ethical values. The study argues that in animated narratives, spatial design is not merely decorative but functions as a narrative device that visually encodes moral dichotomies. Through the lens of Lotman’s topographic, topological, and semantic spatial categories, the paper investigates how Adventure Time constructs realms such as the Candy Kingdom, Ice Kingdom, and Nightosphere as metaphorical spaces symbolizing moral order, ambiguity, and chaos. These symbolic geographies reflect deeper cultural structures and shape the viewer’s perception of good and evil. Furthermore, the research critiques how conventional animation often reinforces aesthetic stereotypes—such as beauty aligning with goodness and ugliness with evil—posing potential ethical implications for young audiences. However, Adventure Time occasionally subverts these norms, offering spaces where moral ambiguity is acknowledged. By applying Lotman’s spatial semiotics, this study highlights the pedagogical power of animated space and encourages a critical reading of visual storytelling in children’s media. The findings suggest that animated spatial aesthetics are deeply tied to cultural codes, and their ethical messaging warrants closer scrutiny in media studies. KW - Cartoon KW - Architecture KW - Semiosphere KW - Adventure Time KW - Morality. N2 - Bu makale, çocuklara yönelik animasyon dizisi Adventure Time’ın mekânsal ve ahlaki semiyotiğini inceleyerek, çizgi filmlerdeki görsel çevrelerin etik değerleri nasıl ilettiğini Yuri Lotman’ın semiyosfer kuramı üzerinden analiz eder. Çalışma, animasyon anlatılarında mekânsal tasarımın yalnızca dekoratif değil, aynı zamanda ahlaki ikilikleri görsel olarak kodlayan anlatımsal bir araç olduğunu savunur. Lotman’ın mekânsal kategorileri olan topografik, topolojik ve semantik alanlar aracılığıyla, Adventure Time’daki Şeker Krallığı, Buz Krallığı ve Geceküresi gibi diyarların nasıl birer metaforik alan olarak ahlaki düzeni, belirsizliği ve kaosu temsil ettiğini araştırır. 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